Places in the Wheel of Time series
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This article is about the towns, cities and countries of Robert Jordan's The Wheel of Time fantasy fiction series.
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[edit] The Westlands a.k.a. Randland
[edit] Randland
Randland is a name adopted by fans to refer to the imaginary world of The Wheel of Time fantasy book series by Robert Jordan, and is derived from the name of the central character Rand al'Thor.
More specifically, it often refers to The Westlands, the main area of Randland's main continent between the Aryth Ocean, which no character from the Westlands has been depicted crossing, and the Spine of the World; although forgotten places are mentioned in the east. Like many other writers, Robert Jordan never officially names his world, so in lieu of another name Randland has come into accepted common usage so fans have something to call it.
Although no scale appeared on the maps in the books themselves, a scale did appear on the world map on page 146 of the guidebook accompanying the series, "The World of Robert Jordan's Wheel of Time". The scale on this map suggests that the distance from the edge of the continent on the west to The Spine of the World in the east is approximately 3,000 miles. This concurs broadly with the designers who worked on the Wheel of Time roleplaying game, who suggested a scale of 1"=400 miles on the colour endpaper maps in the hardback editions of the books. By their calculations Randland therefore measures roughly 3,500 miles from the west coast to the Spine of the World.
A reliable way of measuring the maps was produced in the novel New Spring, which gave the straight-line distance from Tar Valon to the sea south of Tear as 400 leagues (1,600 miles).
External links
- Black and white map that appears in most of the books
- Large colour map covering the main "Randland" continent
[edit] Andor
See main article: Andor
[edit] Cairhien
See main article: Cairhien
[edit] Far Madding
A city-state in the east central part of the Westlands. It lies at the north end of the Plains of Maredo near the borders of Andor, Illian, and Tear. There is a Waygate nearby.
Far Madding lies on an island in the center of a lake. There are three gates and three bridges connecting the city to the mainland. The Caemlyn Gate leads to the Ajalon Bridge and the village of Glancor. The Illian Gate leads to the Ikane Bridge and the village of Daigan. The Tear Gate leads to the Goim Bridge and the village of South Bridge.
There are three Strangers' Markets in Far Madding where foreigners are allowed to trade. They are the Amhara Market, the Avharin Market and the Nethvin Market. They are named after the three most revered women in Far Madding history. At the center of the city is the Counsels' Plaza and the Hall of the Counsels.
In the time after the Breaking, the city was known as Aren Mador and was the capital of Essenia. After the Trolloc Wars, the city was known as Fel Moreina. After the War of the Hundred Years, Far Madding was the capital of Maredo until the nation fell apart. Far Madding is now an independent city-state and a major center of commerce.
In the Hall of the Counsels there is a ter'angreal known as the guardian. This ter'angreal simulates the effects of an Ogier Stedding, rendering it impossible for channellers to sense or touch the True Source. The area of influence is far greater for men than for women. The ter'angreal will also pinpoint the location of anyone channelling in the vicinity.
[edit] Borderlands
The Borderlands are the northern nations that border the Blight. For 3000 years the nations of the Borderlands have guarded the Westlands against Shadowspawn from the Great Blight. The culture of the Borderlands is the most martial of all Westlands and many of the best soldiers hail from the Borderlands. Because of the Borderlands' close proximity to the Great Blight and Shayol Ghul, Aes Sedai are highly respected and revered.
[edit] Malkier
Malkier was once one of the Borderlands, buffering Shienar and Arafel from the Great Blight, but fell to the Shadow in 955 NE, betrayed by Cowin Gemallan. (Gemallan was subsequently captured by Jain Farstrider.) It was one of the first nations formed after the War of the Hundred Years, to provide stability and security along the Blight.
In the few years since the fall of the Seven Towers in 955 NE, much has already been forgotten. Many Malkieri have turned from the old ways, forgetting their mothers and fathers, pretending to be Shienaran, Arafellin, Kandori or Saldean. Men have unbound their hadori; women no longer paint the ki'sain on their brows.
[edit] Arafel
One of the Borderlands, located between Kandor on the west and Shienar 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. Arafellin men tend to wear two curved swords on their backs, one hilt protruding above each shoulder. Both genders wear their hair in long braids, with bells on the end. Sometimes they will also wear bells on their coat sleeves or dangling from the tops of their boots, as decoration.
