The World of the Wheel
Westlands
The Westlands is one of several names given to the continent or subcontinent that stretches from the Aiel Waste to the Aryth Ocean, and from the Great Blight to the Sea of Storms. It forms the westernmost part of one large landmass that also incorporates the Aiel Waste and the land of Shara, as well as a number of offshore islands belonging to the Sea Folk. The Westlands stretches for roughly 3,500 miles from the Aiel Waste to the Aryth Ocean and is mostly temperate, with hot summers in the southern regions and icy winters in the north. The continent consists of several large plains (notably Almoth Plain, the Plains of Maredo, Caralain Grass, and the Plain of Lances) divided by extensive forests, marshes, and several major mountain ranges, most notably the Mountains of Mist which divide the western coastal regions from the continental interior. The continent is dominated by two extensive river networks. The larger consists of the River Manetherendrelle and its major tributary, the Arinelle. This network rises in the Mountains of Dhoom in the far north and is navigable almost from the Blight to the river mouth at Illian in the far south. The River Erinin flows out the Spine of the World just south of the Niamh Passes westwards, before turning south for 2,000 miles, eventually reaching the sea at Tear. Although not as extensive as the Arinelle-Mantherendrelle network, the Erinin is by far the longer single river and sees much more traffic, as it passes through two of the busiest cities on the continent. There are currently 14 nations in existence in the Westlands: Altara, Amadicia, Andor, Arad Doman, Arafel, Cairhien, Ghealdan, Illian, Kandor, Murandy, Saldaea, Shienar, Tarabon, and Tear, as well as four major city-states: Falme, Far Madding, Mayene, and Tar Valon. In previous eras, every part of the land was claimed by one nation or another, but in the modern era, there are vast stretches of the continent which are given over to wilderness and are rarely traveled. After the War of the Hundred Years, there were 24 nations in the Westlands. The nations of Almoth, Caralain, Goaban, Hardan, Irenvelle, Kintara, Maredo, Mar Haddon and Mosara all faded away due to lack of population, whereas Malkier was swallowed by the Great Blight.Aiel Waste
The Aiel Waste is a desert region to the east of the Spine of the World. The Aiel Waste is so inhospitable that only the hardy Aiel can survive for extended periods there. The Aiel call the Waste the "Three-fold Land," referring to the gifts the harsh land gives to the Aiel people. The gifts to the Aiel are: a shaping stone to make them, a testing ground to prove their worth, and a punishment for their sin. Aiel prophecy states that the Aiel will leave the Waste once the Stone of Tear falls. Trollocs call the Aiel Waste "Djevik K'Shar" in their native tongue, meaning "The Dying Ground." The waste is home to many animal species; some of which are unique to this desert region and all of which seem dangerous to humans in some way. The books have mentioned lions, warthogs, several types of venomous snake, and a type ofShara
Shara lies to the east of the Aiel Waste, from which it is separated by the Cliffs of the Dawn and the Great Rift. Significant mountain ranges longer than the Spine of the World lie to the east of both features, further inhibiting travel into Shara. The Cliffs of the Dawn are easily scalable only in six locations. The Sharans have built heavily- fortified towns in each of these locations, where trade is permitted with westerners (Aiel and those gleemen and peddlers from the Westlands the Aiel permitted to cross the Waste). In each of these towns, the residents go veiled at all times, and the walls are so tall that it is impossible to see into the towns from outside. Westerners are not permitted to travel through these towns' eastern gates into Shara proper. Those who try disappear. South of the cliffs lies the Great Rift, an immenseSeanchan
The continent that is home to the Seanchan Empire almost girdles the world from pole to pole and is considerably larger than the continent consisting of the Westlands, Aiel Waste, Great Blight, and Shara. The nearest parts of Seanchan to the Westlands are located more than 5,000 miles across the Aryth Ocean, a journey of some months, even by the fastest ships and contributing to the lack of communication between the two continents for most of recorded history. Seanchan is split into two landmasses, divided by a long dividingThe Land of the Madmen
The Land of the Madmen is the smallest of the known continents. It lies approximately 5,000 miles south of the Westlands, across the Sea of Storms, and 8,000 miles east of Seanchan, across the southern Aryth Ocean. It was discovered some centuries ago by the Sea Folk, who have not attempted to chart the shoreline in detail but have broadly determined its dimensions. According to the Sea Folk, the landmass is approximately 750 leagues (3,000 miles) across and 500 leagues (2,000 miles) north to south. The southern coast is less than 500 miles from the southernThe Third Age
