Places in the Wheel of Time series
This article is about the towns, cities and countries of Robert Jordan's the Wheel of Time fantasy fiction series.
See also:
- Major Characters in the Wheel of Time series
- Minor Wheel of Time characters
- Events in the Wheel of Time series
- Concepts in the Wheel of Time series
Table of contents |
The Westlands ('Randland')
The area west of the Spine of the World and south of the Blight.
Andor
A large and powerful nation in the middle of the Westlands. Andor's ruler is traditionally a Queen. Ishara, the first Queen of Andor, persuaded her husband (one of Artur Hawkwing's generals) to lift his seige of Tar Valon following the death of the High King Artur. Ishara believed in holding on to relatively small section of Hawkwing's empire, instead of fighting for the whole. Morgase of House Trakand was the last Queen of Andor. Her current whereabouts (to the Dragon Reborn and the Daughter Heir Elayne, at least) are unknown. Andor's sign is a white lion rampant on red. The Queen of Andor sits on the Lion Throne, and wears the Rose Crown. The capital of Andor is Caemlyn.
Andor is the largest nation in the Westlands, and also one of the oldest. It was founded during the War of the Hundred Years. Many of Andor’s traditions were established during these early years. Unlike many nobles of the time, Queen Ishara, Andor’s first ruler, knew that no one ruler would be able to take control of Hawkwing’s entire empire. Instead, she focused on controlling only what she could. As a result, Andor began only with the capital city of Caemlyn and the small surrounding villages. Cautious expansion marked the reigns of the early queens of Andor.
The oldest tradition of Andor is that only a queen must sit on the Lion Throne of Andor, and wear the Rose Crown. The eldest daughter is known as the Daughter-Heir, and is always sent to Tar Valon to study. The eldest brother of the Daughter-Heir is sworn to protect her with his life, and is prepared from an early age to take control of Andor’s army.
Andor is a powerful nation, with a substantial army consisting primarily of the Queen’s Guards. Through history, Andor has been under almost constant pressure from neighboring countries. Andor and Cairhien have to been to war more times than any two countries except for Tear and Illian. Often-lawless Murandy, south of the west of Andor, is the source of many border incursions which the Queen's Guards must fend off; conversely, the Andoran forces at the Murandian border have resulted in Andor having a strong hand in Murandian politics. The Children of the Light have always had a reason to dislike Andor, as the Daughter-Heir always studies in the White Tower.
Andor’s strength comes from its wealth. Much of this is generated in the Mountains of Mist, far to the west of central Andor. Gold, silver, iron, and copper are extracted from the rich mines in these mountains. Most of this metal is refined in the smelters near the mines.
The strength which must be expended to retain the valuable mines in the Mountains of Mist means that other outlying regions of Andor have been virtually forgotten. A good example of this is the Two Rivers, where few even realize they are part of a larger kingdom. One well-known town in the far west of Andor is Whitebridge, so named for the large bridge which crosses the River Arinelle into the town.
Andor is thought by many to be based in part on England during the Middle Ages, and the author has confirmed that Andorans speak with a (modern) English accent.
Andor West of Whitebridge
Baerlon
Baerlon is the primary city of western Andor, though far smaller than huge Caemlyn in the east. Primarily a mining town, it serves as a resting point for merchants bringing metals from the mines in the Mountains of Mist or tobacco and wool from the Two Rivers to the more populous eastern half of Andor. Baerlon is also the home of Min Farshaw, a major character of the Wheel of Time series.
The Two Rivers
The Two Rivers is a region of Andor south of Baerlon, located between the upper reaches of the River Manetherendrelle, or the White River as it is called in the Two Rivers, and the River Taren, a smaller tributary. It contains four villages, from north to south, Taren Ferry, Watch Hill, Emond's Field, and Deven Ride. To the west are the Sand Hills and the Mountains of Mist, and to the east lies the Waterwood, a dangerous swamp. These obstacles, along with the two rivers, the Taren only crossable at Taren Ferry and the White River impassable at any point, make the Two Rivers a highly isolated region of Andor. Andoran soldiers and tax collectors have not been seen in the Two Rivers for many generations.
