Major Nations & PolitiesAndorThe largest and oldest country in the Westlands. It contains a number of smaller settlements and a few major population centers, including Baerlon, Whitebridge, and the capital city of Caemlyn, said to be the second most beautiful city in the world behind Tar Valon and built during the reign of Artur Hawkwing. The climate is temperate and continental, with forests and plains dominating most of its landmass and no geological influences to moderate the yearly temperature swings.
Andor has a fairly typical feudal monarchy, though the Crown also maintains a fairly sized standing army. Notably, though no law of the land forbids it, Andor has always been ruled by a queen, and as a result many noble houses are headed by women as well.
Andorans tend to be modest and hardworking, with strong independent streaks (particularly in more rural areas.) The country’s distance from the water and sprawling size means many lack exposure to outside culture, and odd ideas about how people conduct their business aren’t uncommon. In particular, their standards for modesty are easy to offend. Andorans tend to be on the paler side, and of middling height.
Names: Morgase Trakand, Gareth Bryne, Matrim Cauthon, Tigraine Mantear
(Culture Counterpart: England)
CairhienAndor’s neighbor and another sizable continental land, Cairhien is bordered by the Spine of the World. Its population is more concentrated than Andor’s, being largely centered on the capital of the same name. Cairhien is an ancient city notable for its “topless towers,” supposedly ever expanding upward - though many were damaged or partially destroyed in recent years.
Cairhien is also ruled by a feudal monarchy. In basic structure, it is fairly standard, but Cairhien is rife with a complex web of intrigue known as Dae Dae’mar, the Game of Houses. The Great Game, though most relevant to those at the top of society, permeates every level. The country is still recovering from the Aiel War, which ended eight years ago with the death of King Laman.
Cairhienin tend to be reserved, precise, and polite. As noted, many develop a keen sense of politics and intrigue, and Cairhienin education tends to be quite good. When they let their inhibitions drop, however, they do so with startling magnitude, veering into an utter lack of restraint. Cairhienin are usually quite short with dark hair and pale skin.
Names: Moiraine Damodred, Galldrian Riatin, Idrien Tarsin, Lorstrum Aesnan
(Culture Counterpart: France)
TearA smaller, but incredibly wealthy nation on the southern shore of the Westlands; the city for which the country is named is one of the largest and most centrally located ports. It is dominated by the Stone of Tear, an enormous fortress containing the ancient artifact Callandor, raised from smooth stone.
Tear is an oligarchic state ruled by the High Lords, a council ranging in size from six to twenty consisting of the wealthiest and most powerful nobles. Tairen society is extremely stratified, to the point that commoners may not bring a lord before a magistrate to make a criminal complaint, and even the capital has great stone walls between the rich and poor.
Tairens tend to be on the superstitious side and mistrustful of the One Power as a rule. Nobles tend to be haughty even by the standards of most nobles. Learning is nominally held as a value in Tear; nobles will usually know at least some amount of the Old Tongue, whereas commoners will know more of practical matters such as navigation. Tairens tend to be a bit darker than their more northerly neighbors in both hair and complexion.
Names: Siuan Sanche, Weiramon Saniago, Anaiyella Narencelona, Elyas Machera
(Culture Counterparts: Spain [nobility,] China [commoners])
IllianA coastal nation to the west of Tear, possessing the physically largest port in the Westlands. It is known as the nation hosting the legendary Great Hunt, a search for the ancient Horn of Valere, and the elite Companions, a force in which anyone, foreign or otherwise, can reach the highest ranks.
Power in Illian is shared between a monarchy and a council of nine nobles. Illianer houses tend to be fairly aggressive, occasionally biting off chunks of their smaller neighbors or warring with Tear over oil trading rights.
Illianers tend to be emphatic sorts, surrounded as they are by heroic legends. Notably, they have an unusual pattern of speech among Westland nations.
The dialect of Illian is distinct in that Illianers use the emphatic tense of nearly every verb, shun the progressive tense, and use "no" in place of "not." Thus, "He had not made sure every stick of bread went to the army" becomes "He did no make sure every stick of bread did go to the army."
Bayle Domon, Magla Daronos, Eagan Padros, Hattori Gatano
(Culture Counterparts: Troy, Italy)
TarabonLocated on the southwest corner of the Westlands, Tarabon contains the largest number of port cities of any nation. Though it has few seagoing vessels of its own, it enjoys prosperity due to customs and excise taxes.
Tarabon is jointly ruled by a traditional monarchy and a Panarch elected by the Assembly of Lords. The king decides on how money is spent, but the Panarch collects it, and each controls one segment of the military.
Taraboners are often fair haired but dark-eyed. The Illuminators, the secretive guild that manufactures fireworks, makes its home in Tarabon, and Taraboner fashion dictates that everyone wear a veil. They often phrase statements as questions, ending sentences with “yes?” or, if they are being firmer, “yes.”
Names: Liandrin Guirale, Dain Bornhald, Innina Darenhold, Tervail Dura
(Culture Counterpart: Carthage)
Arad DomanA troubled nation on the western coast, and the last nation before the Borderlands begin in Saldea. Another seafaring country, it is plagued by conflict both internal and external.
