Places in the Wheel of Time series

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



Contents

The Westlands

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

Andor

Due to the wealth of information about the nation of Andor, it has a seperate article.

Cairhien

Cairhien (pronounced "KEYE-ree-EHN" according to Robert Jordan's glossaries) is a nation that borders the Spine of the World. Its capital city is Cairhein, an Old Tongue word that means "Hill of the Golden Dawn." The city and country were weakened in the Aiel War, and again by recent civil war and unrest, and is currently under the hand of the Dragon Reborn. al'Thor intends for Elayne Trakand, Daughter-Heir of Andor (and Aes Sedai of the Green Ajah) to hold Sun Throne of Cairhein as well as the Lion Throne of Andor, for her father, Taringail Damodred, was of the noble house that has traditionally ruled Cairhien.

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, outwardly at least, a very reserved people. Their love of order and control is best illustrated by the perfect grid of their capital's streets.

Cairhien, like many of the current nations, became sovereign at the end of the War of the Hundred Years. For four hundred years after, it enjoyed a period of unprecedented wealth. This was due primarily to the Aiel, who granted Cairheinen the exclusive 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. During this war that the city of Cairhien was burned and partially destroyed, and as of the rise of the Dragon Reborn, its famous "topless towers" had not yet been totally rebuilt.

The politics of Cairhien are dominated by the Game of Houses. The nobles took the plotting and intricacies of politics within the White Tower, and gave it their own twist. To the Cairhienin, everyone has a hidden motive, every word has a hidden meaning, every action is believed to be a move to gain more power and strength. Unsurprisingly, Daes Dae'mar has been the cause of almost every disaster in Cairhein's history.

It is said that when Cairhienin reserve breaks, it can do so to a suprising degree. A good example is Cairhien during the Feast of Lights. During this two day celebration, all social barriers fall, and any man may kiss any woman, and any woman may kiss any man; nobles and commoners alike can be seen in the streets in various states of undress. After the two days are over, life procedes as if nothing had occurred.

Cairhien is thought by many to be based in part on France during the reign of Louis XIV and Japan. Cairhienin speak in a precise, clipped accent, enunicating every word.

The Borderlands

Due to the wealth of information about The_Borderlands, these nations have their own article.

Western Coast Nations

Arad Doman

In the time since the Dragon Reborn proclaimed himself at Falme, the resulting chaos in Arad Doman has prevented it from playing more than a rather minor role in the politics of the land. Since the fall of the nation of Almoth, Arad Doman has long maneuvered against Tarabon to gain control of Almoth Plain.

Domani women are the source of the nation's fame; only the Sea Folk women are thought to be more graceful. Domani women wear diaphonous, form-fitting clothing considered scandalous in most countries, and have raised the practice of seduction to an art. It is said that Domani mothers begin teaching their daughters this business 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 can best them in a bargaining session. 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. Katar is an importanat mining city in the Mountains of Mist whose nobles are powerful enough that they have to be occasionally reminded that they are part of Arad Doman. 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.

Arad Doman is thought by many to be based in part on Arabic and Muslim culture, particularly that of Persia (modern Iran).

Tarabon

Southern Coast Nations

Altara

Altara is located on between Illian and Amadicia. The river Eldar forms its western border. The nation is not united and often times some nobles have more power than the King or Queen. Its capital, a port, is Ebou Dar, located in the south. The banner of Altara is two golden leopards on a field checked four-by-four in red and blue.

Women in Altara are dominant, especially in Ebou Dar. In fact, in many situations a Altaran women has the right to kill a man unquestioned. Knives and swords are an important part of Altaran life. Both men and women fight duels over trivial disputes, often with fatal results. Altaran women carry marriage knives, which serve both as a formal way to broadcast marital status (its color and decorations describe marital and motherly status), and a way to deal with their men.

In the year 957 NE, the Children of the Light (Whitecloaks) invaded Altara. They were opposed by Altara, Murandy and Illian. Eventually the Whitecloaks were pushed back, and the war became known as the "Whitecloak War."

