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Encyclopedia > Tar Valon

This article is about the towns, cities and countries of Robert Jordan's the Wheel of Time fantasy fiction series.


See also:

Contents

The Westlands ('Randland')

The area west of the Spine of the World and south of the Blight.


Andor

A large and powerful nation in the middle of the Westlands. Andor's ruler is traditionally a Queen. Ishara, the first Queen of Andor, persuaded her husband (one of Artur Hawkwing's generals) to lift his seige of Tar Valon following the death of the High King Artur. Ishara believed in holding on to relatively small section of Hawkwing's empire, instead of fighting for the whole. Morgase of House Trakand was the last Queen of Andor. Her current whereabouts (to the Dragon Reborn and the Daughter Heir Elayne, at least) are unknown. Andor's sign is a white lion rampant on red. The Queen of Andor sits on the Lion Throne, and wears the Rose Crown. The capital of Andor is Caemlyn.


Andor is the largest nation in the Westlands, and also one of the oldest. It was founded during the War of the Hundred Years. Many of Andor’s traditions were established during these early years. Unlike many nobles of the time, Queen Ishara, Andor’s first ruler, knew that no one ruler would be able to take control of Hawkwing’s entire empire. Instead, she focused on controlling only what she could. As a result, Andor began only with the capital city of Caemlyn and the small surrounding villages. Cautious expansion marked the reigns of the early queens of Andor.


The oldest tradition of Andor is that only a queen must sit on the Lion Throne of Andor, and wear the Rose Crown. The eldest daughter is known as the Daughter-Heir, and is always sent to Tar Valon to study. The eldest brother of the Daughter-Heir is sworn to protect her with his life, and is prepared from an early age to take control of Andor’s army.


Caemlyn is the capital city, second in beauty only to Tar Valon. The city of Caemlyn is actually made up of two cities, the New City and the Inner City. The New City is less than two thousand years old, constructed exclusively by humans. The ancient Inner City, on the other hand, was constructed by Ogier. The entire city is encircled by a fifty-foot wall; the Inner City itself is also surrounded by a wall. Certainly the most impressive building in the Inner City is the Royal Palace, which serves as the seat of government for Andor.


Andor is a powerful nation, with a substantial army consisting primarily of the Queen’s Guards. Through history, Andor has been under almost constant pressure from neighboring countries. Andor and Cairhien have to been to war more times than any two countries except for Tear and Illian. Similarly, the Children of the Light have always had a reason to dislike Andor, as the Daughter-Heir always studies in the White Tower.


Andor’s strength comes from its wealth. Much of this is generated in the Mountains of Mist, far to the west of central Andor. Gold, silver, iron, and copper are extracted from the rich mines in these mountains. Most of this metal is refined in the smelters near the mines.


The strength which must be expended to retain the valuable mines in the Mountains of Mist means that other outlying regions of Andor have been virtually forgotten. A good example of this is the Two Rivers, where few even realize they are part of a larger kingdom. One well-known town in the far west of Andor is Whitebridge, so named for the large bridge which crosses the River Arinelle into the town.


Andor West of Whitebridge

Baerlon

Baerlon is the biggest 'city' west of Whitebridge. It is a path to the mines in the mountains, and also connects to the Two Rivers area. Little else is known.


The Two Rivers

The Two Rivers is one community of sorts south of Baerlon. It contains four villages, Taren Ferry, Watch Hill, Emond's Field, and Devan Ride. It is surrounded by the Waterwood, the Mountains of Mist, and two rivers, and is thus rather isolated. Or rather, it was. After Rand al'Thor proclaimed himself the Dragon Reborn, refugees began to pour in. Rand al'Thor, Matrim Cauthorn, an aspiring general, Perrin Aybara, the Lord of Two Rivers and third in line for the Saldaen Throne, Egwene al'Vere, the Amyrlin of the rebel Aes Sedai, and Nynaeve al'Meara, a woman who worked in cleansing Saidin and discovered how to heal severing, all came from this area, and it is the last place with pure Manetheren blood.


Andor East of Whitebridge

Black Tower

A place close to Andor where Mazrim Taim, an escaped false Dragon, trains other men to wield the One Power.


Cairhien

A nation that borders the Spine of the World. Its capital city is Cairhein. The city and country were hurt in the Aiel War, and again by recent civil war and unrest. The Dragon Reborn currently holds Cairhien. It is his intention that not only will Elayne Trakand, Daughter-Heir of Andor (an Aes Sedai of the Green Ajah) wear the Rose Crown, but she will also sit on the Sun Throne of Cairhein.