After Rand al'Thor proclaimed himself the Dragon Reborn, however, the isolation of the Two Rivers ended. The collapse of the nations of Tarabon and Arad Doman has brought a huge number of refugees across the Mountains of Mist and into the Two Rivers, disturbing the local culture and quickly "modernizing" the agricultural backwater. The Two Rivers, which has not had any nobility since it was the center of the kingdom of Manetheren 2000 years ago, recently appointed Perrin t'Bashere Aybara Lord of the Two Rivers. Because his wife, Faile ni'Bashere t'Aybara, is second in line to the throne of Saldaea (currently held by her cousin, Queen Tenobia Bashere), the Lord of the Two Rivers may soon rise from obscurity to become an important political figure.
The Two Rivers is home to many of the major characters of the Wheel of Time series:
- Rand al'Thor, the Dragon Reborn and King of Illian
- Matrim Cauthon, General of the Band of the Red Hand
- Perrin t'Bashere Aybara, Lord of the Two Rivers
- Egwene al'Vere Sedai, Amyrlin of the Tower-in-Exile
- Nynaeve al'Meara Sedai, an Aes Sedai of the Yellow Ajah
Andor East of Whitebridge
Caemlyn
Caemlyn is the capital city of Andor, second in beauty only to Tar Valon. The city of Caemlyn is actually made up of two cities, the New City and the Inner City. The New City is less than two thousand years old, constructed exclusively by humans. The ancient Inner City, on the other hand, was constructed by Ogier. The entire city is encircled by a fifty-foot wall; the Inner City itself is also surrounded by a wall. Certainly the most impressive building in the Inner City is the Royal Palace, which serves as the seat of government for Andor.
Black Tower
The Black Tower is a partially-walled fortress less than a day's walk from the city of Caemlyn. Established in the very recent past by Rand al'Thor, its purpose is to train men who can channel. With the removal of the taint on saidin by Rand al'Thor and Nynaeve al'Meara, the Black Tower may gain a more permanent existence.
Cairhien
Cairhien is a nation that borders the Spine of the World. Its capital city is Cairhein. The city and country were weakened in the Aiel War, and again by recent civil war and unrest. The Dragon Reborn currently holds Cairhien. It is his intention that not only will Elayne Trakand, Daughter-Heir of Andor (an Aes Sedai of the Green Ajah) wear the Rose Crown of Andor, but she will also sit on the Sun Throne of Cairhein, by right of descent from her father, a Cairhienen of a noble house that has traditionally ruled Cairhien.
The sign of Cairhien is a golden sun rising on a field of deep blue. Cairhienin (along with Aes Sedai) are known to all but have invented Daes Dae'mar (the Game of Houses), a system of intrigue and plotting. Cairhienin are usually short in stature and of rather pale complexion. They are also a very (outwardly at least) reserved people.
Cairhien, like many of the current nations, became sovereign at the end of the War of the Hundred Years. The nation of Cairhien now spreads over less than half the land it once controlled.
The Cairhienin had a period of four hundred years in which they enjoyed a period of unprecedented wealth. This was brought about by the Aiel’s granting of the right to cross the Aiel Waste and trade for silk in Shara. This prosperity ended when Laman Damodred cut down Avendoraldera and unknowingly sparked the Aiel War. During this war that the city of Cairhien was burned and partially destroyed.
The politics of Cairhien are dominated by the Great Game, the Game of Houses. The nobles took the plotting and intricacies of life within the White Tower, and gave it their own twist. Also called Daes Dae’mar, it is responsible for almost every major disaster in Cairhien’s history. To the Cairhienin, everyone has a hidden motive, every word has another meaning. Everything is believed to be a move to gain more power and strength.
The Cairhienin are a very reserved people. They also prefer complete control over their environment. This can be seen in the layout of the city of Cairhien, which is a precise grid pattern, all streets meeting at right angles.
It is said that when this Cairhienin reserve breaks, it can do so to a suprising degree. A good example is Cairhien during the Feast of Lights. During this two day celebration, all social barriers fall, and any man may kiss any woman, and any woman may kiss any man; nobles and commoners alike can be seen in the streets in various states of undress. After the two days are over, life procedes as if nothing had occurred.
