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Azalea Verde
Crew

PostPosted: Sun Jan 23, 2005 8:51 pm


This thread is for those who have not read the Wheel of Time, or for those who would like to brush up on their learning. It contains all of the elements of WoT needed to understand the White Tower rp guild. I realize that it is alot of reading but it is necissary. Read closely and enjoy. ^_^ A sincere thank you to user Gaidin for coming up with the idea of making this thread as training for new members. Your ideas are greatly appreciated and aid us very much in the running of this guild. Also, thank you to Mercury Angel for bringing the need of this thread to my attention and suggesting that I make it. If I have forgotten anything, just tell me and I will add it to the list. ~Azalea

Source of information:

http://encyclopedia.thefreedictionary.com/Concepts in the Wheel of Time series

This is a fantastic encyclopedia of the Wheel of Time from which I took most of my information. I have copied pages of information from this website to here to aid you in your learning of WoT. All credit goes to them for their work.

Additional information was found/quoted from the websites:

http://www.hotcom.net/users/lawrence/wot.html

http://www.xs4all.nl/~myranya/wot.html

http://www.princessleia.com/AesSedai.html

Katherine1

First is the WoT Wiki
http://wot.wikia.com/

And then there is a short story written by Robert Jordan, hosted on the TOR website. It's titled The Strike at Shayol Ghul
http://www.tor.com/shayol.html

PostPosted: Sun Jan 23, 2005 8:53 pm


Listing of the Wheel of Time Books in order of First to Last (as of yet):
The Eye of the World
The Great Hunt
The Dragon Reborn
The Shadow Rising
The Fires of Heaven
Lord of Chaos
A Crown of Swords
The Path of Daggers
Winter's Heart
Crossroads at Twilight
Knife of Dreams
Prequel to the WoT series: New Spring

The Wheel of Time book series is written by Robert Jordan.

Azalea Verde
Crew


Azalea Verde
Crew

PostPosted: Sun Jan 23, 2005 8:54 pm


What is "The Wheel of Time"? (literally)

Time is a wheel with seven spokes, each spoke an Age. As the Wheel turns, the Ages come and go, each leaving memories that fade to legend, then to myth, and are forgotten by the time that Age comes again. The Pattern of an Age is slightly different each time it comes, and each time it is subject to greater change, but each time it is the same Age.

A hint on what its about

.....And it shall come to pass that what men made
shall be shattered, and the Shadow shall lie across
the Pattern of the Age, and the Dark One shall
once more lay his hand upon the world of man.
Women shall weep and men quail as the nations
of the earth are rent like rotting cloth. Neither
shall anything stand nor abide...
.....Yet one shall be born to face the Shadow, born
once more as he was born before and shall be
born again, time without end. The Dragon shall
be Reborn, and there shall be wailing and gnashing
of teeth at his rebirth. In sackcloth and ashes
shall he cloth the people, and he shall break the
world again by his coming, tearing apart all ties
that bind. Like the unfettered dawn shall he blind
us, and burn us, yet shall the Dragon Reborn confront
the Shadow at the Last Battle, and his blood
shall give us the Light. Let tears flow, O ye people
of the world. Weep for your salvation.


***Taken out of The Great Hunt by Robert Jordan (page xi)
PostPosted: Sun Jan 23, 2005 9:21 pm


The One Power

The One Power is the energy that maintains the continuous motion of the Wheel of Time. It is separated into two halves: saidin, the male half, and saidar, the female half. Each half of the Power can be used only by the people of the associated sex. Not everybody can channel. Channeling means accessing the Power. When you Channel, it is also called weaving because the Power looks like threads when being Channeled. One might say, "Azalea opened herself up to the Power and weaved threads of Air to make her voice resound through the stadium."
When you use the One Power, you weave flows of the different elements together. The five elements able to be channeled are; Fire, Air, Water, Earth, and Spirit. Men control the weaves of Fire and Earth generally better than women. Women channel the weaves of Water and Air generally better than men. Spirit is divided equally between both men and women. When channeling, a woman might describe the experience of drawing on the One Power as a gentle force requiring patience, guidance, and relaxation. Men might describe it as a rough torrent requiring strict control. These extremely different experiences make it impossible for a woman to teach a man to channel, and visa-versa.
One's strength in handling the One Power is not quantitatively measurable, yet channelers learn to quickly identify the level of ability of their nearby fellows. Male channelers are usually stronger than female ones, yet one of their weaknesses is that they cannot form a Circle of multiple channelers working together without the inclusion of a woman.
The Aes Sedai are the largest tightly organized group of women who use the One Power. They refer to all women who learn to channel on their own as "wilders".
Men who could channel used to go mad, but the Taint on saiden was cleansed and this usually does not happen anymore. This event in time was called ?The Cleansing?. The taint came into being at the end of the Age of Legends, an ancient and magnificent time period, when Lews Therin Telamon, the former incarnation of the Dragon, sealed the Dark One into a prison where he awaits his release at the time of the Last Battle. The ensuing chaos and destruction caused by the affected men was called The Breaking of the World.
All men and women who learn to channel on their own come to a point of crisis in which they are in severe danger of dying without training. Many women who die of mysterious circumstances in their late teenaged years are actually wilders who have failed to cope with their abilities. The women who survive invariably develop mental blocks that help control their channeling at the cost of only being able to channel if the conditions of that block are fulfilled; i.e. only being able to channel at the thought of men. Serious and sometimes drastic counseling is often required to overcome this block.
One weave that can be made is the of Bale Fire. When Bale Fire kills a person, it erases them completely fron history. This causes many drastic effects often times, sometimes erasing entire cities. For this reason, Bale Fire is rarely used and for the most part frowned upon.
Women can link their power together to make one, extremely strong source of the One Power. The circle is lead by one woman who controls the weaves. It takes a man in a link to go beyond 13 in a circle of women. In a circle of mostly men, after two men there must be at least as many women as men in the circle to add more men, the men lead in that case.

Items of the Power

Angreal are items of the One Power which enable the user to draw more of the One Power than they would normally be able to. Angreal also protect the user from drawing enough power to burn themselves out.
Sa'angreal are identical to angreal, except that they allow the user to draw more power than even an Angreal can handle. At least one sa'angreal, usable only by men, is known to be missing the buffer that prevents the user from burning themselves out - Callandor - the sword which is not a sword. The two most powerful sa'angreal ever created are in Rand al'Thor's control, one designed for men, the other designed for women. These two sa'angreal are able to be used remotely by way of ter'angreal (see below) that are linked to them.
Ter'angreal are objects of the power that perform functions. Some ter'angreal do not require the One Power to be used for their activation, such as the spiral ring that Verin gave to Egwene (which she gave to Elayne and Nynaeve), and the twisted red doorframes that lead into the realms of the Aelfinn and Eelfinn (Snakes and Foxes). By studying the twisted ring Elayne was able to devise, and test, a successful theory for creating ter'angreal.
The Aes Sedai consider all items of the power to be property of the White Tower, and in general, this is not disputed. The High Lords of Tear, in their fear of anything connected to the power due to the Prophecies of the Dragon and Callandor, collected a cache of items suspected to use the power that they hid away from the world. The Kin also collected a cache of items, one of which was the Sea Folk's Bowl of Winds that was used to correct the weather in Path of Daggers.

The 3 Oaths
Holding the Oath Rod each woman must swear the following 3 oaths when she is being raised to Aes Sedai. The Oath Rod is a ter'angreal, it's original use is unknown, but it binds the oath taker to the oath sworn.

1. To speak no word that is not the truth
2. To make no weapon with which one man may kill another
3. Never use the One Power as a weapon except against Shadowspawn, or in defense of her own life or that of her Warder or another Aes Sedai

Hierarchy Within White Tower
Every Aes Sedai is powerful in her own right, but within the White Tower there is a hierarchy that determines main laws and actions, and speaks as a whole for the Aes Sedai, this "congress" of sorts is the Hall Of The Tower.