The sign of Cairhien is a golden sun rising on a field of deep blue. Cairhienin (along with Aes Sedai) are known to all but have invented Daes Dae'mar (the Game of Houses), a system of intrigue and plotting. Cairhienin are usually short in stature and of rather pale complexion. They are also a very (outwardly at least) reserved people.


Cairhien, like many of the current nations, became sovereign at the end of the War of the Hundred Years. The nation of Cairhien now spreads over less than half the land it once controlled.


The Cairhienin had a period of four hundred years in which they enjoyed a period of unprecedented wealth. This was brought about by the Aiel’s granting of the right to cross the Aiel Waste and trade for silk in Shara. This prosperity ended when Laman Damodred cut down Avendoraldera and unknowingly sparked the Aiel War. It was during this war that the city of Cairhien was burned to the ground.


The politics of Cairhien are dominated by the Great Game, the Game of Houses. The nobles took the plotting and intricacies of life within the White Tower, and gave it their own twist. Also called Daes Dae’mar, it is responsible for almost every major disaster in Cairhien’s history. To the Cairhienin, everyone has a hidden motive, every word has another meaning. Everything is believed to be a move to gain more power and strength.


The Cairhienin are a very reserved people. They also prefer complete control over their environment. This can be seen in the layout of the city of Cairhien, which is a precise grid pattern, all streets meeting at right angles.


The only time the Cairhienin reserve breaks is during the Feast of Lights. During this two day celebration, all social barriers fall. Any man may kiss any woman, and any woman may kiss any man. After the two days are over, life precedes as if nothing had occurred.


The Borderlands

Arafel

One of the Borderlands, located between Saldaea on the west and Kandor on the east. The current ruler is King Paitar Nachiman; his sister Kiruna is an Aes Sedai of the Green Ajah allied with the Salidar sisters.


As with all the Borderlands, Arafel is a martial nation. Its men tend to wear two curved swords on their backs, one hilt above each shoulder. Oddly, they often also wear their hair in two long braids, with bells on the end.


Kandor

One of the four Borderlands. The Borderlands are vital as serving as a buffer between the Blight and the rest of Randland. Kandori men are noted for wearing pearl earrings and forked beards. The current Queen of Kandor is Ethenielle, who rules from the capital city of Chachin.


Saldaea

The westernmost of the four Borderlands. The capital of Saldaea is Maradon. Her Queen is Tenobia. The Marshal General of Saldaea is Davram Bashere, uncle to Queen Tenobia. His daughter, Faile ni' Bashere Aybara, is wed to Perrin (Goldeneyes) Aybara, childhood friend of the Dragon Reborn, unwilling ta'averen, and Lord of the Two Rivers.


Saldaeans are known for having bold, prominent noses and slightly upturned eyes. No other nation in Randland can match Saldaea for her famed and effective use of light cavalry. Saldaean soldiers usually carry serpentine swords. Saldaean men usually have long moustaches. Saldaean women are almost a breed apart, known as they are for their fierce loyalty and strength (not to mention temper).


The largest of the Border nations, Saldaea is larger than Shienar and Arafel combined. The Saldaeans are known for their tilted, almond-shaped eyes. While as ferocious in battle as any of the Border nations, their equestrian skills are undoubtedly superior. The Saldaeans are the greatest light cavalry in the world.


For Saldaeans, war is a family affair. The wives of officers and nobles accompany their husbands on all campaigns except those into the Blight. While not trained with the sword, Saldaean girls are quite skilled both with knives and in hand-to-hand combat. All Saldaeans are armed with at least a knife at all times; in Saldaea, steel is not bared unless it will be used.


The Saldaean economy is strong. Built upon the trade of furs, wood, and ice peppers, Saldaean goods fetch high prices at markets as far away as Tear.


Another important part of Saldaean life is the sa’sara, a dance outlawed by several Saldaean queens for its indecency. While known by virtually every noblewoman, few would ever admit to the knowledge. Apparently, the sa’sara has the ability to drive men wild. The sa’sara is known to have started three wars and sparked two rebellions, among many other smaller disturbances.


Shienar

The easternmost of the Borderlands. The capital is Fal Dara. The current ruler of Shienar is Easar. Shienarans are a very polite people, which might seem at odds with their ferocity in battle and long history of defending against the Blight. Shienaran men (especially soldiers) often wear a long topknot with the rest of their head shaved. Shienar has excelled at effectively deploying heavy cavalry.