The country's name likely comes from the Hebrew word Arafel, which means 'cloud darkness'; generally used in reference to the Apocalypse.
[edit] Kandor
One of the four Borderlands. Kandori men are noted for wearing pearl earrings and forked beards; Kandori are also famous merchants. The current Queen of Kandor is Ethenielle, who rules from the capital city of Chachin. Kandori are said to have strange ideas about debts and repayment.
[edit] Saldaea
See main article: Saldaea
Saldaea is famous for its "ice peppers", whose name belies their spicy nature, and their women, who are of roughly equal temperament.
[edit] Shienar
See main article: Shienar
Easternmost of the Borderlands, it faces threats not only from the Great Blight, but from the Aiel Waste as well.
[edit] Western coast nations
[edit] 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 against Tarabon to gain control of Almoth Plain.
Domani women are the source of the nation's fame; only the Sea Folk women are thought to be more graceful. Domani women wear diaphanous, form-fitting clothing considered scandalous in most countries, and have raised the practice of seduction to an art. It is said that Domani mothers begin teaching their daughters this business 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 can best them in a bargaining session. 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. Katar (in the disputed Almoth region) is an important mining city in the Mountains of Mist whose nobles are powerful enough that they have to be occasionally reminded that they are subject to Arad Doman. 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. Horses are an important commodity, especially the famed 'razor,' prized by nobles; however, few Domani will sell them to outlanders.
It is now under the control of the Dragon Reborn who occupied it after Lord Ituralde - who may become his steward there - raided Tarabon. The Forsaken Graendal is also in hiding in Arad Doman.
Arad Doman in many ways resembles Arabia.
[edit] Tarabon
Tarabon was formed after the demise of Artur Hawkwing's empire, and the founders set a pattern that continues to modern times: joint rule by a male King and a female Panarch, with clear division of responsibility and authority. Tarabon has been racked with civil war since the events at Falme, and is currently under the authority of the Seanchan. The name 'Tarabon' may come from the French,'terrebonne' which means 'goodland' and is a suburb of Montreal.
Taraboners believe that they have some of the most ancient lineage of all nations, and refer to themselves as the "Tree of Man". They wear veils that cover all but their eyes.
Its capital is the coastal city of Tanchico.
[edit] Southern coast nations
[edit] Altara
Altara is located between Illian and Amadicia. The river Eldar forms its western border. The nation is not united and oftentimes some nobles have more power than the King or Queen. Its capital, a port, is Ebou Dar, located in the south. The banner of Altara is two golden leopards on a field checked four-by-four in red and blue.
Ebou Dar celebrates more festivals and feastdays than any other city on the map. Even so, it is a wild and dangerous place, especially in the Rahad, where the poorer classes live. Outside the city, the country consists of inhabitants who associate themselves with a particular town or lord rather than the Queen or Altara.
Women in Altara are dominant, especially in Ebou Dar. In fact, in many situations an Altaran woman has the right to kill a man unquestioned. Knives and swords are an important part of Altaran life. Both men and women fight duels over trivial disputes, often with fatal results. Altaran women carry marriage knives, which serve both as a formal way to broadcast marital status (its color and decorations describe marital and motherly status), and a way to deal with their men.
In the year 957 NE, the Children of the Light (Whitecloaks) invaded Altara. They were opposed by Altara, Murandy and Illian. Eventually the Whitecloaks were pushed back, and the war became known as the "Whitecloak War."
Recently the Seanchan conquered Ebou Dar and the southern part of Altara. They allowed the current queen Tylin Mitsobar to remain on the Throne of the Winds. However, Tylin was killed by a Gholam and her son Beslan has since ascended to the Throne. It remains to be seen what stance he has taken towards the Seanchan occupation, although it is known that he is opposed to their presence - before his coronation, at least.
[edit] Illian
See main article: Illian
[edit] Mayene
Mayene is a small but wealthy city-state, historically dominated by its powerful neighbor Tear. The ruler of Mayene is called the First; currently this is Berelain sur Paendrag Tanreall, who, like all of her family, claims to be the direct descendants of Artur Paendrag Tanreall (Artur Hawkwing), the most powerful ruler since the Breaking of the World. Similarly, Mayene's sign is a golden hawk, Artur Hawkwing's sign. This affectation probably has claim in truth, given Mayene's status as the smallest and weakest of modern nations, and the Wheel of Time's habit of "Raising up that which was cast down, and casting down that which was raised up."
