Geography & Nations
🧭 I. MAJOR CONTINENTS & WORLD TOPOGRAPHY
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There are three major known landmasses, arranged roughly west-to-east:
The Westlands — main setting, dozens of kingdoms
The Aiel Waste — harsh desert realm east of the Dragonwall Mountains
Shara — mysterious eastern super-continent
Seanchan (across the Aryth Ocean) — vast empire with unique ecology
These continents share climates analogous to Earth but altered by ancient magical cataclysms and long-lost terraforming abilities in the Age of Legends.
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🏞️ II. THE WESTLANDS (Central Setting)
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A patchwork of kingdoms, plains, rivers, and mountain ranges. Comparable to a hybrid of medieval Europe and the early Enlightenment in politics.
🌳 1. ANDOR
Terrain: Rolling green plains, farmland, hedged fields, river valleys
Climate: Mild, fertile
Capital: Caemlyn
Notable geography:
Two major roads that predate Andor by centuries
Forests of the Two Rivers region
Old Manetheren ruins hidden beneath wilderness
Feeling: Pastoral, orderly, proud.
GM Hooks: bandit ambushes along ancient roads, noble succession conflicts, Aes Sedai agents recruiting.
🌲 2. THE TWO RIVERS
Terrain: Misty forests, low mountains, tobacco fields
Climate: Cool, fog-heavy mornings
Notes: Culturally isolated; long roads rarely patrolled.
Feeling: Remote, self-sufficient frontier.
GM Hooks: Trolloc raids, old stone ruins awakening, missing traders, wolf activity.
⛰️ 3. CAIRHEN
Terrain: Mountain slopes, terraced farms, burned plains
Climate: Ranges from cold foothills to temperate river valleys
Capital: Cairhien (city cut by a shining river and massive walls)
Notable:
The Alguenya River acts as a major trade artery
Daes Dae’mar (“Game of Houses”) influences every decision
Feeling: Elegant yet tense; precision and politics.
GM Hooks: espionage missions, noble vendettas, smuggling grain through blockades.
🌅 4. TEAR
Terrain: Lowlands near a vast river delta, marshes, windy plains
Capital: Tear (dominated by the colossal Stone)
Climate: Hot, humid, storm-prone
Feeling: Wealthy merchant oligarchy mixed with superstition.
GM Hooks: canal-based chases, cursed objects hidden in the Stone, flood-season chaos.
🌾 5. ILLIAN
Terrain: Swamps, coastal wetlands, deep forests
Climate: Humid subtropical
Capital: Illian
Feeling: Maritime power; cultural grandeur; rivalries with Tear.
GM Hooks: pirate disputes, masquerade intrigues, politically motivated monster hunts.
🐴 6. THE BORDERLANDS
A group of four allied nations defending humanity from the Shadow.
Shienar
Terrain: Tundra, high plains, black rock fortresses
Feeling: Noble austerity, ever-ready for war.
Arafel
Terrain: Birch forests, snow-heavy valleys
Feeling: Ritualistic; elegant bladesmithing.
Kandor
Terrain: Hills and rivers; well-developed cities
Feeling: The most cosmopolitan of the Borderlands.
Saldaea
Terrain: Rolling steppe, wide rivers, horse country
Feeling: Passionate, fiercely independent families.
GM Hooks: scouting the Blight rim, monster caravans, ancient Blight-rooted curses.
🌋 7. ALTARA
Terrain: Marshlands, broken hills, wild countryside
Climate: Warm, chaotic weather
Capital: Ebou Dar
Feeling: Duels, honor codes mixed with lawlessness and rural feuds.
GM Hooks: plague outbreak, seafolk trade disputes, dueling circles.
🏞️ 8. MURANDY
Terrain: Patchwork hills, stubborn farmsteads, poorly marked borders
Feeling: Fragmented; duchies in constant petty conflict.
GM Hooks: resolving border skirmishes, smuggling operations, hunting political rebels.
🛕 9. TAR VALON
Terrain: Island city on the River Erinin, shadowed by Dragonmount
Climate: Cool river breezes
Architecture: Ogier-built white stone, graceful bridges, towering spires
Feeling: Peaceful surface; deep magical politics beneath.
GM Hooks: missing novices, magical relic heists, diplomatic missions.
🏔️ 10. THE CARALAIN GRASS
Vast empty plains north of Caemlyn.
Feeling: Lonely, windswept, with old stones from forgotten kingdoms.
GM Hooks: caravan disappearances, roaming Ogier searching for lost stedding.