Recently the Seanchan conquered Ebou Dar and the southern part of Altara. They allowed the current queen Tylin Mitsobar to remain on the Throne of the Winds. However, Tylin was killed by a Gholam and it remains to be seen whether her son Beslan will be king.

Illian

Because of the wealth of information on the nation of Illian, it has a seperate article.

Mayene

Mayene is a small but wealthy nation historically dominated by its powerful neighbor Tear. The ruler of Mayene is the called the First; currently this is Berelain sur Paendrag Tanreall, who like all of her family claims to be the direct descendants of Artur Paendrag Tanreall (Artur Hawkwing), the most powerful ruler since the Breaking of the World. Similarly, Mayene's sign is a golden hawk, Artur Hawkwing's sign. This affectation probably has claim in truth, given Mayene's status as the smallest and weakest of modern nations, and the Wheel of Time's habit of "Raising up that which was cast down, and casting down that which was raised up."

The First's primary duty is to keep Mayene independent from Tear, which claims Mayene as a province. Mayene's independence despite these claims relies on the Mayener's knowledge of the location of the secret oilfish shoals, the oil from which is highly valued and competes with similar products from Tear, Illian, and Tarabon.

Another tool the Mayener rulers once used to maintain Mayene's autonomy was a ter'angreal doorway which took them to the land of the Aelfinn. Anyone may enter this doorway, but may enter only once; on the other side, they are allowed to ask any three questions, and will receive three true answers. These answers were a great aid to the Firsts in maintaining Mayene's independence, but one young First, who had already stepped through the doorway in his lifetime, eventually bargained it away to Tear. Despite this loss, the Mayeners are intent on remaining apart from the High Lords of Tear; this wish lead Berelain to ally Mayene with the Dragon Reborn, the first nation to do so freely.

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, at the mouth of the Erinin river. 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.

The word "Tear," when referring to the nation, is pronounced with a long E, as if in reference to an emotional sign of grief. Its natives, the "Tairens," however, are named with a flat A, as if referring to a rip in a piece of paper.

Tear's distribution of wealth is highly top-heavy; the vast majority of it resides with the Tairen nobility. Tairen lords believe that commoners are actually lesser beings, and the societal rift between haves and have-nots is intense, to the point where they even dress differently. Furthermore, the inner city is surrounded by a high wall of gray stone, which protect the finer houses and palaces of the nobles, which line streets paved with stone. Outside the wall, commoners trudge through unpaved, muddy streets. Until the coming of the Dragon Reborn, it was not possible for a commoner to call a noble before a magistrate.

Unlike most nations, Tear is not ruled by a king or queen, but rather a council of High Lords. The number of High Lords has varied over time from six to twenty, as they are chosen by societal rank.

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 by Aes Sedai using 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 crystal sword Callandor sits, waiting for the Dragon Reborn to claim it. No one except the High Lords are allowed to enter the Heart, and even they rarely do so: four times a year for the Rite of Guarding there, and also to raise a Lord of the Land to the office of High Lord. Indeed, if the High Lords could manage to forget that the Heart of the Stone and Callandor existed, they undoubtedly would: Tairens of all classes have an avowed fear of anything to do with the One Power. This is due partly to the fact that it is prophesied that the Stone of Tear will never 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.

Ironically, 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 diminish by comparison the knowledge that they possess one of the greatest of them, Callandor, whose drawing by the Dragon Reborn will herald the coming of another Breaking of the World.

Tear is thought by many to be based in part on Spain during the height of the Spanish empire; the nobles and soldiers of Tear bear a particularly strong resemblence, while the common people more closely resemble the peasants of China and Korea.

Other Nations

Amadicia

Amadicia is a nation in the Southwest of the story's main continent, consisting of the southern end of the Mountains of Mist and the shores at the southwest corner of the continent. It is best known as the home of the Children of the Light, a highly militaristic religious order that claims to serve the Light and oppose the Dark One. Amadicia has historically had a king, but the Children were the real ruling power in Amadicia before the coming of the Seanchan.

Due to the Children's belief that Aes Sedai are servants of the Dark One, both Aes Sedai and channeling are outlawed in Amadicia, and the meerest suspicion of such "witchcraft" can result in harsh punishment and even execution. Similarly, the denouncment, trial, and execution of suspected "Darkfriends" are common, though the accused are often little more than social outcasts or the unlucky particpants in disagreements.