The First's primary duty is to keep Mayene independent from Tear, which claims Mayene as a province. 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. Anyone may enter this doorway once in their life; on the other side, they are allowed to ask any three questions, and will receive three true answers. These answers were a great aid to the Firsts in maintaining Mayene's independence, but one young First, who had already stepped through the doorway in his lifetime, eventually bargained it away to Tear. Despite this loss, the Mayeners are intent on remaining apart from the High Lords of Tear; this wish led Berelain to ally Mayene with the Dragon Reborn, the first nation to do so freely.
The name is reminiscent of Mycenae.
[edit] Tear
See main article: Tear
[edit] Other nations
[edit] Amadicia
Amadicia is a nation in the southwest of the main continent, consisting of the southern end of the Mountains of Mist and the southwestern shores. 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 "wherever he is found". 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 merest 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, the unlucky participants in disagreements, or merely in the wrong place at the wrong time.
The Children's expansionist aspirations have led to a number of wars in Amadicia, most recently the "Whitecloak War" with Illian and Altara, which the Children call "the Troubles." These same belligerent tendencies, together with the Children's view of Aes Sedai, had a role in the choice of the abandoned village of Salidar as the base of the rebel Aes Sedai, since the close proximity of the Children made Salidar an unlikely place to look for them.
The dress and mannerisms of Amadicia, as well as its harsh punishments and disdain for due process of law, are evocative of the Medieval Templar Knights, a so-called "holy" martial order, and the witch trials they held. 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".
[edit] Ghealdan
Ghealdan is a relatively minor country, known for its production of alum and currently notorious as the base of operations for Masema Dagar, the self-proclaimed Prophet of the Dragon. Its capital is Jehannah, where Queen Alliandre currently rules in name only, and at the whim of the Prophet and his fanatical army of Dragonsworn.
Prior to its current troubles, Ghealdan was recently thrust into the spotlight as the homeland of Logain Ablar, a False Dragon who could channel. Logain carved a bloody path across Ghealdan until he was captured and taken to Tar Valon by the Aes Sedai to be gentled.
[edit] Murandy
The people of Murandy, much like the people of Altara, do not really consider 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, and sometimes not even there. The only reason a monarch is tolerated in Murandy is as a deterrent to incursions by foreign nations, and such an invasion is just about the only thing that will compel rival Murandian lords to cooperate.
The capital city of Lugard is located in central Murandy, and trade there always flourishes, regardless of whatever political upheaval may be engulfing the city or nation; it is this trade which keeps the city alive. It is one of few cities in the world which has more inns and stables than residences and shops. Lugard was once surrounded by a tall stone wall, but it has since crumbled. The many thieves who call Lugard home consider any foreigner a fair mark, and the unpaved roads and alleys are 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. It is thought by many to have been modeled in part on Ireland, or possibly Wales; the interference of Andor (thought to be based on England)--almost domination in some instances--in Murandian affair bears this out.
[edit] Tar Valon
[edit] Tar Valon
An island city in the River Erinin, within sight of the Dragonmount, and center of Aes Sedai power. "The Wheel of Time turns around Tar Valon, and Tar Valon turns around the Tower." Kings and Queens bow before the power that Tar Valon holds.
Tar Valon is the home of the White Tower, where the Aes Sedai reside and train. The Tower, and much of the city, was built by the Ogier. Tar Valon is a city-state of sorts, over which the Amyrlin Seat rules. The "Shining Walls" of Tar Valon are thought to be impregnable (never mind the difficulty in taking a city filled with Aes Sedai), and the common belief is that no army has ever breached them. In fact, this last is Aes Sedai deception, as in the Trolloc Wars the armies of the Shadow actually managed to breach the Tower itself.
Tar Valon is modeled after the fantastical city of Avalon.
[edit] Dragonmount
Dragonmount is a massive volcanic mountain formed during the Breaking of the World after Lews Therin Telamon was confronted by Elan Morin Tedronai (Ishamael). 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 in 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.
[edit] 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 unparalleled anywhere in the world.
The current Amyrlin Seat, Elaida do Avriny a' Roihan, is in the process of adding a massive palace to the Tower, parts of which will beat it in height. How she intends to carry this out, it is difficult to say, as the Tower's monumental height was only attainable through the extensive use of the One Power during its construction.