🧭 11. ARAD DOMAN
Terrain: Orchard hills, warm coasts, fortified towns
Feeling: Exotic markets, illicit trade, political instability.
GM Hooks: espionage, merchant wars, negotiating ceasefires.
🌄 12. TARBON
Terrain: Desert fringes, canyon roads, dusty trade routes
Feeling: Heat, spice markets, frequent rebellions.
GM Hooks: rebel cells, sandstorms revealing buried ruins, bandit kings.
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🏜️ III. THE DRAGONWALL & FOOTHILLS
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⛰️ The Spine of the World
Massive mountain range dividing the Westlands from the Aiel Waste.
Terrain: Knife-like ridges, sudden ravines, snow year-round in places.
Hazards: avalanches, mountain fauna, Aiel scouts.
Feeling: Intimidating, mythic — passing through is an ordeal.
GM Hooks: lost caravans, hidden enclaves, dragonwall hermits.
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🏜️ IV. THE AIEL WASTE
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A massive, deadly desert called the Three-fold Land by the Aiel.
Terrain & Climate
Rocky canyons
Hidden valleys
Salt flats
Burning midday heat, freezing nights
Key Locations
Rhuidean — a ghostlike ancient city with magical secrets
Cold Rocks Hold — cliffside settlements
The Jangai Pass — rare western approach
Feeling
Alien, ritualistic, brutal but beautiful.
GM Hooks: trials of passage, clan rivalries, discovering lost Age of Legends constructs buried in sand.
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🌋 V. THE BLIGHT
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Nature & Terrain
Corrupted forests
Sickly, twisted plants
Carnivorous flora and fauna
Oily swamps, sulfur vents
Closer to the north:
The land moves
Creatures gather in organized packs
The air burns like poison
Shayol Ghul
Volcanic mountain rising from desolation, the metaphysical anchor point of the Dark One’s prison.
Feeling: Oppressive, malevolent, alive.
GM Hooks: scouting missions, rescue attempts, ancient research outposts swallowed by corruption.
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🌊 VI. THE ARYTH OCEAN & THE SEAFOLK ISLANDS
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The Aryth Ocean
Vast body of water west of the Westlands.
Hazards:
unpredictable storms
sea monsters
shattered remnants of ancient man-made islands
Atha’an Miere (Sea Folk) Islands
Terrain: Coral atolls, volcanic islands
Culture: Maritime supremacy, trade guilds, Windfinders (channeling navigators)
Feeling: Precious resources, tidal rhythms, strict shipboard hierarchy.
GM Hooks: pirate diplomacy, monster storms, missing Windfinder ships.
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🌏 VII. SEANCHAN CONTINENT
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Enormous and ecologically diverse; larger than the Westlands.
Terrain
Lush jungles
Savannah plains
Warped wastelands from past magical catastrophes
Mountain mega-ranges
Rice-delta lowlands
Feeling
Imperial rigidity, dragon-like warbeasts, vast military academies.
GM Hooks: exploration of lost provinces, Bloodline intrigue, damane raids.
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🏵️ VIII. SHARA (THE EASTERN CONTINENT)
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Terrain
Endless deserts
Strange stepped plateaus
Dense jungles
Megacities hidden behind walls
Culture
Extremely secretive.
Trade limited, communication tightly controlled. Rumored to have powerful channelers.
Feeling: Exotic, veiled, dangerous to outsiders.
GM Hooks: clandestine expeditions, smuggler caravans, forbidden lore.
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🌿 IX. OGIER STEDDINGS
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Nature
Hidden, quiet groves of immense trees and serene meadows where:
The One Power cannot be touched
Time feels slower
Peace is mandatory
Feeling
Ancient tranquility; places where the world heals.
GM Hooks: stedding vanishing, Ogier councils, rediscovered Waygates.
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🛤️ X. UNIQUE MAGICAL GEOGRAPHY
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1. Waygates & the Ways
Network of magical paths connecting steddings and cities.
Terrain: Floating stone platforms, dark voids, fungal overgrowth.
2. Portal Stones (Ancient Realities)
Leftovers from the Age of Legends — can lead to alternate worlds.
3. Ruins of the Age of Legends
Scattered beneath deserts, seas, and cities:
crystalline towers
collapsed cities
partial automatons
sealed vaults
GM Hooks: power-wrought constructs, temporal distortions, treasure hunters.
Races & Cultures
🧑🤝🧑 I. HUMAN CULTURES OF THE WESTLANDS
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Each nation has a strongly defined cultural identity, dialect, etiquette style, and political structure.