Amyrlin Seat
The Amyrlin Seat is like a president, elected by the Sitters she is the strongest voice of the tower, an embodiment of the tower itself, and has the most power of all the Aes Sedai, her actions however are closely monitored by the rest of the Hall. Once the Amyrlin takes the Seat she is no longer of her Ajah, and becomes one of all the Ajah.

Keeper Of The Chronicles
Chosen by the Amyrlin, this woman is generally from the Amyrlin's own former Ajah, she acts as a sort of secretary and advisor to the Amyrlin, usually take care of most of the details that an Amyrlin my not have time to complete herself.

Sitters
This is a group of women, consisting of 3 Aes Sedai from each Ajah, chosen by their Ajah. They approve and advice the decisions by the Amyrlin, and also have the power to dispose of an Amyrlin if she is found unfit to lead.


The Aes Sedai Ajahs
An Ajah is a group of Aes Sedai with similar interests. They generally tend to keep secrets within Ajahs, and trust each other more than they would the other ajahs. A woman chooses her Ajah on ascension to Aes Sedai. An Ajah choice is made for life.


The Red Ajah

- Primary duty is to hunt down and gentle any man who can touch the True Source.
- Led by a single powerful woman
- Refuse to bond warders, and have a general distrust/dislike for all men



The Green Ajah

- Primary duty is to prepare themselves for Tarmon Gai'don, the Last Battle with the Dark One
- Also known as the "Battle Ajah"
- Have great appreciation for men, and are the only ajah to frequently bond more than one warder, some even choose to marry these warders (Aes Sedai very rarely marry, as duties prevent settling down)



The Gray Ajah

- Members of this Ajah tend to be mediators, seeking harmony and consensus
- Many kingdoms employ Grays to aid in treaty negotiations and advise so that treaties will hold



The Brown Ajah

- Dedicated to the seeking and preserving knowledge
- Mostly responsible for the vast store of books and scrolls in the Tower Library, the largest collection of it's sort in the land
- Most of what is known of artifacts and talents has been discovered by this ajah



The Yellow Ajah

- Devoted to healing sickness of mind and body
- Always seeking new cures and methods using the One Power to restore health



The Blue Ajah

- Primary duty is to campaign for causes worthy by Aes Sedai standards, and promote justice
- Is perhaps the most influential Ajah
- Headed by one powerful woman, like the Reds
- Skilled at political maneuvering
- More Blues have been raised to the Amyrlin seat than any other ajah



The White Ajah

- Members of this Ajah tend to avoid the world and worldly knowledge, many tend not to leave the confines of Tar Valon
- Spend time on questions of philosophy, seeking the "truth"


Black Ajah
The Black Ajah, a group which serves the Dark One, is denied as rumor and lie throughout the White Tower. Aes Sedai themselves do not believe of its existence until it is proven by the dissention of thirteen Aes Sedai who kill several of their Sisters and make off with ter'angreal related to Tel'aran'rhiod, the world of dreams, as well as one which can create balefire. The Black Ajah is not counted among the seven ajah and is not used in depictions such as the Amyrlin's Striped Stole.
The Children of the Light believe that the Black Ajah is a facade behind which the other Aes Sedai can hide. The Children of the Light believe that all Aes Sedai serve the Dark One.
The Black Ajah has somehow managed to free itself from the Three Oaths taken on the Oath Rod, as its members are clearly free to lie and kill using the Power.


3 Levels Of Female Channelers Within The Tower
The women within the tower are divided into 3 levels according to their level of training, from beginners to full Aes Sedai.

Novice
When a girl first arrives to the White Tower she is a Novice. She is taught all the basics of using the One Power, and a bit of important Aes Sedai history. Her education schedule is very rigid and she has no room for say in what she learns, punishment for disobedience is usually quite harsh at this level. Novices are forbidden to use the One Power without supervision. Many women stay a novice for 5-10 years.

Accepted
To become Accepted a girl must pass through a ter'angreal 3 times and return each time (the original purpose of this ter'angreal is unknown, but it is said a woman faces her worst fears inside). The courses of study are less rigid, and the girl chooses what she wants to learn, very often centering around a certain Ajah's focus. The Accepted receive the Great Serpent ring of the Aes Sedai, which must be worn on a specific finger, and a white dress hemmed with the colors of the 7 Ajahs. It generally takes years for an Accepted to be raised to Aes Sedai.

Aes Sedai
Once a woman reaches a level in which the other Aes Sedai believe she is ready to become a full sister she takes the 3 oaths and chooses her Ajah. She is then considered a full Aes Sedai, and treated as an equal with other sisters.

Warders

Warders are protectors and servants of Aes Sedai. Aes Sedai bond Warders using a special weave of the One Power. Warders carry the honorific title of Gaidin. "Gaidin" means "Brother to Battles" in the Old Tongue.
Among the abilities granted to Warders by their bond are increased endurance, able to sense nearby Shadowspawn, and a constant awareness of the location and condition of their Aes Sedai. All Warders are highly trained warriors, and many are skilled trackers as well.
Warders wear special cloaks made of a material that can only be produced by a ter'angreal in the White Tower. The cloaks blend and shift colors as they move, and provide the Warders with camouflage in almost any environment.
If a Warder dies, his Aes Sedai feels the death as it happens, and generally suffers intense depression. Warders whose Aes Sedai die almost invariably die too, as they lose all will to live.

Azalea Verde
Crew


Azalea Verde
Crew

PostPosted: Sun Jan 23, 2005 9:31 pm


[ Message temporarily off-line ]
PostPosted: Sun Jan 23, 2005 9:42 pm


Languages and Beliefs

Old Tongue
The language that was used in the Age of Legends.

Ji'e'toh
Ji'e'toh is the system of honor and dishonor that the Aiel follow. Ji'e'toh determines all interactions in Aiel life; fighting, housing, even intimate relationships and marriage. The term is from the Old Tongue and means, literally, honor and obligation.
Ji is honor, and toh is obligation. The greatest ji comes from touching an enemy in battle without killing him. This incurrs a great deal of toh, and the person who is touched usually becomes gai'shain, which in the Old Tongue means "pledged to peace in battle." A gai'shain serves his or her captor for a year and a day, touching no weapon, doing no battle, and wearing only white. A Wise One, blacksmith, child or woman with a child under the age of ten may not be made gai'shain.
The least amount of ji comes from killing an enemy, as the Aiel believe that killing is easier than leaving an enemy alive.

Prophecies of the Dragon
The Prophecies of the Dragon, sometimes known as the Karaethon Cycle, are a series of Foretellings regarding the rebirth of The Dragon, Lews Therin Telamon.

The Way of the Leaf
The Way of the Leaf is a philosophy of nonviolence similar to ahimsa (although probably not applying to animals) that is followed by the Tuatha'an (Tinkers).

Azalea Verde
Crew


Azalea Verde
Crew

PostPosted: Sun Jan 23, 2005 9:46 pm


Shadow Spawn

The Dark One
The Dark One is truly evil, in fact he is the source of evil itself. His true name is Shai'tan (SHAY-ih-TAN). Most people believe that if you say his true name it calls his attention and brings his evil down upon you. He was bound by the Creator to Shayol Ghul at the moment of Creation. There was an attempt to free him which brought on the War of the Shadow, which led to the tainting of saidin, the Breaking of the World, and the end of the Age of Legends. His seals are weakening and only the Dragon Reborn can save us now.

Trollocs
Trollocs are creatures of the Dark One, which look like corrupted animals with some human features, which makes them all the more frightening to humans.
They were bred by Aginor, one of the Forsaken who was a biologist. They are larger and much stronger than humans, and are almost impossible to keep in check.
The Trollocs wield sythe-like swords.