It is a tremendous struggle for the people of Fal Dara to live so close to the Blight. The constant fighting greatly affects the way the Shienaran warriors view life. The three most important values to the Shienaran warriors are peace, beauty, and life. Peace, because they have never known it. Beauty, because they are so near the corruption of the Blight. Life, because they are sworn to death.


To the Shienaran warriors, it is the quality of life that matters, not any material wealth that is gained. The soldiers are buried unclothed. It is their belief that all came from the earth, and they wish to return as they came to the last embrace of the mother.


The Shienarans are the finest heavy cavalry in the world. Like Fal Dara, all of the towns in Shienar are built to function as fortresses. All are built on hills, to gain a commanding view of the countryside. They are surrounded by stone walls and heavy iron gates. Nothing taller than short grass is allowed to remain for at least a half-mile beyond the town walls.


Shienar’s capital city is Fal Moran. However, it is the cities closer to the Blightborder, such as Fal Dara, which more closely embody the fighting spirit of Shienar. Everything except the surrounding farms are enclosed within the city walls. Fal Dara, and the cities like it, were built for strength and beauty.


Like all cities along the Blightborder, no man may be permitted to wear a hood or cover their face within the city walls. This is an effort to prevent Myrddraal from entering into the cities. Also, the streets of these cities are very well lighted, to try and prevent the shadows the Myrddraal need to appear and disappear at will.


Western Coast Nations

Arad Doman

Arad Doman plays a rather minor role in the politics of the land. It is has long maneuvered to gain control of Almoth Plain, with Tarabon similarly trying to gain control of this piece of land.


Domani women are the source of the nation’s fame, as only the Sea Folk women are more graceful. Domani women wear clothes considered scandalous in most countries, and have raised the practice of seduction to an art. Mothers begin teaching their daughters this art at an early age.


If Arad Doman owes its fame to its women, it similarly owes its national wealth to them. Most Domani merchants are women, and few men come out on top after a bargaining session with a Domani woman. Most men, however, consider losing to be worth the experience.


The capital of Arad Doman is Bandar Eban, which also serves as a center of trade. The Domani trade a great deal with the Sea Folk, and are among the few merchants in the land who can hold their own against in bargaining with the Sea Folk.


Tarabon

Southern Coast Nations

Altara

Illian

Located in the extreme south of "Randland", Illian is a rich and powerful nation, whose commerce relies on trade and fishing. The capital of Illian is the city with the same name. Her sign is nine golden bees. Historically Illian has been at odds with Tear, a rival nation to the east.


Illian's elite troops are known as the Companions. This organization is rare in that foreigners can rise to become Captain-General (the top rank in the Companions). They are placed wherever fighting is heaviest, and follow the king into danger. Rand al'Thor's father Tam was a Companion.


Whenever a Great Hunt (for the Horn of Valere) is called, it always happens in the Great Square of Tammuz in the city of Illian.


Rand al'Thor is King of Illian, having displaced Sammael (one of the Forsaken) who in turn displaced tha last King, Mattin Stepaneos den Belgar.


A distinguishing linguistic feature in Illian is to use many "do's" and "be's" and "no's" in place of "does" and "is" and "doesn't's." Thus, "That man serves the Dragon Reborn" becomes in the Illian dialect "That man do serve the Dragon Reborn."


Mayene

A small but wealthy nation historically under domination by Tear. The ruler of Mayene is the First. Currently this is Berelaine Pendraeg sur Tanreall. Mayene's sign is a golden hawk.


A short distance to the east of Tear lies the small city-state of Mayene. Mayene claims independence, but the High Lords of Tear deny this, claiming that Mayene is a province of Tear.


Despite these claims, no Tairen knows the location of the secret oilfish shoals which are the source of Mayene’s wealth and fragile hold on independence. And the Mayeners plan to keep it this way. The oil which the Mayeners produce serves as lamp oil and competes with similar products from Tear, Illian, and Tarabon.


The ruling family of Mayene claims to be the direct descendants of Artur Hawkwing and still go by the Paendrag name. Mayene’s ruler is called "the First." These rulers have struggled for generations to keep Mayene independent from its much larger neighbor.