The Children's expansionist aspiritions have lead to a number of wars in Amadicia, most recently the "Whitecloak War" with Illian and Altara, which the Children call "the Troubles." These same belligerent tendencies, together with the Children's view of Aes Sedai, had a role in the choice of Salidar as the base of the rebel Aes Sedai, since the close proximity of the Children made Salidar an unlikely home.

The dress and mannerisms of Amadicia, as well as it's harsh punishments and disdain for due process of law, are evocative of early Puritan settlements of North America and the witch trials held there. The name "Amadicia" bears this out; in Latin it means "The [land of] the saying of the right" and is similar to the name "Amadeus", which means "He who loves God".

Ghealdan

Very little is known of this nation at present.

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, and sometimes not even there. The only reason a monarch is tolerated in Murandy is as a deterrent to incursions by foreign nations, and such an invasion is just about the only thing that will compel rival Murandian lords to cooperate.

The capital city of Lugard is located in central Murandy, and trade there always flourishes, regardless of whatever political upheaval may be engulfing the city or nation; it is this trade which keeps the city alive. It is one of few cities in the world which has more inns and stables than residences and shops. Lugard was once surrounded by a tall stone wall, but it has since crumbled. The many thieves who call Lugard home consider any foreigner a fair mark, and the unpaved roads and alleys are 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. It is thought by many to have been modeled in part on Ireland; the interference of Andor (thought to be based on England) in Murandian affair bears this out.

Tar Valon

Tar Valon

An island city in the River Erinin, within sight of the Dragonmount, and center 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 of the White Tower, where the Aes Sedai reside and train. The Tower, and much of the city, was built by the Ogier. Tar Valon is a city-state of sorts, over which the Amyrlin Seat rules. The "Shining Walls" of Tar Valon are thought to be inpregnable (never mind the difficulty in taking a city filled with Aes Sedai) and no army is known to have ever breeched them.

Tar Valon is modeled after the fantastical city of Avalon.

Dragonmount

Dragonmount is a large mountain formed during the Breaking of the World after Lews Therin Telamon was confronted by Elan Morin Tedronai (Ishamael). Lews Therin drew enough of the One Power that, "The air turned to fire, the fire to liquified light," a lightning bolt struck from a clear sky to the point where Lews Therin was standing, bored into the earth and created a volcano, and split the river Erinin into twain creating an island, now the home of Tar Valon. The mountain became known as Dragonmount, where the Dragon would be Reborn according to prophecy, and its summit, which often smokes like a volcano, is high enough to cast a shadow over Tar Valon at certain times of day.

The White Tower

The central feature of Tar Valon, the Tower is the home to the Aes Sedai, with different sections within the Tower for the different ranks and factions, including guards, Novices, Accepted and even the servants. The White Tower was built by Ogier and the Aes Sedai, and soars to heights beaten only the towers of Cairhein before the latter were burned during the Aiel War.

Historical Nations

Essenia

Essenia was one of the Ten Nations. Although it survived the Trolloc Wars, the resulting chaos after the Trollocs were defeated caused Essenia to fall from within. Essenia was famous for its philosophers and seats of learning. The capital city was Aren Mador (Far Madding). Other important cities were Tear and Dalsande. Essenia covered what is today Tear and the Plains of Maredo.

Eharon

Eharon was one of the Ten Nations. Eharon was one of the least affected nations during the Trolloc Wars, although several major cities were destroyed. However Eharon fell apart within one hundred years of the end of the Trolloc Wars. The capital of Eharon was Londaren Cor. Major cities included Barashta (Ebou Dar) and Dorelle Caromon (Illian). Eharon was located in present day Illian and Altara.

Coremanda

One of the Ten Nations destroyed in the Trolloc Wars. Coremanda was renown for its wealth and power. The capital city was Shaemal, famous for its crystal dome. Other major cities include Braem, Nailine Samfara, and Hai Caemlyn, today know as Caemlyn. Coremanda covered much of the central Westlands

Manetheren

One of the Ten Nations destroyed in the Trolloc Wars. Manetheren means "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.