Myrddraal
Myrddraal are born of Trolloc parents but have predominantly human features. They are tall and pale, and have no eyes. Their ability to bring fear to those they look at makes them ideal to lead groups of Trollocs (often in a "Fist" of 100-200). A Myrddraal will sometimes "link" with the Trollocs it controls, giving it even greater influence over them. This comes at a cost - killing a Myrddraal will instantly kill all the Trollocs which are linked to it.
Myrrdraal often wield swords forged in Thakan'dar which carry the taint of the Dark One. Injuries done with a Thakan'dar-forged blade are almost entirely unhealable and fatal.
Myrddraal are able to move between, or disappear into, shadows, they are reluctant to cross running water and mirrors only reflect a misty image of them. Aginor (one of the Forsaken) theorized that a Myrdraal's ability to disappear into shadow meant that it is "slightly out of phase with time and reality." This would seem to indicate some sort of temporal/spatial displacement or multi-dimensionality for the Myrddraal.
Myrddraal are known by many names:

Halfmen
The Eyeless
Shadowmen
Lurk
Fetch
Fade

Darkhounds
Darkhounds are a race of Shadowspawn used by the Dark Lord Ba'alzamon (Shai'tan). They are about the size of a small horse and look vaguely like a dog. Darkhounds typically run in packs of ten to twelve, though a pack may be as large as fifty hounds. The saliva of a darkhound is an acid that causes bruising and burns which spread quickly, and a few drops are enough to kill a person. The darkhounds (or at least a sub-species Rand al'Thor fights at Rhuidean) are seemingly solid but if they are chopped into bits the parts liquify, pool, and reform into the darkhound once again. The darkhound leaves no tracks on dirt, grass or snow; but if they step on stone they leave footprints.
Masuri, a Brown Aes Sedai, has researched Darkhounds and claims to have crossed the paths of seven different packs. She says that the number of packs in existence is in dispute, with some sources saying only seven packs exist, while others claim nine, thirteen, or more. Some ancient sources even state that at the time of the Trolloc Wars, there were "a hundred packs" and "in numbers like unto the nightmare of Mankind." See Crossroads of Twilight for a more detailed discussion.

Gholams
The gholam is another creation of Aginor. Only six, three male and three female, were ever created, and only one survived the Breaking of the World, having been preserved in a stasis box. Gholams are the Shadow's most deadly creatures, and are completely immune to the One Power. Imbued with this ability their only one purpose is to kill channelers. Gholams are also extremely strong and can shrug off all but the most serious wounds or attacks.
A gholam, if confronted with an obstacle which cannot be removed or broken down, will attempt to flow under or around it. Having no bones, a gholam is able to compress itself through openings as small as a keyhole. Gholams need to feed occasionally on blood to stay alive. They prefer human, but any will do.

Draghkar
Draghkar are a flying creature of the Dark. They 'sing' to their prey to lure them in. Once caught, the Draghkar sucks the soul out of its victim.

The Forsaken
Thirteen of the most powerful Aes Sedai of the Age of Legends who went over to the Dark One during the War of the Shadow. They were promised immortality in return for their service. When the Dark One's prison was resealed by Lews Therin and the Hundred Companions, the Forsaken became imprisoned as well. Their names are: Aginor, Asmodean, Balthamel, Be'lal, Demandred, Graendal, Ishamael, Lanfear, Mesaana, Moghedien, Rahvin, Sammael, and Semirhage.
PostPosted: Sun Jan 23, 2005 9:54 pm


Map of Wheel of Time
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A map of the Seanchan Islands
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Thank you to http://900ne.tiraen.com/library.php! It was a life saver!

Andor
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Geography

Location: Towards the centre of the Land.
Land Boundaries: Southeast borders unclaimed territory, northeast borders Cairhien, north borders unclaimed territory, west borders the Mountains of Mist, southwest borders Ghealdan and Altara, south borders Murandy.
Terrain: Forested to the west and northeast, grasslands in the centre. Hills and mountains. At least four major rivers.
Geographical Features: Braem Wood, Hills of Absher, Forest of Shadows, Mountains of Mist.
Villages, Towns and Cities: Arien, Baerlon, Breen's Spring, Buryhill, Caemlyn, Carysford, Comfrey, Cullen's Crossing, Damelien, Forel Market, Four Kings, Harlon Bridge, Jornhill, Kore Springs, Market Sheran, New Braem, Whitebridge.


People

Appearance: Fair skin. Blue eyes and blond hair are just as common as dark hair and eyes.


Government

Country Name: Andor.
People: Andoran.
Capital: Caemlyn.
Ruling Body: Monarchy, always a queen.
Ruler: Liraen Cosand.
Flag Description: A rampant white lion facing left on a field of red.

Economy
Industries: Mining.
Agriculture Products: Wool, tabac, grain.
Export Commodities: Wool, precious metals, iron work, tabac, grain.
Export Partners: Murandy.
Currency: Andoran mark.

Transportation
Roads: Caemlyn Road, Four Kings Road, Lugard Road.
Waterways: River Arinelle, River Cary, River Erinin, River Manetherendrelle.


Military Branches: Andoran army, Queen's Guard.

Issues
National Disputes: Andor is finding it increasingly hard to maintain control over Baerlon, due to its incredible distance from the capital.
International Disputes: Andor and Cairhien have been hostile for centuries.

Altara
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Location: Towards the central southwest of the Land.
Land Boundaries: Southeast borders Illian, northeast borders Murandy. North borders Andor. Northwest borders Ghealdan, west borders Amadicia, southwest borders unclaimed territory.
Coastline: Southern coast is on the Sea of Storms.
Terrain: Forested in the centre and south, with mountains and hills. A cliff runs diagonally across the nation, from the northwest corner, separating a northern plain from the rest of the nation. Two major rivers.
Geographical Features: Arran Head, Cordese Hills, Damona Mountains, Garen's Wall, Rhannon Hills, Venir Mountains.
Villages, Towns and Cities: Alkindar, Brytan, Coramen, Cormaed, Ebou Dar, Ionin Spring, Jurandor, Malden, Marella, Moisen, Mosra, Nor Chasen, Remen, Saildar, Sehar, So Eban, So Habor, So Tehar, Soremaine, Weesin.


People

Appearance: Dark hair, dark eyes, olive complexion.

Country Name: Altara.
People: Altaran.
Capital: Ebou Dar.
Ruling body: Monarchy; queen.
Ruler: Dariese Mitsora Atorande.
Flag Description: Two golden leopards with blue spots, one above the other, on a field checked four-by-four in red and blue; red is next to the staff on the topmost row.


Transportation
Roads: Bay Road, Great North Road, Illian Road, Lugard Road.
Waterways: River Eldar, River Manetherendrelle.
Ports and Harbours: Ebou Dar.


Issues
National Disputes: Altara is very loosely united, and most Altarans identify themselves as belonging to a particular town, rather than as Altarans. The queen's rule extends to Ebou Dar, and one hundred miles of land around it.
International Disputes: Altara faces increasing pressure from Amadicia.

Amadicia
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Location: Central southwest of the Land.
Land Boundaries: East borders Altara, northeast and north borders Ghealdan, northwest borders the Mountains of Mist, west borders Tarabon, south borders unclaimed territory.
Terrain: Lightly forested, with hills and mountains. Two main rivers.
Geographical Features: Mountains of Mist.
Villages, Towns and Cities: Abila, Amador, Bellon, Fyall, Jeramel, Mardecin, Samaha, Sienda, Tallan, Willar.

Country Name: Amadicia.
People: Amadician.
Capital: Amador.
Type of Rule: Monarchy, king.
Ruler: Aevan Senhold.
Flag Description: A red thistle leaf laid over a six-pointed silver star, on a field striped alternately with blue and gold; three blue stripes and two gold.

Waterways: River Eldar, River Sharia.


Military
Military Branches: Guardians of the Gate. The Children of the Light are based in Amador, but they are not an Amadician force.

Arad Doman
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Geography
Location: Towards the northwest of the Land.
Land Boundaries: East borders the Mountains of Mist, north and south border unclaimed territory.
Coastline: Western coast is on the Aryth Ocean.
Terrain: Plains, with cliffs and mountains. Two major rivers.
Geographical Features: Lake Somal, Mountains of Mist.
Villages, Towns and Cities: Bandar Eban, Coron Ford, Kandelmar, Maseen, Solanje.