🦁 1. ANDORANS
Region: Andor (central Westlands)
Appearance: Pale to tan skin, brown or red hair common, practical rural attire
Temperament: Proud, straightforward, loyal
Cultural Traits
Strong sense of justice and individual responsibility
Matrilineal monarchy — queens rule, succession through daughters
Rural villages have tight-knit politics and self-governance
Customs
Bowing is simple, informal
Hospitality is expected for travelers
The Queen’s Peace applies even in taverns
Aesthetic
Red-and-white uniforms, vineyard colors, heraldry of lions, woven cloaks.
Martial Tradition
Archery, longbows, disciplined infantry.
🌫️ 2. TWO RIVERS FOLK
Region: Remote Andoran territory
Appearance: Dark hair, grey eyes common
Temperament: Stubborn, resourceful, slow to trust outsiders
Cultural Traits
Isolation creates strong self-reliance
Sheep and tobacco economy
Very low crime; law handled by the Women’s Circle and Village Council
Aesthetic
Wool coats, earth-tone clothes, sturdy boots.
Martial Tradition
Exceptional archers; slings used as deadly weapons.
🎭 3. CAIRHIENIN
Region: Cairhien
Appearance: Shorter on average, pale skin, dark hair
Temperament: Controlled, formal, politically cunning
Cultural Traits
Obsessed with etiquette and subtle political maneuvering
Social ranking reflected in clothing stripes (“Daes Dae’mar,” Game of Houses)
Architecture is geometric, clean, deliberate
Customs
Even casual greetings have layers of meaning
Gifts always have political undertones
Aesthetic
Dark silks, embroidered cuffs, noble colors emphasizing status.
Martial Tradition
Disciplined pikemen and crossbow companies; strategic warfare.
🌾 4. TEARANS
Region: Tear (river delta kingdom)
Appearance: Darker skin tones, mustaches common among men
Temperament: Superstitious, conservative, proud of merchant wealth
Cultural Traits
Fear of prophecy and magical artifacts
Trade supremacy via river canals
Rigid social class divides
Aesthetic
Bright colors, gold jewelry, stately merchant robes.
Martial Tradition
Heavy infantry, river navy, elite palace guards.
🌿 5. ILLIANERS
Region: Illian
Appearance: Medium-dark skin, thick accents
Temperament: Jovial, proud, ceremonial
Cultural Traits
“Companions” are elite guards
Annual festivals filled with pomp
Competitive fishing and sea trade
Aesthetic
Green and gold, braided sashes, festival masks.
Martial Tradition
Infantry with distinctive spears; naval prowess.
🛶 6. ALTARANS
Region: Altara
Appearance: Wide variety (multicultural trade crossroads)
Temperament: Passionate, chaotic, proud duelists
Cultural Traits
Ebou Dar dueling traditions (marriage knives, honor duels)
Loose governance outside cities
Frequent feuds between neighborhoods or families
Aesthetic
Flowing dresses, embroidered vests, silver bells in hair or clothing.
Martial Tradition
Knives, short swords, quick dueling styles.
🏞️ 7. MURANDIANS
Region: Murandy
Appearance: Varied; often rustic attire
Temperament: Independent, suspicious of authority
Cultural Traits
Disunity among dukes
Thick dialects differ village by village
Hospitality balanced by territorial grudges
Martial Tradition
Skirmishers, guerrilla tactics, light cavalry.
🐎 8. BORDERLANDERS
A group of four nations forged by constant war with the Blight.
Shared Traits
Duty and honor above all
Stark, ornate armor
Cold-weather clothing, furs, layered silks
Ritualized combat practices
SHIENARANS
Temperament: Stoic, formal, spiritually attuned
Aesthetic: Clean-shaven heads, topknots, lacquered armor
Martial Tradition: Heavy cavalry, disciplined sword lines
ARAFEL
Aesthetic: Twin swords, bells in hair as symbols of joy
Temperament: Quiet intensity, ritual courtesy
KANDORIANS
Aesthetic: Bold-patterned coats, merchant nobility
Temperament: Practical, cosmopolitan
SALDAEANS
Appearance: Strong features; notable eyebrows
Temperament: Fiery, clever, fiercely loyal
Martial Tradition: Horse archers, lightning cavalry charges
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🔥 II. THE AIEL
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Region: Aiel Waste
Race: Human (distinct ethnic group)
Appearance: Tall, athletic, pale-haired (red, blond), grey/blue eyes common
Defining Features: Veils for battle, cadin’sor (desert survival garments)
Cultural Core: Ji’e’toh
Their entire society revolves around:
Ji — honor
Toh — obligation or debt
An Aiel will cross a continent to meet dearly owed toh.