Cairhien is thought by many to be based in part on France during the reign of Louis XIV and Japan. Cairhienin speak in a precise, clipped accent, enunicating every word.
The Borderlands
Arafel
One of the Borderlands, located between Saldaea on the west and Kandor on the east. The current ruler is King Paitar Nachiman; his sister Kiruna is an Aes Sedai of the Green Ajah allied with the Salidar sisters.
As with all the Borderlands, Arafel is a martial nation. Its men tend to wear two curved swords on their backs, one hilt above each shoulder. Oddly, they often also wear their hair in two long braids, with bells on the end.
Kandor
One of the four Borderlands. The Borderlands are vital as serving as a buffer between the Blight and the rest of Randland. Kandori men are noted for wearing pearl earrings and forked beards. The current Queen of Kandor is Ethenielle, who rules from the capital city of Chachin.
Saldaea
Saldaea is the westernmost of the four Borderlands, larger than Shienar and Arafel combined. The capital of Saldaea is Maradon. Her Queen is Tenobia. The Marshal-General of Saldaea is Davram Bashere, uncle to Queen Tenobia. His daughter, Faile ni' Bashere Aybara, is wed to Perrin (Goldeneyes) Aybara, childhood friend of the Dragon Reborn, unwilling ta'averen, and Lord of the Two Rivers.
Saldaeans have bold, prominent noses and slightly upturned. almond-shaped eyes. While as ferocious in battle as any of the Border nations, their equestrian skills are undoubtedly superior; No other nation in Randland can match Saldaea for her famed and effective use of light cavalry. Saldaean soldiers often carry serpentine swords. Saldaean men usually have long moustaches. Saldaean women are almost a breed apart, known as they are for their fierce loyalty and strength (not to mention temper).
For Saldaeans, war is a family affair. The wives of officers and nobles accompany their husbands on all campaigns except those into the Blight. A traditional farewell from a Saldaean wife to a husband going to battle is "If you fall, I will take up your sword." While not trained with the sword, Saldaean girls are quite skilled both with knives and in hand-to-hand combat. All Saldaeans are armed with at least a knife at all times; in Saldaea, steel is not bared unless it will be used.
The Saldaean economy is strong; built upon the trade of furs, wood, and ice peppers, Saldaean goods fetch high prices at markets as far away as Tear.
Another important part of Saldaean life is the sa’sara, a dance outlawed by several Saldaean queens for its indecency. While known by virtually every noblewoman, few would ever admit to the knowledge. Apparently, the sa’sara has the ability to drive men wild. The sa’sara is known to have started three wars and sparked two rebellions, among many other smaller disturbances.
The author has stated that Saldaea is based on "a number of Middle Eastern cultures and several cultures in countries surrounding the Black Sea"; in particular, there are a number of similarities between Saldaea and historic Mongolia.
Shienar
Shienar is the easternmost of the Borderlands; the capital is Fal Moran. The current ruler of Shienar is Easar. Shienarans are a very polite people, which might seem at odds with their ferocity in battle and long history of defending against the Blight. Shienaran men (especially soldiers) often wear a long topknot with the rest of their head shaved. Shienar has excelled at effectively deploying heavy cavalry.
Before the fall of Malkier to the Blight, Shienar was not truly of the borderlands, having no border along the edge of the Blight.
The closeness of the Blight to Shienar colors all aspects of Shienaran life and culture. The constant fighting greatly affects the way the Shienaran warriors view life, who view peace, beauty, and life as their three most important values: Peace, because they have never known it; Beauty, because they are so near the corruption of the Blight; Life, because they are sworn to death.
To Shienaran warriors, it is the quality of life that matters, not any material wealth that is gained. Soldiers are buried unclothed, in the belief that all came from the earth, and they wish to return as they came to the "last embrace of the mother".
The Shienarans are the finest heavy cavalry in the world. Like Fal Dara, all of the towns in Shienar are built to function as fortresses. All are built on hills, to gain a commanding view of the countryside. They are surrounded by stone walls and heavy iron gates. Nothing taller than short grass is allowed to remain for at least a half-mile beyond the town walls.