People
Appearance: Copper skinned. Dark hair and eyes. Tall. Men sport long, thin moustaches. Domani women are known for their suductiveness. They wear extremely lowcut dresses and other things shocking to those not accustomed to their ways.

Country Name: Arad Doman.
People: Domani.
Capital: Bandar Eban.
Ruling Body: Monarchy; always a king. Elected by the Council of Merchants.
Ruler: Saladan Albamed Hazif
Flag Description: A silver hand grasping a silver sword, point up, on a field of alternating green and white stripes; four green and three white.


Economy
Export Partners: Atha'an Miere, Tarabon, Saldaea, Katar.

Waterways: River Dhagon.
Ports and Harbours: Bandar Eban.


Issues
International Disputes: For two hundred years, Arad Doman and Tarabon have squabbled over Almoth Plain, though it has never come to open warfare.

Arafel
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Geography
Location: Towards the northeast of the Land.
Land Boundaries: East borders Shienar, northeast borders Malkier, northwest borders the Blight, west borders Kandor, south borders unclaimed territory.
Terrain: Hills and mountains. At least two major rivers.
Geographical Features: The Blight.
Villages, Towns and Cities: Jakanda, Shol Arbela, Tifan's Well.

People
Appearance: Pale-skinned, with large eyes. Men wear hair in two long braids with silver bells attached to the ends.

Country Name: Arafel.
People: Arafellin.
Capital: Shol Arbela.
Ruling Body: Monarchy; king.
Ruler: Tarel Nasaki.
Flag Description: Three red roses and three white roses grouped by colour on the upper row of a field checked two-by-two in red and white; white is next to the staff on the topmost row, with the red roses on that square.

Waterways: River Erinin, River Mora.

Issues
International Disputes: Arafel is eternally at war with the creatures of the Blight.

Cairhien
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History: Cairhien was born towards the end of the War of the Hundred Years. The nation's borders once stretched from Shienar to the River Erinin to the Spine of the World. In 566 NE, the king of Cairhien was given a chora tree by the Aiel people, who also gave the nation's merchants the exclusive right to travel on the Silk Path to trade through the Aiel Waste. The current capital was built on the site of the ancient city of Al'cair'rahienallen.

Geography
Location: East of the centre of the Land.
Land Boundaries: East borders the Spine of the World and Jangai Pass, northeast borders Kinslayer's Dagger, northwest and west borders unclaimed territory, southwest borders Andor, south borders unclaimed territory.
Terrain: Forested, with some grassland and mountains. Three major rivers.
Geographical Features: Kinslayer's Dagger, Jangai Pass, the Spine of the World.
Villages, Towns and Cities: Cairhien, Eianrod, Jurene, Maerone, Morelle, Selean, Tremonsien.

People
Appearance: Short, with pale skin and dark hair.

Country Name: Cairhien.
People: Cairhienin.
Capital: Cairhien.
Ruling Body: Monarchy; queen.
Ruler: Carewin Damodred.
Flag Description: A many-rayed golden sun, half-risen on a field of blue.

Economy
Overview: Cairhien's unique position regarding trade across the Spine of the World has seen the nation grow rich and fat; it is one of the wealthiest nations in the Land.
Agriculture Products: Grain.
Export Commodities: Grain.
Import Partners: The Aiel, Shara.

Roads: Silk Path, Tar Valon Road.
Waterways: River Alguenya, River Erinin, River Gaelin.
Ports and Harbours: Cairhien.

Issues
International Disputes: Andor and Cairhien have been hostile for centuries.

Ghealdan
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Geography
Location: Towards the southwest of the Land.
Land Boundaries: Southeast, east and north borders Altara, northwest and west borders the Mountains of Mist, southwest borders Amadicia.
Terrain: Forested, with mountains and a huge cliff. Two major rivers.
Geographical Features: Dhallin Forest, Forest of Shadows, Garen's Wall, Mountains of Mist.
Villages, Towns and Cities: Bethal, Boannda, Cormaed, Cosamelle, Fyall, Jarra, Jehannah, Samaha, Samara, Sehar, Sidon, Tallan, Willar.

Government
Country Name: Ghealdan.
People: Ghealdanin.
Capital: Jehannah.
Ruling Body: Monarchy; king.
Ruler: Jhondaron Delliere.
Flag Description: Three silver stars, two at the bottom and one above and between them, on a field of red.

Economy
Industries: Mining.
Export Commodities: Alum.

Roads: Jehannah Road.
Waterways: River Boern, River Eldar.

Military Branches: Legion of the Wall.

Issues
International Disputes: Ghealdan faces increasing pressure from Amadicia.

Illian
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Geography


Location: Central south of the Land.
Land Boundaries: East borders the unclaimed territory, north borders Murandy, west borders Altara.
Coastline: Southern coast is on the Sea of Storms.
Terrain: Mainly forested with small plains. Hills and mountains. Three major rivers.
Geographical Features: Doirlon Hills, Nemarellin Mountains.
Villages, Towns and Cities: Illian.


People

Appearance: Men wear beards that leave upper lips bare.


Government

Country Name: Illian.
People: Illianer.
Capital: Illian.
Ruling Body: Three-party system; king, council of nine lords, and advisory body of seven merchants.
Rulers: King - Vladaer Paren Napenreos.
Council of Nine - Anrac Berane den Nesarios, Baledron Paro den Romaneos, Coderrin Stesirios den Marve, Dometre Nagarne den Kasiri, Ershin Bothero den Seanos, Gregor Dravele den Bateneos, Jerondwyn Azmata den Narosne, Tordris Metheri den Boros, Torhel Pantanos den Neata.
Assemblage - Bran Ragar, Derin Padronos, Greke Neretne, Janli Bathalin, Mahel Drogad, Spiron Nedekis, Torrac Lupanosa.
Flag Description: Nine golden bees, evenly spaced and in a diamond shape, centred on a field of dark green.

Economy
Industries: Fishing, textiles, leather goods, ship building.
Export Commodities: Seafood, rugs, leather goods, ships.
Export Partners: Atha'an Miere, Altara, Murandy.

Roads: Gold Road, Silver Road.
Waterways: River Cary, River Manetherendrelle, River Shal.
Ports and Harbours: Illian.

Military Branches: Illianer army, Illian Companions.

Issues
International Disputes: Illian and Tear have been enemies since the breakup of Maredo, centuries ago.

Kandor
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Geography
Location: Central north of the Land.
Land Boundaries: East borders Arafel, north borders the Blight, west borders Saldaea, south borders unclaimed territory.
Terrain: Plains, with mountains. One major river.
Geographical Features: Plain of Lances, the Blight.
Villages, Towns and Cities: Canluum, Chachin, Manala, Ravinda.

People
Appearance: Men wear forked beards.

Government
Country Name: Kandor.
People: Kandori.
Capital: Chachin.
Ruling Body: Monarchy; queen.
Ruler: Surasa Corelmin Aresaga.
Flag Description: A rearing red horse facing left on a field of pale green.
Military Branches: Kandori Red Horse.

Issues
International Disputes: Kandor is eternally at war with the creatures of the Blight.

Malkier
Malkier is a dead race. It was destroyed because one of the Kings' brother wanted the throne and ended up murdering him, causing Malkier to lose a war with the Blight. There are very few survivors. The 7 Towers each holds a king and queen, all 14 of these rule under one major king and his wife. (?) Not a whole lot is known of Malkier other than these. (I.E.The exacts of it's war)

Location: The far northeast of the Land.
Land Boundaries: East borders Tarwin's Gap in the Spine of the World, north borders the Blight, west and southwest borders Arafel, southeast borders Shienar.
Terrain: Mountainous, with many lakes.
Geographical Features: The Blight, Mountains of Dhoom, Spine of the World, Tarwin's Gap.
Villages, Towns and Cities: Herot's Crossing, Jehaan, Seven Towers.