Social Structure
Clans (12 total)
Septs
Warrior Societies (e.g., Stone Dogs, Maidens of the Spear, Black Eyes)
Wise Ones (female mystics, many can channel)
Clan Chiefs (undergo secretive trials)
Customs
Veiling face = preparing to kill
Guest rights are sacred
Adoption of captives under strict customs
Aesthetic
Earth-toned wrappings, soft boots, face-shading scarves, spears and bucklers.
Martial Tradition
Ambush tactics, spear-dominant combat, near-superhuman stamina.
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🌿 III. THE OGIER
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Race: Non-human
Appearance: 8–10 feet tall, broad but gentle-looking, tufted brows, long lifespan
Temperament: Peaceful, thoughtful, lovers of green places and craftsmanship
Culture
Live in steddings (magical groves where the Power cannot be channeled)
Master stoneworkers (built Tar Valon and many great cities)
Deep sense of patience; haste is considered almost sinful
Customs
Long-name introductions
Songweaving to shape growing things
Treat ancient groves as sacred
Aesthetic
Flowing vests, embroidered shirts, natural dyes, intricate but functional tools.
Martial Tradition
Rarely fight, but when they do:
ogier warriors are terrifying — massive axes, unmatched endurance.
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🌊 IV. THE Atha’an Miere (SEA FOLK)
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Region: Island chains, all oceans
Appearance: Dark skin, sea-calloused hands, golden adornments
Temperament: Practical, hierarchical, trade-focused
Culture
Life aboard ships; clan structures led by Wavemistresses
Windfinders (often channelers) control the sea and storms
Marriage bargaining is ritualized and complex
Aesthetic
Gold nose rings, earrings, silk sashes, flowing trousers, bare feet on deck.
Martial Tradition
Maritime combat, boarding actions, expert knife fighting.
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🔗 V. THE SEANCHAN
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Region: Seanchan continent
Appearance: Mixed phenotypes; distinctive Imperial styles
Temperament: Disciplined, hierarchical, duty-first
Culture
Society defined by castes and oaths of fealty
Rigid etiquette; bowing depth indicates rank
Channelers (damane) are leashed and used as weapons
Customs
Property passes upward to the Blood
“So’jhin” (personal servants) hold high honor
Warbeasts bred for centuries
Aesthetic
Scaled armor, insect-like helmets, lacquered shields, jade and black.
Martial Tradition
The Ever Victorious Army — shock troops, armored cavalry, cross-continental logistics.
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🌑 VI. SHARA
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Region: Far east of Randland
Appearance: Varied skin tones; often tattooed faces
Temperament: Secretive, fearful of outsiders
Culture
Guild-based authority
Enigmatic channeling culture hidden from the world
Strict laws on travel and information
Aesthetic
Veils, geometric tattoos, layered robes, glasswork trinkets.
Martial Tradition
Unknown to outsiders — rumored swift, disciplined infantry.
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🐗 VII. SHADOWSPAWN
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Not truly “cultures,” but distinct races created or twisted by the Shadow.
1. Trollocs
Race: Beast-man hybrids
Appearance: Horns, snouts, fur, claws — vary by tribe
Temperament: Violent, barely disciplined except under Myrddraal
Culture
Tribal; cannibalistic; worship the Shadow.
2. Myrddraal (Fades)
Appearance: Eyeless, pale, humanoid
Temperament: Intelligent, cruel, sadistic
Abilities
Superhuman speed
Paralyzing fear aura
Regeneration
Serve as commanders for Trolloc hosts.
3. Draghkar
Bat-like, vampiric creatures that lure victims with hypnotic singing.
4. Grey Men
Soulless assassins — literally invisible to the mind’s attention.
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🧙♂️ VIII. CHANNELER SUBCULTURES
(Not races, but vital groups with unique cultural identities.)
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1. Aes Sedai
Academic, political, ritual-heavy
Ajahs define philosophy
White Tower methods and etiquette dominate behavior
2. Warders
Warrior brotherhood
Intense honor codes and emotional bonds
Cultural melting pot inside the Tower Yards
3. Wise Ones (Aiel)
Strict discipline
Deep insight into dreams
Spiritual authority
4. Windfinders
Matriarchal magical navigators of the Sea Folk
Water and weather mastery
Strategic marriage contracts
5. Damane / Sul’dam (Seanchan)
Entirely unique power dynamic
Magic weaponization at industrial scale