The area currently known as The Two Rivers was part of Manetheren. Ghealdan was also within Manetheren's boundaries.

Malkier

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


The Aiel Waste

The Aiel Waste is a vast, arid land to the east of Randland, separated from the latter by the mountain range known as the Spine of the World. During the Trolloc wars, the Trollocs gave it the name Djevik K'Shar, or "The Dying Ground," due to the immense ferocity and fighting prowess of the Aiel.

The Aiel Waste is bordered by the Spine of the World, or the Dragonwall to the west, the chasms and precipices of Shara to the east, the Blight in the north, and the Sea of Storms in the south. These four borders, and the hot, dry, roadless terrain keep the Waste an isolated land, as does the Aiel's harsh treatment of foreigners. 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 daunting environment, the Aiel people make the Waste 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 a testing ground to prove their worth; third, it punishment for their sin against Aes Sedai. 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 Avendesora, also known as the Tree of Life, resides in Rhuidean's central square.

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. It is a nightmarish land. All life there is corrupted by the nearby influence of the Dark One. Almost everything in the Great Blight deals death in some way. There are even remnants of the twisted species created by Aginor--particularly one species, the Worms, which are apparently the larval stages of one of Aginor's creations, unable to mature. Going into the Blight seems to be a traditional way to die heroically. Aiel men who discover they can channel go into the Blight to "hunt the Dark One".

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, except that, apparently, all channelers there are insane, and civilization did not survive the Breaking.

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 became corrupted during the War of The Hundred Years, and are no longer safe to travel. The 'Black Wind' (Machin Shin) now roams the Ways in darkness hunting unwary travelers. The Black Wind's presence is known by 'song' it sings--a morbid, horrifying song detailing all sorts of mutilations ("Plait the skin, scream your songs, sing your screams")

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'.

Tel'aran'rhiod

Tel'aran'rhiod, or the World of Dreams, is a reality where all reality is mutable. Those who walk it can change their appearance, move to other locations, create objects, or even alter the laws of reality at will. As implied by its name, most people enter it through their dreams, often flitting in and out in a few seconds without ever realizing it. Most of them come to no harm, but those few who do fall off a building, or trip onto a bed of spikes, never wake up--injuries sustained in Tel'aran'rhiod are just as dangerous as those taken in the waking world.

Others, specifically Dreamers or Dreamwalkers, can enter Tel'aran'rhiod at will and are far more adept at manipulating its nature. The most notable Dreamer in the White Tower today is Egwene al'Vere; the last one, before her, was Corianin Nedeal, a hundred or so years ago. Unbeknowest to the White Tower, however, the Aiel specialized in Dreamwalkers, and Egwene eventually went to learn from them. Two other experts in the Dream are known to exist: the Forsaken Moghedien and Lanfear. Others use ter'angreal to enter the Dream at will, but some require channeling to function and create a strange, sickly feeling while being used.

The third way to enter Tel'aran'rhiod is in the flesh. This is considered an abomination by the Aiel, but can be accomplished by Traveling.

Tel'aran'rhiod itself is a strange compromise between the permanent and the ephemeral. Its physical geography resembles the waking world, but its contents depend on the nature of those contents in the waking world. Those things which are sedentary in the waking world--buildings, furniture, mountains, forests--tend to appear and stay, but things that move or see use--utensils, personal correspondence, clothes--are much harder to find. Those in Tel'aran'rhiod can also alter themselves and the world around them, achieving such tricks as instant wardrobe changes, the creation of scenery (or, once, a horse), flight and levitation, and so forth. These tweaks are often subconscious, and it takes a certain amount of control to control them and prevent them. Skilled Dreamwalkers can also impose their creations upon other people, often with frightening and, if desired, lethal results.

Despite its idiosyncracies, Tel'aran'rhiod has proved a vital source of intelligence for the series' characters: visits to enemy headquarters (specifically the Amyrlin's office in the White Tower) have yielded important information; and Egwene, Nynaeve, Elayne and the Aiel Wise Ones use it to share information, formulate plans, and sometimes simply socialize.


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