The Wheel of Time turns, and Ages come and pass, leaving memories that become legend.
Though the world looked markedly different in the years before the breaking,
the devastation wrought by male Aes Sedai drastically reshaped continents and oceans,
with ten human nations emerging in the Westlands from the ashes of their former civilization.
In time, humanity recovered as best they could, yet the era of plentiful peace was no more,
leading to violence, division and competition for resources, with these ten nations rising,
falling and transforming throughout the Third Age, forming new realms throughout the Free Years,
until the legendary hero Artur Hawkwing united nearly all the Westlands under his rule,
even extending his domain beyond the sea to Seanchan, the far away continent of the west.
Yet when Hawkwing died without an heir in 994 FY, his empire fell to in-fighting, as every would
be ruler in the Westlands attempted to claim the mantle of successor or else carved out their own
independent territory. From 994 to 1117 FY, the War of the Hundred Years wrought chaos and death
throughout the land, until at last the fighting ended, leaving 24 nations and 3 independent
city states in place of the former Empire. Over the next thousand years, the realms of
Almoth, Goaban , Caralain, Irenvelle, Kintara, Maredo, Mar Haddon, Hardan,
Mosara and Malkier were lost, while Arad Doman, Andor, Cairhien, Tarabon, Ghealdan, Amadicia,
Altara, Murandy, Illian, and Tear survived, along with the borderland nations of Shienar, Arafel,
Kandor and Saldaea. There were also the City-states of Far Madding, Mayene and Tar Valon.
Established in 1096 FY, Arad Doman was created through an alliance of powerful rulers and
wealthy merchants during the War of the Hundred Years, with their first, King Shelaan Lazari,
ascending to the throne in 1116 FY. Rather than inheriting the throne, Kings were elected by the
Council of Merchants and could be deposed when a strong majority of 75% voted in opposition.
Claiming independence soon after Artur Hawkwings death in 994 FY, Ishara Casalain was crowned the
first Queen of Andor, establishing an unbroken line of female rulers which lasted over a thousand
years. Sitting upon the Lion Throne in the capital of Caemlyn, the rulers of Andor were
closely allied to the city state of Tar Valon, establishing a tradition where the female heir was
sent to study with the Aes Sedai before succeeding as ruler. A powerful realm in the center of the
westlands, Andor was the oldest, largest, and most populous nation of the New Era, with the greatest,
best trained army outside the Borderlands. Aside from the famous, beautiful city of Caemlyn,
Andor was also home to a great White Bridge from the Age of Legends, built from abnormally strong
white glass which resisted nearly all forms of damage. Though much of the realm remained loyal
to the Queen throughout its history, the far western region of the Two Rivers, bordering the
mountains of mist, eventually grew estranged from the capital, with it’s people unaware they were
part of a larger nation. Having forgotten much of their history, the Two Rivers was once known
as the Kingdom of Manetheren, with the village of Emond’s field rising from the site of their last
battle, where king Aemon fought to the death defending their realm from Trolloc invasion.
Founded after the Trolloc Wars, the nation of Tova, ruled by a group of noble Counselors,
eventually fell to Artur Hawkwing, and following his death attempted to re-establish
their independence. Yet this was not to be, as dissidents assassinated the last descendants of
the ruling counselors, sparking a civil war that left Matraine Colmcille as first King of Cairhien,
named after its capital city. A realm whose politics centred around the Game of Houses,
assassinations, betrayals and plots of all kinds were commonplace, with their rulers often putting
their petty schemes above the well being of the people and even their own best interests.
With their people claiming a heritage that extended back to the Age of Legends, Tarabon was
founded by three nobles in 1006 FY, who once ruled the regional government under Artur Hawkwing.
After the fall of the Empire and death of one of these nobles, the remaining two agreed to share
power, with Lady Tazenia Nerenhald ruling as queen while Lord Haran Maseed took the title Panarch.
By the year 500 NE, these leadership positions were divided exclusively by gender,
with a male rising to become King, while a female Panarch was elected by an Assembly of Lords.