One great tool the Mayener rulers used to maintain Mayene’s autonomy was a ter’angreal doorway which took them to the land of the Aelfinn and Eelfinn. They were allowed to ask any three questions, and receive three true answers. These answers were a great aid to the Firsts in maintaining Mayene’s independence from Tear. But this advantage was given away by a young ruler who gave away the ter’angreal to the Tairens as a sign of good will. He had already used it, and so it was no longer of any use to him.


Despite this loss, Mayene has remained independent for hundreds of years. This small city-state faces a constant challenge from the bulk of Tear to the west, but the Mayeners are intent on remaining apart from the High Lords of Tear.


Tear

Tear is one of the richest nations in the land. This comes in part from controlling the greatest port on the Sea of Storms. A great deal of Tear’s wealth comes from the oil produced on the country’s numerous olive farms. Lucrative trade in grain and fish also brings money into rich nation of Tear.


However, it is only the nobles of Tear who have grown rich off the nation’s vast wealth. This is because of the view unique to Tairen lords that commoners are actually lesser beings. The distinction between Tairen lords and commoners is a sharp one, to the point where they even dress differently. Until very recently, it was not even possible for a commoner to call a noble before a magistrate.


Unlike most nations, Tear is not ruled by a king or queen. Instead, Tear is ruled by the High Lords. The number of High Lords has varied over time from six to twenty, but they are always of a particular rank.


The city of Tear goes further in enforcing the differences between commoners and nobles. The inner city is surrounded by a high wall of gray stone. Within the wall are the finer houses and palaces of the nobles, which line streets paved with stone. Outside the wall, commoners trudge through unpaved, muddy streets.


The city of Tear is dominated by the Stone of Tear, which towers above the city like a small mountain. It is believed to be the oldest stronghold of mankind, erected shortly after the Breaking of the World. It was built with the One Power, Earth, Air, and Fire fusing stones together without joint or mortar.


Deep within the Stone is the Heart of the Stone. This is where the great sword Callandor is held, protected by the One Power. Callandor is actually one of the greatest sa’angreal ever, waiting for the Dragon Reborn to claim it. No one except the High Lords are allowed to enter the Heart, and even they rarely enter it. The High Lords only enter the Heart four times a year for the Rite of Guarding, and to raise a lord to a High Lord. Indeed, if the High Lords could manage to forget that the Heart of the Stone and Callandor existed, they undoubtedly would.


This is due partly to the fact that it is prophesied that the Stone will not fall until the Dragon has been Reborn. The High Lords like to think that by protecting Callandor, they are protecting the world from the Dragon Reborn.


Also, Tairens fear anything to do with the One Power. Aes Sedai are forbidden to channel while in Tear. The Stone also houses a collection of angreal and ter’angreal second only to the White Tower. It is unsure exactly why the Tairens have collected such an array; perhaps to prevent their use by Aes Sedai, or maybe to ease the knowledge that they possess the greatest of them, Callandor.


Other Nations

Amadicia

Ghealdan

Murandy

The people of Murandy, much like the people of Altara, do not really considers themselves the residents of a nation. They are more likely to claim allegiance to one or another of the local lords.


The ruler of Murandy seldom controls events outside of the capital city of Lugard. Even within Lugard, the monarch is sometimes helpless to affect the course of events. The only reason a monarch is tolerated in Murandy is as a deterrent to incursions by foreign nations.


The capital city of Lugard is located in central Murandy, and it is the trade flowing through Lugard which keeps Murandy alive. Despite whatever political conflict might be disrupting daily life in Murandy, trade continues to flow through Lugard. It is one of few cities which has more inns and stables than residences and shops.


Lugard was once surrounded by a tall stone wall, but it has since crumbled. In many places around the city, piles of rubble mark where the wall once stood. The many thieves who call Lugard home consider any foreigner a fair mark, and the unpaved roads and alleys are frequently dangerous to travel alone.


Murandy plays a minor role in world politics. The lack of an effective ruler makes it difficult for Murandy to defend itself, much less to make its presence felt in the rest of the land.


Tar Valon

An island city in the River Eldar, within sight of the Dragonmount, and city of Aes Sedai power. "The Wheel of Time turns around Tar Valon, and Tar Valon turns around the Tower." Many Kings and Queens bow before the power that Tar Valon holds.


Tar Valon is the home to the Aes Sedai. Young girls who have the gift of channeling the One Power are sent there as novices.


Tar Valon is the home of the White Tower, where the Aes Sedai reside. The Tower, and much of the city, was built by the Ogier. Tar Valon is a city-state, of sorts, of which the Amyrlin Seat is ruler.


