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The Wheel of Time
The Wheel of Time
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The Wheel of Time
Cover of The Eye of the World (1990)
Created byRobert Jordan
Original workThe Eye of the World (1990)
OwnerTor Books (Macmillan)
Years1990–present
Print publications
Book(s)
Novel(s)
Short stories
  • "The Strike at Shayol Ghul" (1996)
  • "New Spring" (1998)
  • "River of Souls" (2013)
  • "A Fire Within the Ways" (2019)
Comics
  • New Spring (2005, 2009–2010)
  • The Eye of the World (2010–2013)
  • The Great Hunt (2023–present)
Films and television
Television seriesThe Wheel of Time (2021–2025)
Games
TraditionalThe Wheel of Time Collectible Card Game (1999)
Role-playingThe Wheel of Time Roleplaying Game (2001)
Video game(s)The Wheel of Time (1999)
Audio
Soundtrack(s)A Soundtrack for the Wheel of Time (1999)

The Wheel of Time is a series of high fantasy novels by the American author Robert Jordan, with American author Brandon Sanderson as co-writer of the final three installments. Originally planned as a trilogy, The Wheel of Time came to span 14 volumes, in addition to a prequel novel and three companion books. Jordan died in 2007 while working on what was planned to be the twelfth and final volume in the series. He prepared extensive notes, enabling Sanderson to complete the final book, which grew into three volumes: The Gathering Storm (2009), Towers of Midnight (2010), and A Memory of Light (2013).

The series draws on numerous elements of both European and Asian mythologies, most notably the cyclical nature of time found in Buddhism and Hinduism; the metaphysical concepts of balance, duality and a respect for nature found in Taoism; and the dualistic concepts of God and Satan which is the foundation of Zoroastrianism.

The Wheel of Time is known for its length, detailed imaginary world, magic system, and large cast of characters. The eighth through fourteenth books each reached number one on the New York Times Best Seller list. After its completion, the series was nominated for a Hugo Award for Best Novel. As of 2021, the series has sold over 90 million copies worldwide, making it one of the best-selling epic fantasy series since The Lord of the Rings. Its popularity has spawned comic book adaptations, a collectible card game, a video game, a roleplaying game, and a soundtrack album. A television adaptation, The Wheel of Time, aired for three seasons on Amazon Prime Video, from 2021 to 2025.

Setting

[edit]

The One Power and the Aes Sedai

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The series is set in the Third Age of a fantasy world in which the pattern of human existence is determined and maintained by the Wheel of Time, a cosmic embodiment of eternal return. The Wheel spins the Pattern of the Ages, manifest in both the physical world and human destiny, using the lives of men and women as its threads. Individuals with the power to influence and change the Pattern are called ta'veren.[1] The Wheel is rotated by a magical force called the One Power. The ability to access and wield the One Power is known as channeling, and only women can do this safely.[2] Artifacts called angreal amplify the One Power, with sa'angreal being the most potent, and ter'angreal limited to specific functions.[3]

A matriarchal order called the Aes Sedai, made up of female channelers, are both respected and feared across the world. Their stated goal is to use their skills to serve and protect humanity, but they are also preparing for the inevitable, prophesized return of a malevolent entity they call the Dark One.[2][4] The leader of the Aes Sedai, known as the Amyrlin Seat, rules from the White Tower in the city of Tar Valon. The order is divided into seven disciplines, or Ajahs: the Blue Ajah are dedicated to the pursuit of justice and inevitably intrigue, possessing extensive spy networks; the Brown Ajah are dedicated to the preservation of knowledge and history; the Gray Ajah are dedicated to mediation and politics; the Green Ajah are warriors trained in battle and strategy; the Red Ajah monitor the use of the One Power by outsiders; the White Ajah are concerned with logic and truth; the Yellow Ajah are mistresses of healing; and a secret eighth faction, the Black Ajah, pose as members of other Ajahs but serve the Dark One. The few men born with the ability to channel ultimately go mad, so the Red Ajah hunt male channelers and "gentle" them, or cut them off permanently from the One Power, ever aware of the danger they represent. With the exception of the Red Ajah, an Aes Sedai may choose to bond magically with a Warder, a male protector. The link bestows the Warder with heightened senses, strength, stamina and resistance to injury.[2][4][5][6]

Geography and cultures

[edit]

The primary continent depicted in the series consists of three regions: the Westlands, Shara far to the east, and the Aiel Waste in between. The Aiel Waste is separated from the Westlands by a vast mountain range known as the Spine of the World. Connecting these three areas in the north is the eastern part of the Great Blight, a once-verdant land mass that has been corrupted by the Dark One's influence. It stretches far west across the Aryth Ocean and borders the north of the continent of Seanchan. South of the Westlands is the Sea of Storms, and the small continent known as the Land of the Madmen.[7] The Westlands contain 14 nations, including Andor, Cairhien, Illian, Shienar and Tear,[8][9][10] as well as four major city-states: Falme, Far Madding, Mayene and Tar Valon.[8][11] Other notable cities include Caemlyn, the capital of Andor,[8] and Fal Dara, the northernmost city in Shienar.[10] Two Rivers is a region in Andor which includes the village Emond's Field, home of five of the series' main characters.[7] Shara, which extends much further south than either the Westlands or the Aiel Waste, is separated from the rest of the continent by the Cliffs of the Dawn and the Great Rift. Shara remains mysterious to outsiders, who are only allowed to enter walled-off towns to trade.[7] The world in which the series is set is sometimes called "Randland" by fans, referring to lead character Rand al'Thor.[12]