People
Appearance: Tall. Usually with dark hair worn loose, long by women and shoulder-length by men. Women paint ki'sain on their foreheads; men wear their hair held off the face by a hadori.

Government
Country Name: Malkier.
People: Malkieri.
Capital: Seven Towers.
Ruling Body: Monarchy; king. The husband or wife of the monarch also rules the nation.
Ruler: King - Rakan Mandragoran.
Queen - Kiyla ti Mandragoran Vardra.
Flag Description: A golden crane in flight on a dark blue background.

Military Branches: Malkieri Lances.

Issues
International Disputes: Malkier is eternally at war with the creatures of the Blight.

Mayne
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Geography
Location: The far southeast of the Land.
Land Boundaries: North borders the Drowned Lands.
Coastline: South and east borders the Sea of Storms, west borders the Bay of Remara.
Terrain: Slightly hilly, levelling out towards the north.
Geographical Features: Drowned Lands.
Villages, Towns and Cities: Mayene. The nation is a city-state.

Government
Country Name: Mayene.
People: Mayener.
Capital: Mayene.
Ruling Body: Monarchy; first.
Ruler: Feraila sur Paendrag Nuron.
Flag Description: A red hawk in flight on a field of blue.

Economy
Industries: Fishing, oil.
Export Commodities: Lamp oil.

Ports and Harbours: Mayene.

Military Branches: Mayener Winged Guards.

Issues
International Disputes: Mayene and Tear are hostile towards each other.

Murandy
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Geography
Location: Towards the central south of the Land.
Land Boundaries: East borders unclaimed territory, north borders Andor, west borders Altara, south borders Illian.
Terrain: Mostly plains, with some light forest and hills. At least two major rivers.
Geographical Features: Cumbar Hills.
Villages, Towns and Cities: Inishlinn, Lugard, Mindea.

People
Appearance: Murandians and Andorans are indistinguishable along the border.

Government
Country Name: Murandy.
People: Murandian.
Capital: Lugard.
Ruling Body: Monarchy; king.
Ruler: Pairil Ahana do Nealdos a'Delin.
Flag Description: A red bull, facing right on a field striped vertically in blue and white; three blue stripes, two white.

Economy
Export Partners: Altara, Andor, Arad Doman, Ghealdan, Illian.
Import Partners: Altara, Andor, Arad Doman, Ghealdan, Illian.

Roads: Jehannah Road, Lugard Road, Silver Road.
Waterways: River Armahn, River Reisendrelle, River Storn.
Ports and Harbours: Lugard.

Issues
National Disputes: Murandy is a nation united only by name. The king rules little more than the land his palace was built on, as do individual lords and ladies with their own patches of land. Because of this, most Murandians style themselves as natives of the town or city they are from.
International Disputes: Murandy and Andor have a long history of disputes along their border.

Saldaea
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Geography
Location: Far northwest of the Land.
Land Boundaries: East borders Kandor, north borders the Blight, northwest borders World's End, south borders unclaimed territory.
Coastline: Western coast is on the Aryth Ocean.
Terrain: Forested, with hills and some plains. Mountainous to the north, with cliffs to the northwest. One major river.
Geographical Features: The Blight, Plain of Lances, World's End.
Villages, Towns and Cities: Irinjavar, Maradon, Mehar.

People
Appearance: Tilted eyes and high cheekbones. Many have prominent noses and wide mouths. Dark hair and eyes are most common, though red hair and light eyes are not unknown. Most men grow moustaches or beards. (Don't let the wide mouths and "prominent noses scare you. The women are often very beautiful)

Government
Country Name: Saldaea.
People: Saldaean.
Capital: Maradon.
Ruling Body: Monarchy; queen.
Ruler: Alasne ni Chazere t'Mikandi.
Flag Description: Three silver fish, one above the other, facing left on a field of dark blue.

Economy
Industries: Timber, trapping, farming.
Agriculture Products: Ice peppers.
Export Commodities: Furs, wood, ice peppers.
Export Partners: Mayene, Tear.

Roads: Maradon Road.
Waterways: River Arinelle

Military Branches: Saldaean Cavalry.

Issues
National Disputes: The Saldaean dance known as the sa'sara has been the cause of three wars, two rebellions, and forty-two fueds between noble houses of the nation.
International Disputes: Saldaea is eternally at war with the creatures of the Blight.

Shienar
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Background
History: The capital city of Aramaelle, Mafal Dadaranell, was completely destroyed in the Trolloc Wars, and the city of Fal Dara was built in its place.

Geography
Location: Northeast of the Land.
Land Boundaries: East borders the Niamh Passes in the Spine of the World, north borders Malkier, west borders Arafel, south borders unclaimed territory.
Climate: Winters are so cold, trees sometimes burst as their sap freezes.
Terrain: Mostly plains, with light forest and mountains. Two major rivers.
Geographical Features: Niamh Passes, Spine of the World.
Villages, Towns and Cities: Ankor Dail, Camron Caan, Fal Dara, Fal Eisen, Fal Moran, Fal Sion, Medo, Mos Shirare.

People
Appearance: Members of the Shienaran Lancers wear their hair in a topknot, with their heads partially shaved around it.

Government
Country Name: Shienar.
People: Shienaran.
Capital: Fal Moran.
Ruling Body: Monarchy; king.
Ruler: Nador Fujita.
Flag Description: A swooping black hawk facing left on a field horizontally striped in blue and white; three blue, two white.

Waterways: River Erinin, River Mora.

Military Branches: Shienaran Lancers.

Tarabon
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Geography
Location: South-west of the Land.
Land Boundaries: East borders the Mountains of Mist, north and south borders unclaimed territory, south-east borders Amadicia.
Coastline: Western coast is on the Aryth Ocean.
Terrain: Plains, with some hills and mountains. At least one major river.
Geographical Features: Mountains of Mist.
Villages, Towns and Cities: Alcruna, Elmora, Maracru, Tanchico.

People
Appearance: Dark hair and eyes, though pale hair is not uncommon. Women tend to have rosebud-shaped lips, and most men wear thick moustaches.

Government
Country Name: Tarabon.
People: Taraboner.
Capital: Tanchico.
Ruling Body: Duarchy; always a king and female panarch.
Ruler: King - Jaqil Nemeralt.
Panarch - Irresaya Aelfdene Lafar Neheran.
Flag Description: A thick-boled tree with golden leaves, its spreading branches balanced by roots below, centred on a field vertically striped with alternating red and white stripes; four red and three white.

Economy
Industries: Weaving, entertainment (the Guild of Illuminators).
Agriculture Products: Tea, olives.
Export Commodities: Rugs, carpets, dyes, tea, fireworks, olive oil.

Waterways: River Andahar.
Ports and Harbours: Tanchico, Tanchico Bay.

Military Branches: Taraboner army, King's Life Guard, Panarch's Legion.

Issues
International Disputes: Tarabon and Arad Doman have squabbled over Almoth Plain for two centuries, though it has never come to open warfare.

Tear (Pronounced like tear as in ripping something, not as in crying)
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Geography
Location: Towards the south-east of the Land.
Land Boundaries: North-east borders the Spine of the World, north and west borders unclaimed territory.
Coastline: Southern coast is on the Sea of Storms, south-east and eastern coast is on the Bay of Remara.
Terrain: Lightly forested, with a central grasslands. Fairly hilly on the peninsula below Godan.
Geographical Features: The Spine of the World.
Villages, Towns and Cities: Godan, Tear.

People
Appearance: Fairly dark skinned, with brown eyes. Blue eyes are rare. They are of average height.

Government
Country Name: Tear.
People: Tairen.
Capital: Tear.
Ruling Body: Oligarchy; high lords. There can be any number of high lords ruling at any given time.
Rulers: Emarva Sandones, Guelines Lodarizo, Haileon Tidara, Leulin Tijao, Tianon Muharlan, Tolrese Hamanre.
Flag Description: Three white crescent moons, slanting across a field half red and half gold. Red is next to the flag staff, and a diagonal line separates it from the gold.