The Third Age of the Wheel of Time began with the chaos and destruction of the Breaking of the World that ended the Age of Legends (the Second Age) and ended with the Last Battle, the conclusion of which marked the beginning of the Fourth Age. The Third Age is the Age in which ''The Wheel of Time'' novels take place. The Third Age is sometimes called the Age of Prophecy, as for the entire length of its duration it has been prophesied that the Dragon will be reborn to fight and defeat the Dark One, and the Aes Sedai of the Third Age have attempted to prepare mankind for this prophesied battle. The Third Age has lasted for almost 3,500 years and has been divided into three lesser eras: After the Breaking (1,350 years), the Free Years (1,135 years) and the New Era (1,000 years). The main sequence novels begin in the year 998 NE.The Pattern
"The Pattern" is a manifestation of both the physical world and people's destinies, while "the Wheel" represents the passage of time. These concepts apply to a series of parallel worlds, as well. Some characters observe or visit such other worlds; some of these worlds reflect different courses of history, and some are so divergent from the main reality that they are uninhabited. Physics sometimes operates differently in these worlds. The Seanchan imported "exotic" creatures from other worlds, later breeding and training them. Tel'aran'rhiod is the "world of dreams", which connects to all of the other worlds. It can be visited in one's sleep, but events there are real; it is also possible to enter physically. The lives of humans, Ogier, and Shadowspawn and anything else that can affect the Pattern help make the weave of it. Everything is taken into account in the weave, events spanning hundreds if not thousands of years for the proper events to occur. Each Age has a separate pattern that makes the basis for the reality of that Age. This Pattern of the Age, or Age Lace, has been predetermined by the Wheel and it is only able to be partially changed.Web of Destiny and ''ta'veren''
At the center of every Web of Destiny, or ''ta'maral'ailen'' in the Old Tongue, there is a ''ta'veren''. Since ''ta'veren'' are made to influence life threads to create change, the only people who can affect the Pattern in any significant ways are ''ta'veren''; hence, the destinies of ''ta'veren'' are more strictly controlled by the Wheel of Time itself. These people are used by the Wheel to correct itself when the weave begins to drift from the Pattern. The great changes caused by a ''ta'veren'' form a Web of Destiny. These Webs of Destiny are almost always arduous for those that live through that Age, but are an unfortunate necessity for the Wheel. The more change required, the more ''ta'veren'' are born.Influences and present day
''Ta'veren'' appear to affect the Pattern based on their own personalities and skills. Perrin Aybara's ''ta'veren'' nature tends strongly to manifest in people, causing people to do or say things they otherwise would not. By contrast, Matrim Cauthon's twisting of the Pattern manifests as a warping of the laws of chance, and tends to be limited to a fairly local area. It most often manifests as extreme good luck for Mat, as well as apparently warning him of important events to come. By far, the most powerful ''ta'veren'' in the present-day world, and possibly the most powerful in history, is Rand al'Thor. His presence in an area causes any number of completely unpredictable and improbable occurrences, from throwing the laws of chance completely askew to two young people who can't stand each other suddenly marrying. This effect is uncontrollable and can extend to cover a wide area, influencing an entire village or a large part of a major city. In recent times, the three ''ta'veren'' have been experiencing momentary disorientation and visions of flashing colors whenever they think of the other ''ta'veren''. These colors are unexplained as yet, but the effect appears to be growing; most recently, the visions have been replaced with actual momentary glimpses of the other ''ta'veren''. It is unknown what these visions are caused by, but it is overwhelmingly likely that it is yet another sign of the impending Last Battle.Characters
While ''The Wheel of Time'' has a total of 2,782 distinct named characters, the books largely follow the same five Emond's Fielders, dubbed by fans the "Emond's Field Five". * Rand al'Thor: ''Ta'veren''; the main protagonist of the story. The Dragon Reborn, known as the Car'a'carn or He Who Comes with the Dawn to the Aiel, the Coramoor to the Atha'an Miere, and Shadowkiller to the wolves. Born on the slopes of Dragonmount during the Aiel War. The soul of Lews Therin Telamon Kinslayer reborn. * Matrim Cauthon: ''Ta'veren''; usually called "Mat". He becomes the Marshal General of the Band of the Red Hand, marries the Seanchan Empress Fortuona, and becomes one of the greatest generals the world has ever seen. * Perrin Aybara: ''Ta'veren''; Perrin is a wolfbrother, and throughout the story becomes quite adept at manipulating Tel'aran'rhiod. Becomes the Lord of the Two Rivers/Steward of the Dragon in the Two Rivers. * Egwene al'Vere: From Emond's Field herself, she was in training to become a Wisdom before venturing off with Moraine and Lan, where she discovered she could channel. She quickly rises through the ranks of the Aes Sedai, eventually becoming the Amyrlin Seat. * Nynaeve al'Meara: At the start of the story, she is the Wisdom of Emond's Field. After tracking down the rest of the Emond's Fielders after their departure, she soon finds out she can also channel, eventually becoming an Aes Sedai of the Yellow