Complete Guide to the Wheel of Time Map: Key Locations from the Book and Show Explained

Complete Guide to the Wheel of Time Map: Key Locations from the Book and Show Explained

One of the most captivating aspects of reading epic fantasy novels is the inclusion of meticulously crafted maps, often presented at the beginning of the book. These maps provide an exquisite preview of the vast and intricate worlds within the stories. Robert Jordan’s extraordinary work, The Wheel of Time, exemplifies this tradition, as the detailed history of the Westlands and its neighboring territories plays a crucial role in the saga, rivaling the expansive landscapes crafted by J.R.R. Tolkien in The Lord of the Rings.

The narratives within The Wheel of Time and its Amazon adaptation traverse almost the entirety of the globe. While variations exist between the book series and the television adaptation, their shared geography remains a constant thread. Robert Jordan’s world-building draws upon a multitude of real-world influences, seamlessly blending them into a vibrant geographic tapestry that fans have come to cherish. The anticipation surrounding Season 3 of The Wheel of Time is palpable, as audiences look forward to seeing these iconic locations brought vividly to life on screen.

The Westlands

The Focal Continent of the Wheel of Time’s Story

A map of The Wheel of Time's Westlands

The Westlands refers to the area of the continent encompassing numerous nations and autonomous cities central to the narrative of The Wheel of Time. This region is bordered to the west by the Aryth Ocean, the south by the Sea of Storms, the east by the mountainous Spine of the World, and the north by the Great Blight. Over the years, the Westlands have rebuilt following the devastation that marked the end of the Age of Legends, although the composition of this realm has shifted multiple times through history.

A Timeline of the Westlands

Year

Event

0

Breaking of the World

47 After Breaking

Tar Valon founded by the remaining Aes Sedai

209 AB

Compact of the Ten Nations signed

1000 AB

The Trolloc Wars begin

c. 1100 AB

The nation of Aridhol collapses; the city-state’s remains become Shadar Logoth

c. 1200 AB

The nation of Mantheren is destroyed by the Trollocs

c. 1350 AB

The Trolloc Wars conclude

c. Free Year 1 – FY 100

A new calendar emerges; 29 kingdoms rise from the ruins of old

MY 912

Artur Hawkwing is born in Shandalle

MY 939 – 943

The War of the Second Dragon

MY 943 – 963

The War of Consolidation unifies the Westlands under Artur Hawkwing’s control

MY 992

Luthair Paendrag’s fleet launches an invasion of Seanchan

MY 993

Hawkwing’s second fleet attempts to invade Shara and suffers total defeat

MY 994

Artur Hawkwing dies without an heir; Borderlands claim independence. The kingdom of Andor is established, initiating the War of the Hundred Years.

c. MY 1000 – 1117

Modern cities and kingdoms of the Westlands emerge amidst the War of the Hundred Years

MY 1135

Concerns over time-keeping errors lead to the establishment of a new calendar, the New Era

509 IS

The Aiel extend a gesture of peace with Cairhien, offering the gift of Avendoraldera, a cutting from the Tree of Life

c. 600 NE

Collapse of Almoth, resulting in Almoth Plain becoming a contested area between Tarabon and Arad Doman

908 NE

Loial, son of Arent, is born in Stedding Shangtai

c 920 – 930 NE

The Children of the Light establish dominance in Amadicia

953 NE

al’Lan Mandragoran was born in Malkier

955 NE

The kingdom of Malkier falls, consumed by betrayal and the Blight

956 NE

Moiraine Damodred is born in Cairhien

976 – 978 AD

The Aiel declare war on Cairhien following the destruction of Avendoraldera

978 NE

Rand al’Thor, Matrim Cauthon, and Perrin Aybara are born

998 IS

The events of The Eye of the World and Season 1 commence

As a millennium passed since the Breaking, the Westlands saw devastation at the hands of the Trolloc Wars, resulting in a splintered landscape from the initial ten nations. In the wake of this turbulence, 29 new kingdoms arose, culminating in a brief period of peace until a False Dragon sought dominion over the land. Artur Hawkwing ultimately quashed this uprising before embarking on a continental conquest of his own, declaring himself High King. Despite his efforts, his death left uncertainty and unrest, once more casting the Westlands into the turmoil of the Hundred Years’ War.

The aftermath of this war birthed numerous new kingdoms, though many would falter over the following millennium, ultimately leaving only 14 intact: Altara, Amadicia, Andor, Arad Doman, Cairhien, Ghealdan, Illian, Kandor, Murandy, Saldaea, Shienar, Tear, and Tarabon. Though the nations engaged in intermittent skirmishes during this time, the Westlands appeared to attain a semblance of stability until 998 NE, when multiple individuals proclaimed themselves as the Dragon Reborn, coinciding with the arrival of the Seanchan at Tomon Head, heralding a new era of turmoil and the looming threat of the Last Battle.