While the capital is Fal Moran, the cities closer to the Blightborder, such as Fal Dara, more closely embody the fighting spirit of Shienar. Everything except the surrounding farms are enclosed within the city walls. Fal Dara, and the cities like it, were built for strength and beauty.
Like all cities along the Blightborder, no man is permitted to wear a hood or to cover his face within the city walls. This is an effort to prevent Myrddraal from entering the cities. Also, the streets of these cities are very well lighted, to try and prevent the shadows the Myrddraal need to appear and disappear at will.
Shienar is thought by many to be based in part on Japan; Shienaran warriors bear a close resemblance to Japanese Samurai and many Old Tongue phrases in common use in Shienar are similar to Japanese.
Western Coast Nations
Arad Doman
In the time since the Dragon Reborn proclaimed himself at Falme, the resulting chaos in Arad Doman has prevented it from playing more than a rather minor role in the politics of the land. Since the fall of the nation of Almoth, Arad Doman has long maneuvered to gain control of Almoth Plain, with Tarabon similarly trying to gain control of this piece of land.
Domani women are the source of the nation’s fame; only the Sea Folk women are thought to be more graceful. Domani women wear diaphonous,form-fitting clothing considered scandalous in most countries, and have raised the practice of seduction to an art. Mothers begin teaching their daughters this art at an early age.
If Arad Doman owes its fame to its women, it similarly owes its national wealth to them. Most Domani merchants are women, and few men come out on top after a bargaining session with a Domani woman. Most men, however, consider losing to be worth the experience.
The capital of Arad Doman is Bandar Eban, which also serves as a center of trade. The Domani trade a great deal with the Sea Folk, and are among the few merchants in the land who can hold their own against in bargaining with the Sea Folk.
Arad Doman is thought by many to be based in part on Arabic and Muslim culture, particularly that of Persia (modern Iran).
Tarabon
Southern Coast Nations
Altara
Illian
Illian is located in the extreme south of "Randland", a rich and powerful nation, whose commerce relies on trade and fishing. The capital of Illian is the city with the same name. Her sign is nine golden bees. Historically Illian has been at odds with Tear, a rival nation to the east.
Illian's elite troops are known as the Companions. This organization is rare in that foreigners can rise to become Captain-General (the top rank in the Companions). They are placed wherever fighting is heaviest, and follow the king into danger. Rand al'Thor's father Tam was a Second Captain of the Companions.
Whenever a Great Hunt (for the Horn of Valere) is called, it always happens in the Great Square of Tammuz in the city of Illian.
Rand al'Thor is King of Illian, having displaced Sammael (one of the Forsaken) who in turn displaced tha last King, Mattin Stepaneos den Belgar.
The dialect of Illian is distinct: Illianers use the emphatic tense of nearly every verb, shun the progressive tense, and use "no" in place of "not." Thus, "That man doesn't serve the Dragon Reborn" becomes in the dialect of Illian "That man do no serve the Dragon Reborn" and "He made sure every stick of bread went to the army" becomes "He did make sure every stick of bread did go to the army."
Illian is thought by many to be based in part on Hellenic or Hellenistic cultures; their uniquely "hands-off" government and their Mediterranean landscape bear a strong resemblance to Ancient Greece.
Mayene
Mayene is a small but wealthy nation historically dominated by its powerful neighbor Tear. The ruler of Mayene is the called the First; currently this is Berelaine sur Paendrag Tanreall. The ruling family of Mayene claims to be the direct descendants of Artur Paendrag Tanreall (Artur Hawkwing) and still go by the Paendrag name. Similarly, Mayene's sign is a golden hawk, Artur Hawkwing's sign.
The Mayener rulers' claim to descent from Artur Hawkwing seems likely, given Mayene's status as the smallest and weakest of modern nations, and the Wheel of Time's nature of "Raising up that which was cast down, and casting down that which was raised up."
The Mayener rulers have struggled for generations to keep Mayene independent from its much larger neighbor, Tear, whose High Lords claim Mayene is a province of that nation.
Mayene's independence despite these claims relies on the Mayener's knowledge of the location of the secret oilfish shoals, the oil from which is highly valued and competes with similar products from Tear, Illian, and Tarabon.