Ajah, and marries Lan Mandragoran, making her the Queen of Malkier. She is one of the most powerful female channelers alive and a member of the Yellow Ajah, due to her gift with Healing. * Elayne Trakand: When she first appears, she is the heir to the Lion Throne of Andor, as the only daughter of Queen Morgase Trakand. Later becomes Queen of Andor following her mother's (falsely) presumed death. She is also a powerful channeler, becoming an Aes Sedai of the Green Ajah. * Moiraine Damodred: Aes Sedai of the Blue Ajah, Moiraine Sedai's arrival to the small village of Emond's Field serves as the inciting incident of the series. Along with her Warder, Lan, Moiraine takes the Emond's Field Five away from their home of the Two Rivers. * Elmindreda Farshaw: Commonly known as "Min". Originally from Baerlon, Min enters the series because of her unique ability to sometimes seeSpecial powers
Channeling
"Channeling" is equivalent to magic as depicted in other fantasy-genre works, but is never called "magic" in the series. Many characters are channelers, including series protagonists Rand al'Thor, Egwene al'Vere, Nynaeve al'Meara, Elayne Trakand, Moiraine Damodred, and Aviendha. Channelers can access a natural power source called the "One Power", while Shai'tan can grant access to a separate power, the "True Power". Very little is written in the series about the True Power, while the One Power is described extensively. The One Power consists of five elemental "Powers": earth, water, air, fire, and spirit. Channelers often have particular strength in at least one Power, more commonly earth and fire in men and water and air in women; strength in spirit is equally rare between the sexes. A channeler creates a "weave" to achieve a specific effect by placing individual "flows" of the five Powers in a specific geometric configuration. The One Power has two aspects: "''saidin''", used by men; and "''saidar''", used by women. They differ sufficiently that no woman can teach a man to channel (and vice versa), and they can be used in drastically incompatible ways, though they sometimes achieve functionally identical effects. The greatest and strongest feats are when both are used together with each other. The True Power similarly differs from both. There are many different limitations of channeling between men and women that often complement each other. Male channelers are usually stronger and women are more dexterous with weaving flows. Women can "link" with other channelers to harness more power; an individual's strength is quantified by the amount of the One Power he or she can channel at once. Men require at least one woman to link with another man, but men are required to increase the maximum number of total linkers. A man will grow in spurts with the end unknown, while women will grow gradually and the final limit is known from the start. Some men and women are born with the "spark" to channel; these individuals will spontaneously begin to channel around puberty, but without formal training, three of every four will suffer a fatal illness caused by channeling. Those who survive are called "wilders", and often are unaware of the existence or nature of their powers. Channelers are constrained by any restriction they believe applies; wilders often possess a "block" that allows them to channel only under specific circumstances (such as experiencing a particular emotion). The majority of channelers lack the spark and will channel only if taught. Channelers can determine if a person of the same sex has the spark or is capable of learning to channel. A channeler with the spark who receives instruction is not at risk of death and is not normally considered a wilder. Channelers have a longer lifespan than non-channelers, in proportion to their strength; from early adulthood, channelers age more slowly than non-channelers, and the strongest channelers can live over 800 years. Shai'tan tainted ''saidin'' at the end of the Age of Legends, causing any male channeler to go insane (usually very destructively) and die; the Breaking was caused by the world's male channelers simultaneously going insane, while in the Third Age, male channelers are neutralized in various ways as they come of age. Channelers are treated in different ways by different cultures within the series. In the Westlands, channeling is viewed as synonymous with the Aes Sedai, an organization that survived from the Age of Legends and which views channeling as its proprietary domain. Some Aes Sedai refer to channelers from other traditions as "wilders", even if they are not self-taught. Aes Sedai are respected in most Westland nations, and they rule the city-state of Tar Valon. Aes Sedai are divided into seven "ajahs" named after colors and dedicated to different purposes; Red Ajah members seek out men who can channel and "gentle" them (remove their ability to channel). Also in the Westlands are the Kin, consisting of women who studied in Tar Valon but left without becoming Aes Sedai due to lack of desire or ability to complete their training. The Aes Sedai are aware of the Kin, who are very discreet, but are unaware that the Kin actually outnumber them. Among the Sea Folk, a seafaring Westlands culture, female channelers are expected to become "Windfinders", ship's navigators; the profession is also open to non-channelers. Every generation, the Sea Folk send a