Economy
Industries: Fishing, horse breeding, farming.
Agriculture Products: Grain.
Export Commodities: Oil, horses, grain.

Roads: River Road.
Waterways: Fingers of the Dragon, River Erinin.
Ports and Harbours: Tear.

Military Branches: Defenders of the Stone.

Issues
International Disputes: Tear and Illian have a long and bloody history of war, and there is a national hatred of Mayene in Tear.
Andor
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Geography

Location: Towards the centre of the Land.
Land Boundaries: Southeast borders unclaimed territory, northeast borders Cairhien, north borders unclaimed territory, west borders the Mountains of Mist, southwest borders Ghealdan and Altara, south borders Murandy.
Terrain: Forested to the west and northeast, grasslands in the centre. Hills and mountains. At least four major rivers.
Geographical Features: Braem Wood, Hills of Absher, Forest of Shadows, Mountains of Mist.
Villages, Towns and Cities: Arien, Baerlon, Breen's Spring, Buryhill, Caemlyn, Carysford, Comfrey, Cullen's Crossing, Damelien, Forel Market, Four Kings, Harlon Bridge, Jornhill, Kore Springs, Market Sheran, New Braem, Whitebridge.


People

Appearance: Fair skin. Blue eyes and blond hair are just as common as dark hair and eyes.


Government

Country Name: Andor.
People: Andoran.
Capital: Caemlyn.
Ruling Body: Monarchy, always a queen.
Ruler: Liraen Cosand.
Flag Description: A rampant white lion facing left on a field of red.

Economy
Industries: Mining.
Agriculture Products: Wool, tabac, grain.
Export Commodities: Wool, precious metals, iron work, tabac, grain.
Export Partners: Murandy.
Currency: Andoran mark.

Transportation
Roads: Caemlyn Road, Four Kings Road, Lugard Road.
Waterways: River Arinelle, River Cary, River Erinin, River Manetherendrelle.


Military Branches: Andoran army, Queen's Guard.

Issues
National Disputes: Andor is finding it increasingly hard to maintain control over Baerlon, due to its incredible distance from the capital.
International Disputes: Andor and Cairhien have been hostile for centuries.

Altara
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Location: Towards the central southwest of the Land.
Land Boundaries: Southeast borders Illian, northeast borders Murandy. North borders Andor. Northwest borders Ghealdan, west borders Amadicia, southwest borders unclaimed territory.
Coastline: Southern coast is on the Sea of Storms.
Terrain: Forested in the centre and south, with mountains and hills. A cliff runs diagonally across the nation, from the northwest corner, separating a northern plain from the rest of the nation. Two major rivers.
Geographical Features: Arran Head, Cordese Hills, Damona Mountains, Garen's Wall, Rhannon Hills, Venir Mountains.
Villages, Towns and Cities: Alkindar, Brytan, Coramen, Cormaed, Ebou Dar, Ionin Spring, Jurandor, Malden, Marella, Moisen, Mosra, Nor Chasen, Remen, Saildar, Sehar, So Eban, So Habor, So Tehar, Soremaine, Weesin.


People

Appearance: Dark hair, dark eyes, olive complexion.

Country Name: Altara.
People: Altaran.
Capital: Ebou Dar.
Ruling body: Monarchy; queen.
Ruler: Dariese Mitsora Atorande.
Flag Description: Two golden leopards with blue spots, one above the other, on a field checked four-by-four in red and blue; red is next to the staff on the topmost row.


Transportation
Roads: Bay Road, Great North Road, Illian Road, Lugard Road.
Waterways: River Eldar, River Manetherendrelle.
Ports and Harbours: Ebou Dar.


Issues
National Disputes: Altara is very loosely united, and most Altarans identify themselves as belonging to a particular town, rather than as Altarans. The queen's rule extends to Ebou Dar, and one hundred miles of land around it.
International Disputes: Altara faces increasing pressure from Amadicia.

Amadicia
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Location: Central southwest of the Land.
Land Boundaries: East borders Altara, northeast and north borders Ghealdan, northwest borders the Mountains of Mist, west borders Tarabon, south borders unclaimed territory.
Terrain: Lightly forested, with hills and mountains. Two main rivers.
Geographical Features: Mountains of Mist.
Villages, Towns and Cities: Abila, Amador, Bellon, Fyall, Jeramel, Mardecin, Samaha, Sienda, Tallan, Willar.

Country Name: Amadicia.
People: Amadician.
Capital: Amador.
Type of Rule: Monarchy, king.
Ruler: Aevan Senhold.
Flag Description: A red thistle leaf laid over a six-pointed silver star, on a field striped alternately with blue and gold; three blue stripes and two gold.

Waterways: River Eldar, River Sharia.


Military
Military Branches: Guardians of the Gate. The Children of the Light are based in Amador, but they are not an Amadician force.

Arad Doman
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Geography
Location: Towards the northwest of the Land.
Land Boundaries: East borders the Mountains of Mist, north and south border unclaimed territory.
Coastline: Western coast is on the Aryth Ocean.
Terrain: Plains, with cliffs and mountains. Two major rivers.
Geographical Features: Lake Somal, Mountains of Mist.
Villages, Towns and Cities: Bandar Eban, Coron Ford, Kandelmar, Maseen, Solanje.

People
Appearance: Copper skinned. Dark hair and eyes. Tall. Men sport long, thin moustaches. Domani women are known for their suductiveness. They wear extremely lowcut dresses and other things shocking to those not accustomed to their ways.

Country Name: Arad Doman.
People: Domani.
Capital: Bandar Eban.
Ruling Body: Monarchy; always a king. Elected by the Council of Merchants.
Ruler: Saladan Albamed Hazif
Flag Description: A silver hand grasping a silver sword, point up, on a field of alternating green and white stripes; four green and three white.


Economy
Export Partners: Atha'an Miere, Tarabon, Saldaea, Katar.

Waterways: River Dhagon.
Ports and Harbours: Bandar Eban.


Issues
International Disputes: For two hundred years, Arad Doman and Tarabon have squabbled over Almoth Plain, though it has never come to open warfare.

Arafel
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Geography
Location: Towards the northeast of the Land.
Land Boundaries: East borders Shienar, northeast borders Malkier, northwest borders the Blight, west borders Kandor, south borders unclaimed territory.
Terrain: Hills and mountains. At least two major rivers.
Geographical Features: The Blight.
Villages, Towns and Cities: Jakanda, Shol Arbela, Tifan's Well.

People
Appearance: Pale-skinned, with large eyes. Men wear hair in two long braids with silver bells attached to the ends.

Country Name: Arafel.
People: Arafellin.
Capital: Shol Arbela.
Ruling Body: Monarchy; king.
Ruler: Tarel Nasaki.
Flag Description: Three red roses and three white roses grouped by colour on the upper row of a field checked two-by-two in red and white; white is next to the staff on the topmost row, with the red roses on that square.

Waterways: River Erinin, River Mora.

Issues
International Disputes: Arafel is eternally at war with the creatures of the Blight.

Cairhien
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History: Cairhien was born towards the end of the War of the Hundred Years. The nation's borders once stretched from Shienar to the River Erinin to the Spine of the World. In 566 NE, the king of Cairhien was given a chora tree by the Aiel people, who also gave the nation's merchants the exclusive right to travel on the Silk Path to trade through the Aiel Waste. The current capital was built on the site of the ancient city of Al'cair'rahienallen.

Geography
Location: East of the centre of the Land.
Land Boundaries: East borders the Spine of the World and Jangai Pass, northeast borders Kinslayer's Dagger, northwest and west borders unclaimed territory, southwest borders Andor, south borders unclaimed territory.
Terrain: Forested, with some grassland and mountains. Three major rivers.
Geographical Features: Kinslayer's Dagger, Jangai Pass, the Spine of the World.
Villages, Towns and Cities: Cairhien, Eianrod, Jurene, Maerone, Morelle, Selean, Tremonsien.