Another tool the Mayener rulers once used to maintain Mayene’s autonomy was a ter’angreal doorway which took them to the land of the Aelfinn. They were allowed to ask any three questions, and receive three true answers. These answers were a great aid to the Firsts in maintaining Mayene’s independence from Tear. But this advantage was given away by a young ruler who gave away the ter’angreal to the Tairens as a sign of good will. He had already used it, and so it was no longer of any use to him.
Despite this loss, the Mayeners are intent on remaining apart from the High Lords of Tear; this wish lead Berelain to ally Mayene with the Dragon Reborn, the first nation to do so freely.
Tear
Tear is one of the richest nations in the land. This comes in part from controlling the greatest port on the Sea of Storms, at the mouth of the Erinin river. A great deal of Tear’s wealth comes from the oil produced on the country’s numerous olive farms. Lucrative trade in grain and fish also brings money into rich nation of Tear.
However, it is only the nobles of Tear who have grown rich off the nation’s vast wealth. This is because of the view of Tairen lords that commoners are actually lesser beings. The distinction between Tairen lords and commoners is a sharp one, to the point where they even dress differently. Until very recently, it was not even possible for a commoner to call a noble before a magistrate.
Unlike most nations, Tear is not ruled by a king or queen. Instead, Tear is ruled by the High Lords. The number of High Lords has varied over time from six to twenty, but they are always of a particular rank.
The city of Tear goes further in enforcing the differences between commoners and nobles. The inner city is surrounded by a high wall of gray stone. Within the wall are the finer houses and palaces of the nobles, which line streets paved with stone. Outside the wall, commoners trudge through unpaved, muddy streets.
The city of Tear is dominated by the Stone of Tear, which towers above the city like a small mountain. It is believed to be the oldest stronghold of mankind, erected shortly after the Breaking of the World. It was built with the One Power, Earth, Air, and Fire fusing stones together without joint or mortar.
Deep within the Stone is the Heart of the Stone. This is where the great sword Callandor is held, protected by a shield made of the One Power. Callandor is actually one of the greatest sa’angreal ever made, waiting for the Dragon Reborn to claim it. No one except the High Lords are allowed to enter the Heart, and even they rarely do so; four times a year for the Rite of Guarding there, and Lords of the Land are raised High Lords there. Indeed, if the High Lords could manage to forget that the Heart of the Stone and Callandor existed, they undoubtedly would.
This is due partly to the fact that it is prophesied that the Stone will not fall until the Dragon has been Reborn. The High Lords like to think that by protecting Callandor, they are protecting the world from the Dragon Reborn.
Also, Tairens fear anything to do with the One Power. Aes Sedai are forbidden to channel while in Tear. The Stone also houses a collection of angreal and ter’angreal second only to the White Tower. It is unsure exactly why the Tairens have collected such an array; perhaps to prevent their use by Aes Sedai, or maybe to diminish by comparison the knowledge that they possess one of the greatest of them, Callandor, whose drawing by the Dragon Reborn will herald the coming of another Breaking of the World.
Tear is thought by many to be based in part on Spain during the height of the Spanish empire; the nobles and soldiers of Tear bear a particularly strong resemblence, while the common people more closely resemble the peasants of China and Korea.
Other Nations
Amadicia
Amadicia is a nation in the Southwest of Randland, consisting of the southern end of the Mountains of Mist and the shores at the southwest corner of Randland. It is best known as the home of the Children of the Light, a highly militaristic religious order that claims to serve the Light and oppose the Dark One. Amadicia has historically had a king, but the Children were the real ruling power in Amadicia before the coming of the Seanchan.
Due to the Children's belief that Aes Sedai are servants of the Dark One, both Aes Sedai and channeling are outlawed in Amadicia, and the meerest suspicion of such "witchcraft" can result in harsh punishment and even execution. Similarly, the denouncment, trial, and execution of suspected "Darkfriends" are common, though the accused are often little more than social outcasts or the unlucky particpants in disagreements.