After failing to re-establish the old Kingdom of Dhowlan, a group of prominent nobles from 4 major
houses founded the nation of Ghealdan in 1109 FY, with Kirin Almeyda becoming its first king,
sat upon the light blessed throne, while the others served in the Crown High Council.
Established in 1023 FY, Amadicia was founded by Lord Santal Ramoth, a direct descendant of
the last king of Kharendor, which fell during the War of the Second Dragon from 939-943 FY.
Though Lord Ramoth originally tried to re-establish Kharendor in 1015 FY, the nation was
no longer recognized as a unifying power, and so he created the new realm of Amadicia in its place.
Though Amadician rulers once held great power, their authority diminished over the years,
as the independent military organization known as the Children of the Light established their
headquarters in the realm’s capital city of Amador. Enemies of the Dark One and everything
they associated with him, the Children of the Light were the true power in Amadicia,
making the only nation where Aes Sedai and channeling the one power was entirely outlawed.
A successor state to the nation of Shiota, established after the Trolloc Wars, Altara was
founded by Lord Maddin Todande in 1112 FY, but by the year 102 of the New Era, fell into a state of
decentralized authority lasting over 8 centuries, with no House able to claim the Throne of Winds
for more than 2 generations, leaving power in the hands of local ruler rather than a single monarch.
A small nation ruled by a figurehead monarch, Murandy was founded in 1047 FY
by Lady Katrine do Catalan a’Coralle who ruled for less than a year before she was assassinated.
For centuries they rotated through a succession of short lived kings and queens until their
authority was all but gone, with true power remaining in the hands of local Lords, who swore
allegiance to their monarch only the extent it was necessary to deter invasion from foreign powers.
When Lord Nicoli Merseneos Den Ballin captured the city of Illian in 1094 FY, he founded a
powerful nation of the same name, becoming their first King, wearing the Laurel Crown.
With their ruler advised and his power checked by a council of nine and Assemblage, who members
were elected by merchants and guilds, Illian was known for hosting the Great Hunt of the Horn,
a famous event where mighty adventurers attempted to find the Horn of Valere, an ancient relic from
a previous age which had the power to summon the greatest heroes of history from the dead,
so they might fight for forces of light. Ruled by a council of High Lords, Tear was founded
soon after the death of Artur Hawkwing, becoming one of the richest nations in the Westlands,
though its wealth was concentrated exclusively with the aristocratic elite,
who viewed commoners as lesser beings, drawing a stark contrast between these classes which
acted and dressed differently, while subject to separate laws and traditions. A realm
with an important and ancient heritage, Tear was mentioned as part of the Dragon Reborn prophecy,
saying “The Stone of Tear will never fall, till Callandor is wielded by the Dragon’s hand.
The Stone of Tear will never fall, till the People of the Dragon come.” The people of the
nation therefore believed it there duty to defend the royal fortress called the Stone of Tear and
protect the crystal sword Callandor, in order to prevent the Dragon from returning to power.
Knowing the importance of the Borderland region, the 5 northern governors who ruled
under Artur Hawkwing, met after his death and agreed to form the 5 allied nations of Saldea,
Kandor, Arafel, Shienar and Malkier in order to protect the south from the Great Blight beyond
the Mountains of Dhoom. Spending centuries fighting Trollocs and other Shadowspawn
who served the Dark One, the warriors of the Borderlands comprised the greatest most well
trained armies in the Westlands. However, after a thousand years on the front lines of battle,
the nation of Malkier was lost in 955 NE, as a result of internal strife and betrayal, leading
to their invasion and conquest by Shadowspawn. Then there was the city state of Far Madding,
an ancient land with a history dating back to the Age of Legends, where a magic ter’angreal called
the Guardian, prevented Aes Sedai from using the one power. As for the city state of Mayene, they
declared their independence in 1004 FY, claiming that Artur Hawkwing’s grandson Tyrn sur Paendrag
Mashera, previously thought deceased, was in fact alive, hailing him as First Lord of Mayene.