Arad Doman is ruled by a monarch with absolute power, in theory. He is elected by the Council of Merchants, composed largely of women. The outlying lands of Arad Doman are often defiant, acting of their own accord, and the nation as a whole has struggled with Tarabon to the south over the Almoth Plain between them for years.
Domani tend to be of darker complexion. As a culture dominated by merchants, most Domani are at least passable bargainers, and many are excellent, even able to hold their own against the infamous Sea Folk. Their fashion tends towards sheer garments that most other nations consider scandalous, leading them into particular clashes with the stuffier Andorans.
Names: Rodel Ituralde, Leane Sharif, Ramsid Almadar, Alamindra Cutren
The BorderlandsFour countries make up the Borderlands: Saldaea, Kandor, Arafel, and Shienar. A fifth country, Malkier, was consumed by the Blight around three decades ago. They rarely concern themselves with conflicts between one another or nations to the southl; the ever-encroaching threat of the Shadow is always a priority.
All of the Borderland countries are ruled by fairly typical monarchies. Power tends to be stable, and peacefully changes hands when it does; a country that fell into anarchy would be quickly overrun by Shadowspawn. The northerly climate tends to be frigid, but the Blight itself is filled with an unnatural, feverish warmth.
Saldaea is known for their cavalry and fiery temperaments. Warfare is considered to be a family affair, with wives almost always accompanying their husbands into battle. A Saldaean never bares steel without the full intention of using it, and every Saldaean is at minimum competent with knifework.
Names: Sheriam Bayanar, Mazrim Taim, Tenobia Kazadi, Venr Kosaan
Kandor is noted among the Borderlands to have a thriving merchantry. Furs from Kandor are prized throughout the Westlands.
Names: Mahiro Shukosa, Avene Sahera, Rahien Demain, Nedare Satarov
Arafellin tend to have a sense of honor and obligation that strikes other Westlanders as strange; punishment is seen as a way to restore the former, and Arafellin often ask for it, much to the confusion of those not raised in the culture. They occasionally tie bells into their hair.
Names: Samitsu Tamagowa, Jahar Narishma, Mahira Svetanya, Ishigari Terasian
Shienar is home to a number of Malkieri refugees, and is noted to be exceptionally stable even among the Borderlands. The men of Shienar are typically clean-shaven, with topknots being especially favored among warriors.
Names: Ingtar Shinowa, Suana Dragand, Agelmar Jagad, Kumira Dhoran
Malkier was once the northmost Borderland provice. Roughly thirty years ago, its walls fell, and the land was swallowed by the Blight, dispersing the Malkieri that survived into the rest of the continent.
Names: Bukama Marenellin, Iselle Arrel, Shevar Jamelle,Nacelle Kayama
Covering one’s face is unacceptable in all parts of the Borderlands. A veiled face could indicate a Myrrdral or other humanoid Shadowspawn in hiding. Many in the southern nations believe tales of Shadowspawn to be fanciful myths and nothing more, but the creatures are a grim reality in the Borderlands.
(Cultural Counterparts: Japan (all), Russia (Kandor))
Tar ValonThough not a proper country, Tar Valon is possibly the most influential body in the Westlands. It is an ancient city and the second most populous, being home to the White Tower. The enigmatic Aes Sedai make their home there, and despite numerous attempts to conquer or eradicate it, the walls of Tar Valon have never fallen.
Tar Valon itself is largely of Ogier make, with numerous buildings meant to resemble living creatures and the only still-extant Ogier grove within a human city. It is governed by the White Tower itself and the forces it maintains, with sisters directing officials and Warders directing guardsmen. This would make the ruler of the city the Amyrlin Seat.
The people of Tar Valon tend to be respectful and deferential to Aes Sedai and the One Power, even if they cannot be cowed by it as easily as others. The city is incredibly diverse, and people of all origins and backgrounds can be found there.
Minor PolitiesSeveral nations south of the Borderlands exist that play minor parts on the world stage, for the moment. Whether due to small size, poverty, or simple misfortune, they tend to be pushed around by their more powerful neighbors, though they all still have roles to play.
- Murandy is largely maintained by trade. Most people of Murandy consider themselves to be loyal to their local lord, rather than the country, and as a whole these lords tend to have disputes with their Andoran neighbors over territory. Its capital, Lugard, is infamous for the number of thieves that infest it and target any foreigner that enters.
- Altara is a smaller and less wealthy coastal nation in comparison to its neighbors. Though the Throne of the Winds has a similar authority problem to Murandy, it tends to be a bit more stable overall due to its warlike neighbors. In Altara, women tend to take priority over men, and honor duels are frequent and bloody among both genders.
- Ghealdan’s economy primarily relies on the mining of alum. It is ruled by a monarch who shares some power with a council of advising lords, who also elect a successor should the king or queen have no heir. It has a small, but well-trained military, including the Legion of the Wall controlled by the ruler directly.
- Amadicia is largely significant for being the home of the Children of the Light, more disparagingly known as the Whitecloaks. While it is nominally ruled by a king, the Power-hating organization rules the land in truth, and inquisitions hunting for channelers and Darkfriends are both common and often deadly to the victims.