The Children's expansionist aspiritions have lead to a number of wars in Amadicia, most recently the Whitecloak War with Illian and Altara which the Children of the Light call "the Troubles." These same belligerent tendencies, together with the Children's view of Aes Sedai, had a role in the choice of Salidar as the base of the rebel Aes Sedai, since the close proximity of the Children made Salidar an unlikely home, and seemed a likely place to gather in secret.
The dress and mannerisms of Amadicia, as well as it's harsh punishments and disdain for due process of law are evocative of early Puritan settlements of North America and the witch trials held there. The name "Amadicia" bears this out; in Latin it means "The [land of] the saying of the right" and is similar to the name "Amadeus", which means "He who loves God".
Ghealdan
Murandy
The people of Murandy, much like the people of Altara, do not really considers themselves the residents of a nation. They are more likely to claim allegiance to one or another of the local lords.
The ruler of Murandy seldom controls events outside of the capital city of Lugard. Even within Lugard, the monarch is sometimes helpless to affect the course of events. The only reason a monarch is tolerated in Murandy is as a deterrent to incursions by foreign nations. Similarly, the only circumstance that will compel rival Murandian lords to cooperate is a foreign invasion.
The capital city of Lugard is located in central Murandy, and it is the trade flowing through Lugard which keeps Murandy alive. Despite whatever political conflict might be disrupting daily life in Murandy, trade continues to flow through Lugard. It is one of few cities which has more inns and stables than residences and shops.
Lugard was once surrounded by a tall stone wall, but it has since crumbled. In many places around the city, piles of rubble mark where the wall once stood. The many thieves who call Lugard home consider any foreigner a fair mark, and the unpaved roads and alleys are frequently dangerous to travel alone.
Murandy plays a minor role in world politics. The lack of an effective ruler makes it difficult for Murandy to defend itself, much less to make its presence felt in the rest of the land.
Murandy is thought by many to have been modeled in part on Ireland; the interference of Andor (thought to be based on England) in Murandian affair bears this out.
Tar Valon
Tar Valon
An island city in the River Erinin, within sight of the Dragonmount, and city of Aes Sedai power. "The Wheel of Time turns around Tar Valon, and Tar Valon turns around the Tower." Many Kings and Queens bow before the power that Tar Valon holds.
Tar Valon is the home to the Aes Sedai. Young girls who have the gift of channeling the One Power are sent there as novices.
Tar Valon is the home of the White Tower, where the Aes Sedai reside. The Tower, and much of the city, was built by the Ogier. Tar Valon is a city-state, of sorts, of which the Amyrlin Seat is ruler. The "Shining Walls" of Tar Valon are thought to be inpregnable (never mind the difficulty in taking a city filled with Aes Sedai) and no army is known to have ever breeched them.
Tar Valon is modelled after the fantastical city of Avalon.
Dragonmount
Dragonmount is a large mountain formed during the breaking of the world after Lews Therin Telamon is confronted by Elan Morin (Ishmael). Lews Therin drew enough of the One Power that, "The air turned to fire, the fire to liquified light", a lightning bolt struck from a clear sky to the point where Lews Therin was standing, bored into the earth and created a volcano, and split the river Erinin into twain creating an island, now the home of Tar Valon. The mountain became known as Dragonmount, where the Dragon would be Reborn according to prophecy, and its summit, which often smokes like a volcano, is high enough to cast a shadow over Tar Valon at certain times of day.
The White Tower
The central feature of Tar Valon, the Tower is the home to the Aes Sedai, with different sections within the Tower for the different ranks and factions, including guards, Novices, Accepted and even the servants. The White Tower was built by Ogier and the Aes Sedai, and soars to heights beaten only the towers of Cairhein before the latter were burned during the Aiel War.
Historical Nations
Manetheren
One of the Ten Nations destroyed in the Trolloc Wars. Manetheren means "the Mountain Home" in the Old Tongue. Manetheren's sign was a red eagle. The touching and tragic story of Manetheren's destruction, and her last king and queen, is retold by Moraine Damodred in The Eye of the World.
The area currently known as The Two Rivers was part of Manetheren.
Malkier
Malkier was once one of the Borderlands, but fell to the Shadow.