Historical Nations

Manetheren

A nation destroyed in the Trolloc Wars. Manetheren means "Waters of the Mountain Home" in the Old Tongue. Manetheren's sign was a red eagle. The touching and tragic story of Manetheren's destruction, and her last king and queen, is retold by Moraine Damodred in The Eye of the World.


Manetheren was the area currently known as The Two Rivers.


Malkier

Malkier was once one of the Borderlands, but fell to the Shadow.


The Aiel Waste

Known as the Three Fold Land by its native habitants, the Aiel. The Waste is a vast, incredibly arid land to the east of Randland, separated by the Spine of the World. Due to the immense ferocity of the Aiel, the name for the Waste in the Trolloc tongue is "The Dying Ground."


The Aiel Waste is located between the enormous mountain range known as the Dragonwall and the chasms and precipices of Shara. It stretches from the Blight in the north to the Sea of Storms in the south. These four borders keep the Waste an isolated land. It is a rugged and harsh land, that until recently was nearly void of water. Blistering temperatures ravage the land by day and glacial ones freeze it at night. It is a land of mountains and valleys dotted by numerous rock formations, including many spires. It has almost no vegetation and what there is, is small and virtually useless. Not many animals live in the Waste, but the ones that do are usually as treacherous as the land itself.


Despite the Waste's daunting environment, the Aiel people make it their home. The majority of Aiel live in and among the rock formations. These holds, as they are called, are approximately the size of villages. The Aiel have their own name for the Waste: the Three-Fold Land. First, because it is a shaping stone to make them; second, it is a testing ground to prove their worth; third, it is punishment for their sin against Aes Sedai. Trollocs call the Waste Djevik K'Shar, or "The Dying Ground." The Aiel have absolute control of the land and only allow peddlers, gleemen and Tinkers to enter it. At one time, Cairhienin merchants were permitted to enter, but lost that privilege due to Laman's Sin.


There is only one city in the Waste. The ancient city of Rhuidean has just recently been inhabited again. Located deep in the Waste, it lies in a valley beneath the mountain Chaendar, and sits above a large newly formed lake sustained by an enormous underground ocean of fresh water. The lake feeds a river that brings water to areas in the Waste that have not had water in living memory. The only known chora tree, now fully grown, resides in Rhuidean's central square. It is known as the Tree of Life.


The Great Blight

The area in the northern reaches of the continent containing Randland, the Aiel Waste, and Shara, and the northern reaches of Seanchan.


Shara

The land bordered by mountains to the west (the Aiel Waste is on the far side of them), and to the north by the Great Blight. The Sharans, much like the Aiel, are secretive of their ways among outsiders. But the people of Shara take this a step further than their neighbors to the west. Outsiders are only allowed to enter several specially designated trading towns. These towns are surrounded by high walls, with no view of the outside world. Outsiders who attempt to ascend the wall, or leave the trading towns, are killed immediately. Seafarers who land on the Sharan shore, by choice or not, are similarly executed.


Jain Farstrider indicated in his writings that lying to outsiders actually seemed to be a part of Sharan culture. Folk trading with the Sharans have learned to check their purchases, as Sharans obviously believe they need not tell outsiders the truth about the goods they are purchasing. Trading with the Sharans is a dangerous business, though one that is extremely profitable. For the most part, the Sea Folk conduct all trade with the Sharans.


Like everywhere else, there are those in Shara who can channel the One Power. These people are known as the Ayyad. They live in towns separate from the rest of the Sharan people; other Sharans intruding in these towns are killed. Male Ayyad are not killed immediately. Instead, they serve as breeding stock for female Ayyad. These males are kept in ignorance of the outside world, and are killed as soon as they show signs of channeling.


The Sharans are ruled by a monarch, called Sh’boan if female and Sh’botay if male. The Sharan monarch dies every seven years, which the Sharan people simply accept as the "will of the Pattern." At this point, the monarch's widow(er) remarries and becomes monarch; the new spouse will be widowed in an additional seven years and reign in turn. Unknown to most, the monarchs are actually killed by the Ayyad. The Ayyad are the true power in Shara.


It is hardly surprising that a society as twisted and convoluted as this supports slavery. The entire Sharan culture is built upon the enslavement of the many by the few.


Seanchan

Seanchan is the name of a continent that lies west across the Aryth Ocean from Randland, and it is also the name of the Empire that inhabits the continent. Attacking the lands east of the Aryth Ocean, they were defeated at the coastal town of Falme - only to return again to take many cities.