[edit] Historical nations
[edit] Essenia
Essenia was one of the Ten Nations. Although it survived the Trolloc Wars, the resulting chaos after the Trollocs were defeated caused Essenia to fall from within. Essenia was famous for its philosophers and seats of learning. The capital city was Aren Mador (Far Madding). Other important cities were Tear and Dalsande. Essenia covered what is today Tear and the Plains of Maredo.
[edit] Eharon
Eharon was one of the Ten Nations. Eharon was one of the least affected nations during the Trolloc Wars, although several major cities were destroyed. However Eharon fell apart within one hundred years of the end of the Trolloc Wars. The capital of Eharon was Londaren Cor. Major cities included Barashta (Ebou Dar) and Dorelle Caromon (Illian). Eharon was located in present day Illian and Altara.
[edit] Coremanda
One of the Ten Nations destroyed in the Trolloc Wars. Coremanda was renowned for its wealth and power. The capital city was Shaemal, famous for its crystal dome. Other major cities include Braem, Nailine Samfara, and Hai Caemlyn, today known as Caemlyn. Coremanda covered much of the central Westlands.
[edit] Jaramid
One of the Ten Nations of the Covenant formed after the Breaking, Jaramide lay in the area most recently known as Saldaea and Arad Doman. During the time of the signing of the Compact, the ruler was High Queen Egoridin.
[edit] Safer
Safer lay in the area most recently known as Almoth Plain and Toman Head. During the time of the signing of the Compact, the ruler was King Eawynd.
[edit] Manetheren
One of the Ten Nations destroyed in the Trolloc Wars. Manetheren means "the Mountain Home" in the Old Tongue. Manetheren's banner was a red eagle on light blue. The touching and tragic story of Manetheren's destruction, and her last king and queen, is retold by Moiraine Damodred in The Eye of the World.
The area currently known as The Two Rivers was part of Manetheren. Ghealdan was also within Manetheren's boundaries.
[edit] Places in the Age of Legends
[edit] Shadar Logoth
In the fictional world of Robert Jordan's fantasy series The Wheel of Time, Shadar Logoth, formerly known as Aridhol, was a city located in what is now Andor.
Abandoned for thousands of years, it had long been occupied by a living, mindless, consuming, evil, fog-like entity called Mashadar. The city has recently been destroyed.
Ancient history During the time of the Trolloc Wars, Aridhol was one of the Ten Nations, ruled by King Balwen Mayel. A man called Mordeth, the king's advisor, corrupted the king and the city, bearing resemblance to Grigori Rasputin. The city that adopted the motto: "The victory of the Light is all," became darker, and gave birth to Mashadar, which consumed and corrupted it. A large army of Trollocs and Myrddraal camped there later in the war; not one Shadowspawn came out alive. Since then, Shadowspawn have avoided the city.
Recent events In The Eye of the World, Moiraine Damodred led the group of people fleeing from the Two Rivers to camp there. While there, Rand al'Thor, Perrin Aybara, and Mat Cauthon met Mordeth, and Mat picked up a cursed ruby dagger. Ba'alzamon drove Shadowspawn into the city. Padan Fain went into the city and melded with Mordeth.
In Lord of Chaos, Rand Traveled to Shadar Logoth accompanied by Aiel and Ogier to close the Waygate in the city. While there, one of the Maidens of the Spear, Liah, disappeared.
In A Crown of Swords, Rand hunted down the Forsaken Sammael in Shadar Logoth. Sammael was killed by Mashadar. Rand also saw Liah again; when she was caught by Mashadar, Rand killed her with balefire so that she would not suffer.
In Winter's Heart, Rand and Nynaeve al'Meara used the One Power to set the evil of Shadar Logoth against the evil of the Dark One's taint on saidin. The two evils annihilated each other, cleansing the taint on saidin in the process, and Shadar Logoth was completely destroyed, leaving a massive hemispherical crater. This leaves Padan Fain, and his dagger, as the only remnant of the evil of Shadar Logoth.
[edit] Aiel Waste
See main article: Aiel Waste
[edit] Rhuidean
Rhuidean is a fictional place that exists in the Wheel of Time series by Robert Jordan.