few weak channelers to Tar Valon, successfully concealing the prevalence and strength of their channelers. Aiel channelers are expected to become Wise Ones, the culture's spiritual leaders, as are all Dreamwalkers; other worthy women may become Wise Ones without these special powers. Male Aiel channelers go into the Blight, expecting to die after killing some of Shai'tan's creatures; unbeknownst to the Aiel, Shai'tan actually captures and corrupts these men. Shara is secretly ruled by its female channelers, the Ayyad, through figurehead monarchs; the Ayyad keep their male offspring as breeding stock before killing them. The Seanchan believe channelers are subhuman and dangerous; they enslave female channelers with the spark, while those capable of acting as their handlers are, unbeknownst to themselves and other Seanchan, those who can learn to channel. Male channelers are executed. Certain "objects of the One Power" exist. "''Angreal''" and "''sa'angreal''" increase the amount of the One Power a channeler can harness; ''sa'angreal'' may be orders of magnitude more powerful than ''angreal''. "''Ter'angreal''" produce specific effects; some require channeling to function, while others operate continuously or via touch; some affect only channelers or affect them differently.Talents
Robert Jordan uses the capitalized word "Talent" to refer to two distinct types of abilities sometimes possessed by channelers; the text also sometimes uses "Talent" to refer to abilities unrelated to the One Power and possessed by non-channelers. One type of Talent is the aptitude for a particular weave or type of weave. Talents seen in the series include Healing (Nynaeve al'Meara), manipulating weather (many Windfinders), creating "gateways" for instantaneous travel (Androl Genhald), and fabricating the indestructible substance "cuendillar" (Egwene al'Vere). Such a Talent may manifest as finer control over weaves, the ability to use a weave that would otherwise be beyond the channeler's strength, superior results when using a weave with all other factors equal, or some combination of these benefits. Some weaves, such as creating cuendillar, function only for a channeler with a corresponding Talent. A Talent can also be some other ability possessed only by some channelers, but distinct from creating weaves of the One Power. Talents of this type include creating ''ter'angreal'' (Elayne Trakand), perceiving the purpose or function of a ''ter'angreal'' (Aviendha), analyzing an expended weave, "unweaving" a weave (Aviendha), predicting the weather (Nynaeve al'Meara), recognizing ''ta'veren'' on sight (Siuan Sanche and Logain Ablar), and "Foretelling" prophecy (Elaida do Avriny a'Roihan). The latter three Talents have no obvious connection to the One Power, but are described as occurring only in channelers.Other abilities
Some abilities depicted in ''The Wheel of Time'' are not related to the One Power or the ability to channel. "Dreaming" (an Aes Sedai term) is the ability to have prophetic dreams, which are usually symbolic rather than literal. "Dreamwalking" (an Aiel term) is a set of abilities involving dreaming, including the ability to visit Tel'aran'rhiod and the dreams of others at will, and aptitude for manipulating Tel'aran'rhiod. Egwene al'Vere is both a Dreamer and Dreamwalker, and the text never establishes whether or not these are two separate things. Dreamwalking is well known to the Aiel Wise Ones, who use it for society-wide communication; Aiel Dreamwalkers include channelers, Amys and Melaine, and the non-channeler, Bair, who become Egwene's teachers, as the last Aes Sedai Dreamer died about 500 years earlier. No man is explicitly identified as a Dreamwalker in the series, but many of the male and female Forsaken, Shai'tan's top lieutenants, appear in Tel'aran'rhiod, and the male Forsaken Ishamael projects himself into other characters' dreams. "''Ta'veren''" are individuals who are focal points of the Pattern for a time. Rand al'Thor, Matrim Cauthon, and Perrin Aybara are all ''ta'veren'' during the events of the series. The Pattern causes events and the actions of others surrounding a ''ta'veren'' to conform to the ''ta'veren''Encyclopedic works
Tor Books published a companion book to the series, entitled '' The World of Robert Jordan's The Wheel of Time'', in November 1997, which contains much hitherto unrevealed background information about the series including the first maps of the entire world and the Seanchan home continent. Jordan co-authored the book with Teresa Patterson, who has also co-authored a similar companion book with Terry Brooks, '' The World of Shannara''. Jordan ruled the book broadly canonical but stated that it was written from the perspective of a historian within ''The Wheel of Time'' universe and was prone to errors of bias and guesswork. On November 3, 2015, '' The Wheel of Time Companion: The People, Places, and History of the Bestselling Series'' was released in hardback format, written by Harriet McDougal, Alan Romanczuk, and Maria Simons from Tor Books. Alan Romanczuk and Maria Simons were Robert Jordan's editorial assistants. The book is an encapsulating glossary of the entire series. The authors began compiling material for the volume as early as 2005, and the final book was released after the series' conclusion.References
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