Across the Aryth Ocean lies the continent of Seanchan. The people of this continent had a rich and tumultuous history, filled with intrigue and war. And that was before they faced an opponent their combined might could not overcome.


It was to Seanchan that Artur Hawkwing sent his son Luthair Paendrag, with a large army to conquer the people of Seanchan. Luthair found a large land divided by internal strife, ripe for the taking. It took nearly three hundred years, but the Consolidation eventually placed all of Seanchan in the hand’s of Luthair’s descendants.


Artur Hawkwing’s influence on the land was great, but Luthair’s impact on Seanchan was even stronger. For while Hawkwing’s empire dissolved upon his death, Luthair’s heirs still control Seanchan.


The monarchy which rules Seanchan is a strong one. This rule is the product of both awe and fear. The awe comes in large part from the very throne the ruler sits on, the Crystal Throne. The Crystal Throne is actually a ter’angreal, inspiring awe and wonder of the person who sits upon it.


Much of the fear comes from the impressive array of Imperial security. The Deathwatch Guards are among the most honored of the Imperial family’s servants, and are a fearsome force. Even more feared are the Seekers for Truth, a force which hunts Darkfriends and acts as a secret police.


The nation of Seanchan is ruled by a rigid class structure. The lowest class of people are the do’covale, "those who are property." However, not all servants hold low rank in Seanchan society. The hereditary servants of the Imperial family hold higher rank than free men and women.


The highest tier of Seanchan society is held by those who are "of the Blood." Initially, it was only the descendants of Luthair and his armies who were of the Blood, but over time others have been raised to the Blood. Being raised to the Blood, while exceptionally rare, is the greatest honor possible for one who was born a commoner.


When no word was heard from Luthair’s expedition, it was assumed they were lost at sea while trying to cross the Aryth Ocean.


Thus it came as quite a shock when Luthair’s descendants reappeared on the mainland, speaking of the Return. Few initially believed that it was truly the Hawkwing’s descendants returned from across the Ocean, but their strong army was quickly inspiring fear in the areas it conquered.


A great deal of that fear came from the exotic animals which the Seanchan brought with them from their home across the Aryth Ocean. These fearsome beasts looked like nightmares made flesh.


But even more fearsome is the Seanchan’s use of the One Power as a weapon. The Seanchan consider those who can channel less than human. These damane are the most valued of slaves. They are controlled through the use of an a’dam by a sul’dam.


Luthair’s descendants have returned to the land at the worst possible time. They are intent on beginning the restoration of Hawkwing’s empire, but can easily be considered just another army in a land already hosting too many.


The forces facing of the Light, led by the Rand al'Thor, have enough problems fighting the Shadow without also having to worry about the Seanchan armies.


The Land of Madmen

Little is known about this separate continent.


Waygates

The Waygates are the entrances to a system of passages that allow speedy passage through the world.


The Ways were created outside of time and space as it exists in the world of the Wheel of Time. They were 'grown' so that the Ogier could bypass the lands of men as they travelled from Stedding to Stedding, or to the Ogier Groves in the great cities.


They were created by some of the Male Aes Sedai that took shelter in the Stedding During 'The Breaking' so they could avoid 'The Taint'. The Ways allow those who know the secret of traveling them to cover great distances in very short periods of time.


Once the Ways were bright and sunny with great beauty (in nature) along them, however they have become corrupted and are no longer safe to travel. The 'Black Wind' (Machin'shin) now roams the Ways in darkness hunting unwary travelers.


Waygates are the Entrances to the ways. They are grown using the 'Talisman of Growing' currently in the keeping of the Ogier Elders.


The Ways are believed to have been created based on the study of 'Portal Stones'.


  Results from FactBites:
 
The Valon Guard Barracks- The Laws of Tar Valon (1166 words)
***Note*** Tar Valon's borders are affirmed to be the city of Tar Valon itself and all within it, the forest immediately west of Tar Valon, and the plains immediately east of itÂ….
Justice is considered served only when a repentant criminal approaches a Valon or Aes Sedai or Gaidin asking for forgiveness and justice, not when a Valon or Gaidin or Aes Sedai expends energy and resources in hunting said criminal to the ends of the earth, forcing them to pay for their crimes.
Attempting to garner public support against Tar Valon because of the warrant instead of appealing through proper channels will validate the original warrant and void the criminal's right to further objection via the Valon Council, the Hall of Sitters or the Amyrlin Seat.
  More results at FactBites »


 

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