Coastal Regions

Nations of Arad Doman, Tarabon, Altara, Illian, Tear, Mayene, and Almoth Plain

None
None
None
None

Along the coastline of the Aryth Ocean lie the nations of Arad Doman, Tarabon, and the expansive territory of Almoth Plain. The peninsula of Tomon Head, featuring the city of Falme, extends into the ocean from Almoth Plain. To the southern reaches, adjacent to the Sea of Storms, are Altara, Illian, Tear, and the city of Mayene. Notably, it was at Tomon Head that the Seanchan first made their dramatic landing, and the momentous event at Falme witnessed the proclamation of the Dragon Reborn to the world.

The coastal territories are pivotal to the events of The Wheel of Time, with significant emphasis on the kingdom of Tear, its capital city, and the formidable Stone of Tear looming above, purported to be older than the Breaking of the World. Within the novels, this fortification conceals the powerful sa’angreal, Callandor, awaiting its rightful claimant—the Dragon Reborn. Although the Amazon series may bypass Callandor in upcoming episodes, there remains hope for its eventual appearance in Season 3, providing a crucial connection between Rand and his iconic weapon.

Inland Regions

Nations of Amadicia, Andor, Cairhien, Ghealdan, Murandy, Far Madding, and Tar Valon

None
None
None
None
None
None

The interior of the Westlands is defined by vast kingdoms such as Andor and Cairhien, along with smaller states like Amadicia, Murandy, and Ghealdan. These areas also encompass the independent cities of Far Madding and Tar Valon. Geographically, this region is characterized by a blend of plains and hill environments, obstructed by the Mountains of Mist to the west and bordered by the Spine of the World to the east. Towering above Tar Valon is Dragonmount, a volcanic formation birthed as Lews Therin Telamon sacrificed himself during the Breaking of the World.

While the Amazon adaptation has yet to introduce Morgase Trakand, the queen of Andor, her daughter Elayne plays a significant role in Season 2, with plans for Morgase’s introduction in Season 3.

The kingdom of Andor is integral to the storyline, with the Two Rivers and its villages, such as Emond’s Field and Taren Ferry, belonging to Andoran territory. Shadar Logoth, the cursed city, is also part of Andor. The Mountains of Mist create a natural barrier between Andor and Arad Doman. In the novels, pivotal reunions among Rand and his companions occur in Andor’s capital, Caemlyn, whereas the Amazon series relocates this significant moment to Tar Valon, the island stronghold of the Aes Sedai.

The Borderlands

Nations of Arafel, Kandor, Saldaea, and Shienar

None
None
None

The Borderlands, located at the northern edge of the Westlands, serve as the vital defensive line protecting the southern territories from the relentless encroachments of the Blight. Borderlander forces work diligently to thwart Trolloc incursions and eradicate the tainted flora spreading from the north.

Historically, the great kingdom of Malkier dominated the Borderlands until its downfall due to treachery in 955 NE. Presently, Shienar holds that distinction, carrying the scars of losing Malkier etched into their history. Rand, Moiraine, and their allies first arrive at Fal Dara, a fortress-city in Shienar, en route to the Eye of the World, where Padain Fain famously stole the Horn of Valere. Saldaea, the westerly kingdom of the Borderlands, introduces Faile Bashere, a pivotal new character in the upcoming Season 3.

The Great Blight

Malkier, The Eye of the World, The Town of Thakan’dar, and The Mountains of Dhoom

None
None
None
None

Following the Breaking of the World, the ominous influence of the Dark One gradually seeped into the land, emanating from Shayol Ghul—an imposing mountain located within the Blasted Lands, which bore the brunt of the War of Power’s devastation. In the Blasted Lands, the valley of Thakan’dar hosts the peak of Shayol Ghul and the nefarious settlement known as The Town, where Darkfriends convene to propagate the Dark One’s formidable armies.

To the south lies the Blight, an expanding area characterized by corrupted wilderness that thrives as the Dark One’s power intensifies. Here, flora and fauna twist into grotesque forms; the red-soiled territory abounds with toxic materials. The relentless spread of the Blight ultimately consumed Malkier, the homeland of King al’Lan Mandragoran, who now resides in exile.

Nestled within the Blight is the concealed grove that remains untouched by its poison. This is where the Aes Sedai secured the Eye of the World following the Breaking, hoping to one day utilize its power to seal the Dark One’s prison. However, in the Amazon series, the Eye is mistakenly believed to be the Dark One’s prison, leading Rand and Moiraine into an encounter with the Forsaken Ishamael instead.

The Spine of the World

The Greatest Mountain Range in the Westlands

The Aiel army crosses the Spine of the World mountain pass from The Wheel of Time comics

The expansive mountain range known as the Spine of the World stretches from the northern Blight to the southern coast of the Sea of Storms. East of the Spine lies the Aiel Waste, where the Aiel refer to these mountains as the Dragonwall, traversing them only when necessary, such as during their expedition through the Jengai Pass into Cairhien to punish King Laman Damodred for the sacrilegious act of cutting down the sacred tree, Avendoraldera—a transgression known as Laman’s Sin.