It is a city located in the Aiel Waste that was built by the Jenn Aiel. Smaller in size than either Tear or Caemlyn, it is still considered a great city. It is filled with many buildings that are all said to be majestic palaces, although many of these remain unfinished. Found in the center of the city is a plaza filled with items wrought with the One Power and Avendesora, the Tree of Life, which is growing at the very center.
Before the city was reopened to all by Rand al'Thor, the city was magically protected and few who went in returned. The Aiel sent men to Rhuidean to see if they were deemed worthy enough to become Clan Chiefs and Wise Ones sent their apprentices to see if they were strong enough to become Wise Ones. Men were allowed to enter only once while the women went twice. Aiel who entered were tested by using a ter'angreal which would show the history of the Aiel through the eyes of their ancestors from earlier eras, as far back as the Age of Legends. This revealed the truth of the Aiel's past, that they were originally a group of pacifists charged with serving the Aes Sedai, a task at which most Aiel failed, only the Jenn completing their mission. Most Aiel are unable to accept this truth and die. Female Aiel, on their first trip to Rhuidean, instead enter a ter'angreal which shows many possible futures.
Until recently, the city was abandoned and surrounded by a thick fog, but after Rand went to Rhuidean and was proclaimed the Car'a'carn, he opened the city back up and even caused the fountain in the square to start flowing with water once again.
[edit] Places of the Dark One
[edit] The Blight
The Blight is 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. All the vegetation is toxic and home to insects that can cause a hideously painful demise. There are even remnants of the twisted species created by Aginor--particularly one species, the Worms, which are apparently the larval stages of "jumara," unable to mature. Worms are able to kill Myrddraal with ease, and were even able to deal one of the Forsaken a nasty (if non-fatal) surprise. 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."
[edit] Shayol Ghul
Shayol Ghul is a mountain beyond the Blight in the north of the known world. It is the place in the physical world to which the Dark One's prison is closest. The Dark One can exert far greater control over the mountain and the surrounding area than other places in the physical world, and his high-ranking followers such as the Chosen travel there to commune with him. Below the mountain lies the fog-shrouded valley called Thakan'dar, site of the forge where the swords of Myrddraal are created..
The Prophecies of the Dragon state that Tarmon Gai'don will take place in part at Shayol Ghul, particularly the line:
"his blood (the Dragon's) on the rocks of Shayol Ghul, washing away the Shadow, sacrifice for man's salvation."
External links
[edit] Pit of Doom
The Pit of Doom is a mountain in Robert Jordan's fictional Wheel of Time series. It is located in the The Blight in the valley of Thakan'dar, the site of the Dark One's prison. A tunnel leads down to the fiery Pit of Doom where the barrier between the real world and the Dark One's prison is thinnest.
[edit] 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 and Aiel conduct all trade with the Sharans. The Aiel permitted the Cairhienin to trade with the Sharans in return for an ancient debt, until King Laman cut down the Avendoraldara, a shoot of the Tree of Life, to make his throne, leading to his execution by the Aiel and the declaring of Cairhienin anathema.
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 reach the age of 21 or 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, who 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.
[edit] Seanchan
See main article: Seanchan
Seanchan is the name of a continent that lies west across the Aryth Ocean from the Westlands, and it is also the name of the Empire that dominates the continent. Upon its occupation by Artur Hawkwing's armies, it was a chaos of warring factions. Much of its history was spent in the Consolidation of Imperial power. In recent years, The Seanchan (who call the Aryth Ocean the Eastern Sea) have made the voyage successfully more than once in their large, wide-bottomed ships.
[edit] 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.
There is no explicit mention of this continent in the Wheel of Time series.
[edit] 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 the sound of wind (in a place that has none), containing voices that whisper of numerous 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'.
[edit] Tel'aran'rhiod
See main article: Tel'aran'rhiod
[edit] Finnland
Finnland is the strange land from beyond the twisted red stone doorways (which are ter'angreal) and is the home of the Aelfinn and Eelfinn. This land, through the Finn, gave birth to the game Snakes and Foxes; a game that is played by children of Randland until the individual child learns they can't win under the rules of the game. This represents the fact that it seems as if, without cheating, you cannot win against any of the Finn.
In the end of the Fires of Heaven Lanfear, while attacking Rand, is pushed through the doorway that leads to the land "owned" by the Eelfinn by Moiraine Damodred where they both are presumed to die.
[edit] External links
The Wheel of Time by Robert Jordan | |
Prequel: New Spring |
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