The Aiel Waste
The Aiel Waste is a vast, arid land to the east of Randland, separated from the latter by the mountain range known as the Spine of the World. During the Trolloc wars, the Trollocs gave it the name Djevik K'Shar, or "The Dying Ground," due to the immense ferocity and fighting prowess of the Aiel.
The Aiel Waste is bordered by the Spine of the World, or the Dragonwall to the west, the chasms and precipices of Shara to the east, the Blight in the north, and the Sea of Storms in the south. These four borders, and the hot, dry, roadless terrain keep the Waste an isolated land, as does the Aiel's harsh treatment of foreigners. Blistering temperatures ravage the land by day and glacial ones freeze it at night. It is a land of mountains and valleys dotted by numerous rock formations, including many spires. It has almost no vegetation and what there is, is small and virtually useless. Not many animals live in the Waste, but the ones that do are usually as treacherous as the land itself.
Despite the daunting environment, the Aiel people make the Waste their home. The majority of Aiel live in and among the rock formations. These holds, as they are called, are approximately the size of villages. The Aiel have their own name for the Waste, the Three-Fold Land: First, because it is a shaping stone to make them; second, it a testing ground to prove their worth; third, it punishment for their sin against Aes Sedai. The Aiel have absolute control of the land and only allow peddlers, gleemen and Tinkers to enter it. At one time, Cairhienin merchants were permitted to enter, but lost that privilege due to Laman's Sin.
There is only one city in the Waste. The ancient city of Rhuidean has just recently been inhabited again. Located deep in the Waste, it lies in a valley beneath the mountain Chaendar, and sits above a large newly formed lake sustained by an enormous underground ocean of fresh water. The lake feeds a river that brings water to areas in the Waste that have not had water in living memory. The only known Chora tree Avendesora, also known as the Tree of Life, resides in Rhuidean's central square.
The Great Blight
The area in the northern reaches of the continent containing Randland, the Aiel Waste, and Shara, and the northern reaches of Seanchan. It is a nightmarish land. All life there is corrupted by the nearby influence of the Dark One. Almost everything in the Great Blight deals death in some way. There are even remnants of the twisted species created by Aginor--particularly one species, the Worms, which are apparently the larval stages of one of Aginor's creations, unable to mature. Going into the Blight seems to be a traditional way to die heroically. Aiel men who discover they can channel go into the Blight to "hunt the Dark One".
Shara
The land bordered by mountains to the west (the Aiel Waste is on the far side of them), and to the north by the Great Blight. The Sharans, much like the Aiel, are secretive of their ways among outsiders. But the people of Shara take this a step further than their neighbors to the west. Outsiders are only allowed to enter several specially designated trading towns. These towns are surrounded by high walls, with no view of the outside world. Outsiders who attempt to ascend the wall, or leave the trading towns, are killed immediately. Seafarers who land on the Sharan shore, by choice or not, are similarly executed.
Jain Farstrider indicated in his writings that lying to outsiders actually seemed to be a part of Sharan culture. Folk trading with the Sharans have learned to check their purchases, as Sharans obviously believe they need not tell outsiders the truth about the goods they are purchasing. Trading with the Sharans is a dangerous business, though one that is extremely profitable. For the most part, the Sea Folk conduct all trade with the Sharans.
Like everywhere else, there are those in Shara who can channel the One Power. These people are known as the Ayyad. They live in towns separate from the rest of the Sharan people; other Sharans intruding in these towns are killed. Male Ayyad are not killed immediately. Instead, they serve as breeding stock for female Ayyad. These males are kept in ignorance of the outside world, and are killed as soon as they show signs of channeling.
The Sharans are ruled by a monarch, called Sh’boan if female and Sh’botay if male. The Sharan monarch dies every seven years, which the Sharan people simply accept as the "will of the Pattern." At this point, the monarch's widow(er) remarries and becomes monarch; the new spouse will be widowed in an additional seven years and reign in turn. Unknown to most, the monarchs are actually killed by the Ayyad. The Ayyad are the true power in Shara.
It is hardly surprising that a society as twisted and convoluted as this supports slavery. The entire Sharan culture is built upon the enslavement of the many by the few.