People
Appearance: Short, with pale skin and dark hair.

Country Name: Cairhien.
People: Cairhienin.
Capital: Cairhien.
Ruling Body: Monarchy; queen.
Ruler: Carewin Damodred.
Flag Description: A many-rayed golden sun, half-risen on a field of blue.

Economy
Overview: Cairhien's unique position regarding trade across the Spine of the World has seen the nation grow rich and fat; it is one of the wealthiest nations in the Land.
Agriculture Products: Grain.
Export Commodities: Grain.
Import Partners: The Aiel, Shara.

Roads: Silk Path, Tar Valon Road.
Waterways: River Alguenya, River Erinin, River Gaelin.
Ports and Harbours: Cairhien.

Issues
International Disputes: Andor and Cairhien have been hostile for centuries.

Ghealdan
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Geography
Location: Towards the southwest of the Land.
Land Boundaries: Southeast, east and north borders Altara, northwest and west borders the Mountains of Mist, southwest borders Amadicia.
Terrain: Forested, with mountains and a huge cliff. Two major rivers.
Geographical Features: Dhallin Forest, Forest of Shadows, Garen's Wall, Mountains of Mist.
Villages, Towns and Cities: Bethal, Boannda, Cormaed, Cosamelle, Fyall, Jarra, Jehannah, Samaha, Samara, Sehar, Sidon, Tallan, Willar.

Government
Country Name: Ghealdan.
People: Ghealdanin.
Capital: Jehannah.
Ruling Body: Monarchy; king.
Ruler: Jhondaron Delliere.
Flag Description: Three silver stars, two at the bottom and one above and between them, on a field of red.

Economy
Industries: Mining.
Export Commodities: Alum.

Roads: Jehannah Road.
Waterways: River Boern, River Eldar.

Military Branches: Legion of the Wall.

Issues
International Disputes: Ghealdan faces increasing pressure from Amadicia.

Illian
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Geography


Location: Central south of the Land.
Land Boundaries: East borders the unclaimed territory, north borders Murandy, west borders Altara.
Coastline: Southern coast is on the Sea of Storms.
Terrain: Mainly forested with small plains. Hills and mountains. Three major rivers.
Geographical Features: Doirlon Hills, Nemarellin Mountains.
Villages, Towns and Cities: Illian.


People

Appearance: Men wear beards that leave upper lips bare.


Government

Country Name: Illian.
People: Illianer.
Capital: Illian.
Ruling Body: Three-party system; king, council of nine lords, and advisory body of seven merchants.
Rulers: King - Vladaer Paren Napenreos.
Council of Nine - Anrac Berane den Nesarios, Baledron Paro den Romaneos, Coderrin Stesirios den Marve, Dometre Nagarne den Kasiri, Ershin Bothero den Seanos, Gregor Dravele den Bateneos, Jerondwyn Azmata den Narosne, Tordris Metheri den Boros, Torhel Pantanos den Neata.
Assemblage - Bran Ragar, Derin Padronos, Greke Neretne, Janli Bathalin, Mahel Drogad, Spiron Nedekis, Torrac Lupanosa.
Flag Description: Nine golden bees, evenly spaced and in a diamond shape, centred on a field of dark green.

Economy
Industries: Fishing, textiles, leather goods, ship building.
Export Commodities: Seafood, rugs, leather goods, ships.
Export Partners: Atha'an Miere, Altara, Murandy.

Roads: Gold Road, Silver Road.
Waterways: River Cary, River Manetherendrelle, River Shal.
Ports and Harbours: Illian.

Military Branches: Illianer army, Illian Companions.

Issues
International Disputes: Illian and Tear have been enemies since the breakup of Maredo, centuries ago.

Kandor
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Geography
Location: Central north of the Land.
Land Boundaries: East borders Arafel, north borders the Blight, west borders Saldaea, south borders unclaimed territory.
Terrain: Plains, with mountains. One major river.
Geographical Features: Plain of Lances, the Blight.
Villages, Towns and Cities: Canluum, Chachin, Manala, Ravinda.

People
Appearance: Men wear forked beards.

Government
Country Name: Kandor.
People: Kandori.
Capital: Chachin.
Ruling Body: Monarchy; queen.
Ruler: Surasa Corelmin Aresaga.
Flag Description: A rearing red horse facing left on a field of pale green.
Military Branches: Kandori Red Horse.

Issues
International Disputes: Kandor is eternally at war with the creatures of the Blight.

Malkier
Malkier is a dead race. It was destroyed because one of the Kings' brother wanted the throne and ended up murdering him, causing Malkier to lose a war with the Blight. There are very few survivors. The 7 Towers each holds a king and queen, all 14 of these rule under one major king and his wife. (?) Not a whole lot is known of Malkier other than these. (I.E.The exacts of it's war)

Location: The far northeast of the Land.
Land Boundaries: East borders Tarwin's Gap in the Spine of the World, north borders the Blight, west and southwest borders Arafel, southeast borders Shienar.
Terrain: Mountainous, with many lakes.
Geographical Features: The Blight, Mountains of Dhoom, Spine of the World, Tarwin's Gap.
Villages, Towns and Cities: Herot's Crossing, Jehaan, Seven Towers.

People
Appearance: Tall. Usually with dark hair worn loose, long by women and shoulder-length by men. Women paint ki'sain on their foreheads; men wear their hair held off the face by a hadori.

Government
Country Name: Malkier.
People: Malkieri.
Capital: Seven Towers.
Ruling Body: Monarchy; king. The husband or wife of the monarch also rules the nation.
Ruler: King - Rakan Mandragoran.
Queen - Kiyla ti Mandragoran Vardra.
Flag Description: A golden crane in flight on a dark blue background.

Military Branches: Malkieri Lances.

Issues
International Disputes: Malkier is eternally at war with the creatures of the Blight.

Mayne
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Geography
Location: The far southeast of the Land.
Land Boundaries: North borders the Drowned Lands.
Coastline: South and east borders the Sea of Storms, west borders the Bay of Remara.
Terrain: Slightly hilly, levelling out towards the north.
Geographical Features: Drowned Lands.
Villages, Towns and Cities: Mayene. The nation is a city-state.

Government
Country Name: Mayene.
People: Mayener.
Capital: Mayene.
Ruling Body: Monarchy; first.
Ruler: Feraila sur Paendrag Nuron.
Flag Description: A red hawk in flight on a field of blue.

Economy
Industries: Fishing, oil.
Export Commodities: Lamp oil.

Ports and Harbours: Mayene.

Military Branches: Mayener Winged Guards.

Issues
International Disputes: Mayene and Tear are hostile towards each other.

Murandy
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Geography
Location: Towards the central south of the Land.
Land Boundaries: East borders unclaimed territory, north borders Andor, west borders Altara, south borders Illian.
Terrain: Mostly plains, with some light forest and hills. At least two major rivers.
Geographical Features: Cumbar Hills.
Villages, Towns and Cities: Inishlinn, Lugard, Mindea.

People
Appearance: Murandians and Andorans are indistinguishable along the border.

Government
Country Name: Murandy.
People: Murandian.
Capital: Lugard.
Ruling Body: Monarchy; king.
Ruler: Pairil Ahana do Nealdos a'Delin.
Flag Description: A red bull, facing right on a field striped vertically in blue and white; three blue stripes, two white.

Economy
Export Partners: Altara, Andor, Arad Doman, Ghealdan, Illian.
Import Partners: Altara, Andor, Arad Doman, Ghealdan, Illian.

Roads: Jehannah Road, Lugard Road, Silver Road.
Waterways: River Armahn, River Reisendrelle, River Storn.
Ports and Harbours: Lugard.

Issues
National Disputes: Murandy is a nation united only by name. The king rules little more than the land his palace was built on, as do individual lords and ladies with their own patches of land. Because of this, most Murandians style themselves as natives of the town or city they are from.
International Disputes: Murandy and Andor have a long history of disputes along their border.