- Far Madding is a city-state placed on an intersection of the land routes between Illian, Tear, and Caemlyn. A distant cultural relative of Andor, its society is openly matriarchal, with men only ever holding authority over other men. It values peace and mistrusts strangers; it is built on a set of large ter’angreal that prevent channeling within its bounds, and all weapons that enter the city must be left at the gates or peace bonded.
- Mayene is a small territory claimed by Tear. It has a close, but clandestine relationship with Tar Valon, and is surrounded by swampland and rough seas; these factors have kept it independent despite its westerly neighbor’s desires. The First of Mayene, a hereditary ruler, is primarily responsible for maintaining this independence, while various Seconds oversee other parts of the government. Their Winged Guards are renowned for their combat prowess and meritocracy.
- Falme is an independent town which only claims significance due to location. It is the only major surviving population center on Toman Head and in the greater Almoth Plain region, and is the westernmost population center in the known world. A group called the Watchers over the Waves resides there, believing that the armies Artur Hawkwing sent overseas will someday return.
Other CulturesWhile the nations of the Westlands are diverse and far from a homogeneous unit, there are still other cultures that exist independently of them or, in many cases, particular borders at all.
Sea FolkThe Sea Folk only command small island territories, but elsewise make any and all efforts to remain at sea for most or all of their lives. Though often only dealt with in passing by mainlanders, they are regardless well-known: the Sea Folk are the most skilled navigators one can find, with the fastest ships.
Being away from the ocean is universally considered a bad thing in Sea Folk culture. The few girls sent to Tar Valon to become Aes Sedai are considered to be a great sacrifice. They do not make the “Sea Folk porcelain” that most attribute to them; this is instead done by a land-dwelling people on islands controlled by the Sea Folk with which they have a close relationship.
The Sea Folk are ruled by a queen-like figure called the Mistress of the Ships, while her male counterpart the Master of the Blades oversees more mundane, fiscal matters. Below them are the leaders of individual clans, the Wavemistresses, and their Swordmasters. Their social hierarchy is complex and denoted by a system of indicative piercings, chains, and medallions (though men do not wear nose rings or chains.)
Obedience to authority when it is proper is important among the Sea Folk; their rigid rankings provide the backbone of a stable sailing fleet. They take obligations and contracts with the utmost seriousness, and Sea Folk bargaining is a formal, traditional process - one in which land-dwellers rarely come out on top.
Tuatha’anKnown as the Traveling People or occasionally (to outsiders) the Tinkers, the Tuatha’an are a nomadic, pacifistic culture. They have a mixed reputation among the settled peoples of the Westlands, but are one of the few groups permitted to cross the Aiel Waste freely.
The Way of the Leaf, the philosophy dominating Tuatha’an culture, is one of absolute pacifism. The Traveling People will never perform violence, up to the point of allowing themselves to be killed if unable to flee or hide from danger. This is part of why they travel; larger settlements run a greater risk of exposing them to violence, especially given the belief of some settled peoples that they steal objects or (by way of converting them to the Way) children.
The other purpose behind their travel is the search for the Song. Tuatha’an culture holds songs and music in high regard, but the Song is an ancient one thought lost to them. Some have believed that the Songs of Growing sung by the Ogier may be one and the same, but the Tuatha’an themselves have rejected this notion. Some believe that the Song may never be found, but this rarely stops them from trying.
The AielA warlike people known as terrifying savages throughout the Westlands. They come from the Aiel Waste, across the Spine of the World and outside the Westlands themselves. Little is known of their culture, and the Waste itself is an inhospitable desert that most westerners (or “wetlanders”) cannot cross, whether it be due to the conditions or the Aiel themselves.
Eighteen years ago, when King Laman of Cairhien cut down Avendoraldera, the wrath of the Aiel clans came down upon all the Westlands. The war was devastating to both sides, the tide of skillful warriors battering at the settlements near the Spine until, eight years ago, they left just as abruptly with the death of Laman. The Cairhienin, who had previously been allowed free passage across the Waste, became known as “treekillers” to the Aiel.
Aiel are nigh-universally taller than their western counterparts, and red hair is quite common among them. Aiel are known to never touch a sword, using spears in their place, and always veil their faces before killing is done.
SharaA mysterious realm to the east. Almost nothing is known of it. The few traders that are brave enough to travel across the Waste are only allowed into a narrow, cordoned-off area for trade; the tales that come back are strange regardless.
The OgierThe Ogier are the only non-human, non-Shadowspawn species known of in the Westlands. They are large and immensely strong, standing at around eight feet tall, but thoughtful and gentle as a rule. They are intrinsically tied to their stedding, strange areas in which humans cannot touch the One Power; if separated for too long, an Ogier will slowly be overcome by the Longing and begin to waste away. They have broad noses, wide mouths, long tufted ears, and eyebrows that droop down around their faces.
Ogier are not populous, and are sometimes unknown to the uneducated, who might confuse them for Trollocs (a type of Shadowspawn, and a quite offensive comparison.) They typically visit cities to maintain their stonework, which they are widely known for, though their true gift is in forestry and their Songs of Growing.