Though Tear made several attempts to conquer the city, they were ultimately unsuccessful,
allowing Mayene to remain independent. Finally there was Tar Valon, home to the female Aes Sedai
of the Westlands, ruled by the Amyrlin Seat. An ancient and powerful realm founded in the
year 98 AB, which remained independent for the entirety of its existence, even resisting the
might of Artur Hawkwing, who besieged but never conquered the city. The location where initiate
Aes Sedai trained to use the one power, the women of Tar Valon were the most powerful people
in the Westlands, often manipulating other rulers and nations by acting as diplomats,
advisors, healers, spies, and warriors in order to subtly or blatantly impose their will upon them.
Beyond the mainland, throughout the western and southern oceans, the Sea Folk, or Atha’an meiere,
ruled over a number of islands, including Aile Dashar, Aile Somera, Aile Jafar, Tremalking,
Qaim, and Cindaking, though they spent most of their lives living aboard ships, captained by
a female sailmistress who led the crew and chose their destination, while a male cargomaster, often
the husband of the sailmistress, was in charge of security and conducted trade negotiations. Then
there was the female Windfinder, acting as second in command to the Sailmistress, who wielded the
one power, using their abilities to manipulate and predict the weather. Male Channelers however, were
given the choice of drowning themselves or being left on a barren island without food or water.
The Sea Folk were also divided into larger clans, where the leadership structure
mirrored that aboard their ships, with a female Wave Mistress in command of their people,
while a male Sword Master was in charge of security and a windfinder acting as advisor.
This pattern was then repeated again for their people as a whole,
who were led by a Mistress of Ships, serving as the Queen their queen,
while a Master of the Blades was charged with their defences and a Windfinder as councillor.
Though the Sea Folk were considered exotic but well known by most mainlanders, few realized
that another segment of society existed for these travelling traders, as the Amayar were
a land dwelling people who lived secluded lives of peace on their island homes, growing crops,
raising livestock and manufacturing goods which were then sold by their ocean loving counterparts.
Wanting nothing to do with ships or travel, the Amayar were happy to stay on their islands and
submit to the rule of the Sea Folk, who for the most part treated them justly and left them to
govern their own affairs. Though the Sea Folk and Amayar were in many ways polar opposites,
this worked in their favour as neither had anything the other wanted, resulting in a long
history of cooperation and peaceful co-existence, with no hint or rebellion of warfare between them.
Similar to the Dragon reborn prophecies of the mainland, the Sea Folk have the Jendai Prophecies,
which foretold that the Coramoor would one day lead their people to greater glory and
domination over all the seas of the world. Having no proper homeland, the travelling
Tuatha’an, or tinkers, were a nomadic group of traders living a pacifist existence,
following the way of the leaf, while claiming they were searching for the song, though for
most of their history no one truly understood what that meant. Unloved by most peoples,
the Tinkers wore bright colors and were always joyful, singing and dancing at every opportunity.
In addition to all these human realms and peoples, the Ogier race also called the
Westlands their home, living in Steddings, ancient secluded regions of peace, where
Aes Sedai could not channel the One power. These slow, intelligent thoughtful and long lived Ogier
travelled through magic hidden waygates, gifted to them during the Age of Legends by male Aes Sedai,
which allowed them to move quickly and quietly throughout the continent. Though Ogier were master
craftsmen who built many of the great cities of the westlands, their true passion was for trees
and the natural world, with some possessing great abilities like treesinging, which could encourage
and manipulate plant growth. Rarely seen by other humans, most Ogier preferred to live the entirety
of their lives in the Steddings, with no real desire to travel or visit other lands. In fact,
their connection to these homelands was so strong, that should they spend to much time away,
they were inflicted with a deep longing which weakened them and eventually led to their deaths.
Though the many peoples and cultures of the Westlands established great and prominent realms,
nothing could endure forever, and so these regions and realms continued to transform over the ages,
as there are neither beginnings nor endings to the turning of the Wheel of Time.