Saldaea
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Geography
Location: Far northwest of the Land.
Land Boundaries: East borders Kandor, north borders the Blight, northwest borders World's End, south borders unclaimed territory.
Coastline: Western coast is on the Aryth Ocean.
Terrain: Forested, with hills and some plains. Mountainous to the north, with cliffs to the northwest. One major river.
Geographical Features: The Blight, Plain of Lances, World's End.
Villages, Towns and Cities: Irinjavar, Maradon, Mehar.

People
Appearance: Tilted eyes and high cheekbones. Many have prominent noses and wide mouths. Dark hair and eyes are most common, though red hair and light eyes are not unknown. Most men grow moustaches or beards. (Don't let the wide mouths and "prominent noses scare you. The women are often very beautiful)

Government
Country Name: Saldaea.
People: Saldaean.
Capital: Maradon.
Ruling Body: Monarchy; queen.
Ruler: Alasne ni Chazere t'Mikandi.
Flag Description: Three silver fish, one above the other, facing left on a field of dark blue.

Economy
Industries: Timber, trapping, farming.
Agriculture Products: Ice peppers.
Export Commodities: Furs, wood, ice peppers.
Export Partners: Mayene, Tear.

Roads: Maradon Road.
Waterways: River Arinelle

Military Branches: Saldaean Cavalry.

Issues
National Disputes: The Saldaean dance known as the sa'sara has been the cause of three wars, two rebellions, and forty-two fueds between noble houses of the nation.
International Disputes: Saldaea is eternally at war with the creatures of the Blight.

Shienar
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Background
History: The capital city of Aramaelle, Mafal Dadaranell, was completely destroyed in the Trolloc Wars, and the city of Fal Dara was built in its place.

Geography
Location: Northeast of the Land.
Land Boundaries: East borders the Niamh Passes in the Spine of the World, north borders Malkier, west borders Arafel, south borders unclaimed territory.
Climate: Winters are so cold, trees sometimes burst as their sap freezes.
Terrain: Mostly plains, with light forest and mountains. Two major rivers.
Geographical Features: Niamh Passes, Spine of the World.
Villages, Towns and Cities: Ankor Dail, Camron Caan, Fal Dara, Fal Eisen, Fal Moran, Fal Sion, Medo, Mos Shirare.

People
Appearance: Members of the Shienaran Lancers wear their hair in a topknot, with their heads partially shaved around it.

Government
Country Name: Shienar.
People: Shienaran.
Capital: Fal Moran.
Ruling Body: Monarchy; king.
Ruler: Nador Fujita.
Flag Description: A swooping black hawk facing left on a field horizontally striped in blue and white; three blue, two white.

Waterways: River Erinin, River Mora.

Military Branches: Shienaran Lancers.

Tarabon
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Geography
Location: South-west of the Land.
Land Boundaries: East borders the Mountains of Mist, north and south borders unclaimed territory, south-east borders Amadicia.
Coastline: Western coast is on the Aryth Ocean.
Terrain: Plains, with some hills and mountains. At least one major river.
Geographical Features: Mountains of Mist.
Villages, Towns and Cities: Alcruna, Elmora, Maracru, Tanchico.

People
Appearance: Dark hair and eyes, though pale hair is not uncommon. Women tend to have rosebud-shaped lips, and most men wear thick moustaches.

Government
Country Name: Tarabon.
People: Taraboner.
Capital: Tanchico.
Ruling Body: Duarchy; always a king and female panarch.
Ruler: King - Jaqil Nemeralt.
Panarch - Irresaya Aelfdene Lafar Neheran.
Flag Description: A thick-boled tree with golden leaves, its spreading branches balanced by roots below, centred on a field vertically striped with alternating red and white stripes; four red and three white.

Economy
Industries: Weaving, entertainment (the Guild of Illuminators).
Agriculture Products: Tea, olives.
Export Commodities: Rugs, carpets, dyes, tea, fireworks, olive oil.

Waterways: River Andahar.
Ports and Harbours: Tanchico, Tanchico Bay.

Military Branches: Taraboner army, King's Life Guard, Panarch's Legion.

Issues
International Disputes: Tarabon and Arad Doman have squabbled over Almoth Plain for two centuries, though it has never come to open warfare.

Tear (Pronounced like tear as in ripping something, not as in crying)
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Geography
Location: Towards the south-east of the Land.
Land Boundaries: North-east borders the Spine of the World, north and west borders unclaimed territory.
Coastline: Southern coast is on the Sea of Storms, south-east and eastern coast is on the Bay of Remara.
Terrain: Lightly forested, with a central grasslands. Fairly hilly on the peninsula below Godan.
Geographical Features: The Spine of the World.
Villages, Towns and Cities: Godan, Tear.

People
Appearance: Fairly dark skinned, with brown eyes. Blue eyes are rare. They are of average height.

Government
Country Name: Tear.
People: Tairen.
Capital: Tear.
Ruling Body: Oligarchy; high lords. There can be any number of high lords ruling at any given time.
Rulers: Emarva Sandones, Guelines Lodarizo, Haileon Tidara, Leulin Tijao, Tianon Muharlan, Tolrese Hamanre.
Flag Description: Three white crescent moons, slanting across a field half red and half gold. Red is next to the flag staff, and a diagonal line separates it from the gold.

Economy
Industries: Fishing, horse breeding, farming.
Agriculture Products: Grain.
Export Commodities: Oil, horses, grain.

Roads: River Road.
Waterways: Fingers of the Dragon, River Erinin.
Ports and Harbours: Tear.

Military Branches: Defenders of the Stone.

Issues
International Disputes: Tear and Illian have a long and bloody history of war, and there is a national hatred of Mayene in Tear.

Azalea Verde
Crew


Mercuryangel
Captain

PostPosted: Mon Jan 24, 2005 3:44 am


Perhaps we should make a post about balefire, seeing as there's a lot of fighting going on about that....
PostPosted: Mon Jan 24, 2005 5:37 am


woooooww....That's just a wittle bit! Hehehehe, I have more reading to do!

Lathanam OrDetha


Azalea Verde
Crew

PostPosted: Mon Jan 24, 2005 7:48 am


The post on the One Power has been update to include Bale Fire and to clarify the meaning of weaves and threads.
PostPosted: Mon Jan 24, 2005 11:22 am


((really Nice Az))

Dragon Hawk
Crew

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Gaidin


Grumpy Feesh

PostPosted: Mon Jan 24, 2005 1:59 pm


((There is one book, but not a novel, that isn't on the list: "The World of Robert Jordan's The Wheel Of Time"

It is written by Robert Jordan and Teresa Patterson, and is a compilation of all of the knowledge in the world of the Wheel of Time, even some stuff not said in the books.

And although I haven't read all of your guide, it seems great from what I have. If you want, I can submit all the details on linking...))
PostPosted: Mon Jan 24, 2005 5:57 pm


((X_X.....Holy crap, and I thought I had a TRACE of what was going on here!))

Voidaken


Azalea Verde
Crew

PostPosted: Mon Jan 24, 2005 6:21 pm


Dragon Hawk
((really Nice Az))


Gaidin
((There is one book, but not a novel, that isn't on the list: "The World of Robert Jordan's The Wheel Of Time"

It is written by Robert Jordan and Teresa Patterson, and is a compilation of all of the knowledge in the world of the Wheel of Time, even some stuff not said in the books.

And although I haven't read all of your guide, it seems great from what I have. If you want, I can submit all the details on linking...))


voidaken the nameless
((X_X.....Holy crap, and I thought I had a TRACE of what was going on here!))


(( Hawk: ^_^ Thank you.
Gaiden: Ya, I have looked into that book. I'll add it, I was really just putting the actual novels, but to add it would probubly be useful. Thank you. ^^ All of the details on linking? sweatdrop I have no idea what you just said. lol.
Void: Lol, yeah, it is some pretty deep stuff. I have actually remembered something that I forgot though so I am going to go back and add that. ^_^ ))
Reply
The White Tower

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