This range also harbors a significant portion of the remaining Ogier steddings, including Loial’s Stedding Shangtai. The rugged terrain provides them with solitude from unsuspecting travelers. While some Ogier in regions around Cairhien act as builders for human settlements, the majority remain within their arboreal havens, relishing their peaceful existence.

The Aiel Waste

The Sacred Sites of Rhuidean and Alcair Dal

None
None
None

The vast region known as the Aiel Waste, highlighted in the forthcoming trailer for Season 3, consists of scorched clay flats and rocky outcrops where the formidable Aiel construct their settlements referred to as Holds. The Aiel consider this area the “Three-Fold Land,”as they perceive it as bestowing three core gifts: the stone for shaping themselves, a trial ground for honing their skills, and a means to atone for the sins inherited from the Breaking of the World.

While much of the harsh terrain remains unmapped, certain landmarks hold significance for the Aiel, though such secrets are rarely shared with outsiders. Trespassers are often met with hostility, with a few exceptions such as gleemen, peddlers, the Tuatha’an (who are largely avoided), and the Cairhienen—until the incident known as Laman’s Sin. The canyon of Alcair Dal stands as neutral ground, where Aiel clan chiefs gather to negotiate.

The most prominent feature of the Waste is the sacred city of Rhuidean, constructed by the Jenn Aiel and a handful of Aes Sedai following the Breaking. Although never completed due to the extinction of the Jenn Aiel, Rhuidean endures as a vital center for Aiel society, a pilgrimage site for aspiring clan chiefs and Wise Ones seeking counsel from the ter’angreal chronicling their people’s history of shame.

The Aryth Ocean and the Sea of Storms

Tremalking and the Other Islands of the Sea Folk

A depiction of a Sea Folk member channeling the One Power on a ship, integrated with a screenshot of Falme Harbor

The Aryth Ocean, the largest in the world, serves as a boundary between the Westlands and the continent of Seanchan. Its northern region, known as the Dead Sea, is believed to be afflicted by the encroaching Blight, presenting lifeless and hostile waters. Several archipelagos, such as Aile Jafar, Aile Somera, and Aile Dashar, are governed by the Sea Folk.

The substantial island of Tremalking separates the Aryth Ocean from the turbulent Sea of Storms and is home to the Sea Folk. A prominent landmark on Tremalking is a colossal stone hand grasping a crystal orb—one of the legendary Choedan Kal, grand sa’angreal from the War of Power meant to take the form of enormous statues. The female Choedan Kal stands on Tremalking while the male counterpart lies buried near the Cairhienen village of Tremonsien.

To the east of Tremalking lies the perilous Sea of Storms, notorious for its violent storms, making it treacherous for any beyond the Sea Folk. This region contains settlements including Qiam and Cindaking, but travel further offshore is generally avoided due to the tempestuous conditions. Farther south, approximately 5,000 miles lies the continent known as the Mad Lands, a place shunned by the Sea Folk due to its volatile volcanic activity and societal collapse since the Breaking.

Legend

A Conquered Land of Aspiring Conquerors

A map of the continent of Seanchan alongside two Seanchan noblewomen

The continent of Seanchan lies beyond the Aryth Ocean, characterized by its fjord-laced channels. Over 1,200 years prior to the main events of The Wheel of Time, it was subjugated by an armada commanded by Luthair Paendrag Mondwin, the son of High King Artur Hawkwing. Luthair diplomatically maneuvered among the native nations and surviving Aes Sedai, and over subsequent centuries, his descendants established the formidable Seanchan Empire.

The Seanchan continent is vast, housing not only the varying populace of the empire but also the peculiar creatures used for labor and warfare. The northern landmass features crags and peninsulas, leading to their own Mountains of Dhoom, which may be a continuation of the same range in the Westlands that potentially encircles the entire globe. The southern expanse of Seanchan hosts myriad cities, flourishing amidst diverse biomes.

Trash

The Impregnable Eastern Empire

A map of Shara from The Wheel of Time superimposed over a screenshot of Tomon Head

East of the Aiel Waste lies Shara, situated across the formidable Great Rift and the rising Cliffs of the Dawn. Although part of the same continent as the Westlands, interaction and trade between the two regions are minimal, predominantly limited to occasional visits from Aiel, gleemen, peddlers, and Sea Folk traders.

Shara boasts a deeply insular culture, having remained largely untouched by the calamities of the Breaking of the World, Trolloc Wars, or even the attempted invasion led by Artur Hawkwing’s second fleet. For the majority of Westlanders, Shara is chiefly recognized for its exquisite silk, a prized commodity that commands high value.

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