Seanchan
Seanchan is the name of a continent that lies west across the Aryth Ocean from Randland, and it is also the name of the Empire that inhabits the continent. Attacking the lands east of the Aryth Ocean, they were defeated at the coastal town of Falme – only to return again to take many cities.
Across the Aryth Ocean lies the continent of Seanchan. The people of this continent had a rich and tumultuous history, filled with intrigue and war. And that was before they faced an opponent their combined might could not overcome.
It was to Seanchan that Artur Hawkwing sent his son Luthair Paendrag, with a large army to conquer the people of Seanchan. Luthair found a large land divided by internal strife, ripe for the taking. It took nearly three hundred years, but the Consolidation eventually placed all of Seanchan in the hand’s of Luthair’s descendants.
Artur Hawkwing’s influence on the land was great, but Luthair’s impact on Seanchan was even stronger. For while Hawkwing’s empire dissolved upon his death, Luthair’s heirs still control Seanchan.
The monarchy which rules Seanchan is a strong one. This rule is the product of both awe and fear. The awe comes in large part from the very throne the ruler sits on, the Crystal Throne. The Crystal Throne is actually a ter’angreal, inspiring awe and wonder of the person who sits upon it.
Much of the fear comes from the impressive array of Imperial security. The Deathwatch Guards are among the most honored of the Imperial family’s servants, and are a fearsome force. Even more feared are the Seekers for Truth, a force which hunts Darkfriends and acts as a secret police.
The nation of Seanchan is ruled by a rigid class structure. The lowest class of people are the do’covale, "those who are property." However, not all servants hold low rank in Seanchan society. The hereditary servants of the Imperial family hold higher rank than free men and women.
The highest tier of Seanchan society is held by those who are "of the Blood." Initially, it was only the descendants of Luthair and his armies who were of the Blood, but over time others have been raised to the Blood. Being raised to the Blood, while exceptionally rare, is the greatest honor possible for one who was born a commoner.
When no word was heard from Luthair’s expedition, it was assumed they were lost at sea while trying to cross the Aryth Ocean.
Thus it came as quite a shock when Luthair’s descendants reappeared on the mainland, speaking of the Return. Few initially believed that it was truly the Hawkwing’s descendants returned from across the Ocean, but their strong army was quickly inspiring fear in the areas it conquered.
A great deal of that fear came from the exotic animals which the Seanchan brought with them from their home across the Aryth Ocean. These fearsome beasts looked like nightmares made flesh.
But even more fearsome is the Seanchan’s use of the One Power as a weapon. The Seanchan consider those who can channel less than human. These damane are the most valued of slaves. They are controlled through the use of an a’dam by a sul’dam.
Luthair’s descendants have returned to the land at the worst possible time. They are intent on beginning the restoration of Hawkwing’s empire, but can easily be considered just another army in a land already hosting too many.
The forces facing of the Light, led by the Rand al'Thor, have enough problems fighting the Shadow without also having to worry about the Seanchan armies.
The Land of Madmen
Little is known about this separate continent, except that, apparently, all channelers there are insane, and civilization did not survive the Breaking.
Waygates
The Waygates are the entrances to a system of passages that allow speedy passage through the world.
The Ways were created outside of time and space as it exists in the world of the Wheel of Time. They were 'grown' so that the Ogier could bypass the lands of men as they travelled from Stedding to Stedding, or to the Ogier Groves in the great cities.
They were created by some of the Male Aes Sedai that took shelter in the Stedding During 'The Breaking' so they could avoid 'The Taint'. The Ways allow those who know the secret of traveling them to cover great distances in very short periods of time.
Once the Ways were bright and sunny with great beauty (in nature) along them, however they became corrupted during the War of The Hundred Years, and are no longer safe to travel. The 'Black Wind' (Machin'shin) now roams the Ways in darkness hunting unwary travelers. The Black Wind's presence is known by 'song' it sings--a morbid, horrifying song detailing all sorts of mutilations ("Plait the skin, scream your songs, sing your screams")
Waygates are the Entrances to the ways. They are grown using the 'Talisman of Growing' currently in the keeping of the Ogier Elders.
The Ways are believed to have been created based on the study of 'Portal Stones'.
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