Map of the fictional world of The Wheel of Time

The Seanchan are a vast and powerful empire whose civilization has developed at a distance from the primary continent of the series. Their culture enslaves female channelers, who they believe are too dangerous to be free. Such channelers, known as damane, are collared with a ter'angreal called an a'dam, which allows women known as sul'dam to harness and control their channeling power. As the Seanchan invade, they use the a'dam to enslave any Aes Sedai they can.[13][14][15][16] Also opposing the Aes Sedai are the Children of the Light, or Whitecloaks, a quasi-religious, militarized order bent on destroying anyone who channels the One Power, believing they are servants of the Shadow.[17][18] In Shara, channelers are known as Ayyad, and isolate themselves in special communities. The females, who secretly control the monarchy, cultivate a bloodline of channelers by using male Ayyad as uneducated breeding stock and executing them by age 21.[19]

The Aiel are a fierce warrior race who live in the Three-fold Land, called the Aiel Waste by outsiders, an inhospitable desert region located between the Westlands and Shara. They are tall, with characteristic pale eyes, and red or blond hair. There are 12 Aiel clans, plus the extinct Jenn Aiel, who built the city of Rhuidean, a repository of Aiel history and culture. The Maidens of the Spear are an all-female warrior society among the Aiel. Female Aiel who can channel the One Power or navigate Tel'aran'rhiod, the World of Dreams, do not join the Aes Sedai, instead becoming known as Wise Ones. The Aiel await a prophesied "Chief of Chiefs", whom they call the Car'a'carn, who will unite and rule all the clans.[7]

The Ogier are a hirsute, wide-featured and immensely tall and strong species of humanoid known for their proficiency in woodwork and masonry. Though physically intimidating, they are peaceful, intelligent and interested in historical and genealogical study. The Ogier also possess a unique ability called treesinging, whereby they stimulate the growth and healing of trees and plants by singing to them.[20] They live in sanctuaries called steddings, in which the One Power is inaccessible. After the Breaking of the World, male channelers who sought sanctuary with the Ogier thanked them by creating the Ways, a series of paths through an alternate dimension that connected Ogier communities. Stone doorways called Waygates, placed outside each stedding, were used to travel long distances quickly. In the millennia that followed, however, the Ways were corrupted by a malevolent force known as the Machin Shin, or Black Wind, which attacks travelers.[7]

The Tinkers, or Tuatha'an, are a nomadic group of people who travel continuously and widely in brightly colored wagons, believing this is the only way to remain safe. They follow the pacifistic Way of the Leaf, which eschews violence. The Tuatha'an's main purpose has evolved to searching for "The Song", lost during the Breaking of the World, which they claim they will know when they find it.[7] The Sea Folk, or Atha'an Miere, are dark-skinned people with complex customs who live on ships and on islands in the Sea of Storms. They only appear on the mainland to trade goods, and Sea Folk porcelain sculptures, delicate and graceful objects of art, are highly prized by mainlanders. Unknown to any but the Atha'an Miere, the fabled porcelain is created by the Amayar, a group of island dwelling people protected by the Sea Folk as a solemn duty since the Breaking of the World. The Amayar adhere to the Water Way, a pacifistic way of life akin to the Way of the Leaf practiced by the Tuatha'an.[7]

The Dark One

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Humans seduced by promises of power and immortality to serve the Dark One are known as Darkfriends.[21] The increasing influence of the Dark One has also introduced an array of creatures called Shadowspawn. Trollocs are brutal, humanoid monsters with animal senses who kill with pleasure and eat all meat, including humans. They are led by the Myrddraal, or Fades, terrifying and deadly creatures without eyes who can disappear in shadow but will not cross running water. Appearing human and designed to target channelers, gholam are constructs which possess superhuman strength, are impervious to harm and immune to the One Power, and feed on blood. Gray Men, or the Soulless, are humans who have sacrificed their souls to become drab assassins with the ability to pass completely unnoticed. Draghkar are flying, vampiric creatures that devour the souls of their prey. Darkhounds are otherworldly, doglike beasts the size of small horses, with acidic, poison saliva. They regenerate when wounded or dismembered, and can only be destroyed by balefire, a weapon of the One Power which erases the target from existence, retroactively through time.[22]

The most significant minions of the Shadow are the Forsaken, a group of male and female channelers from the Second Age, or the Age of Legends, who are among the most powerful to have ever lived. Calling themselves "Those Chosen to Rule the World Forever", they pledged their loyalty to the Dark One in exchange for power and immortality. In turn, the Dark One granted them access to the True Power, his exclusive equivalent of the One Power which is not divided by gender, and is more chaotic. Use of the True Power manifests as saa, black flecks moving across the eyes of the channeler, increasing in number in tandem with increased channeling. The more powerful among the Forsaken vie to be raised above the others to the position of nae'blis, the Dark One's second-in-command. The thirteen Forsaken—Aginor, Asmodean, Balthamel, Be'lal, Demandred, Graendal, Ishamael, Lanfear, Mesaana, Moghedien, Rahvin, Sammael and Semirhage—were imprisoned with the Dark One at Shayol Ghul at the end of the Second Age.[23][24] Three thousand years later near the end of the Third Age, the Aes Sedai learn that the prophesied channeler known as the Dragon has been reborn, signaling that a final battle with the Dark One is coming.[2][25] The Seven Seals of the Dark One's prison have weakened, and the Forsaken begin to reenter the world, presenting a new threat and paving the way for their master.[23][24]

Backstory

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In the backstory of the series, the Wheel of Time and the universe were forged at the dawn of time by a deity known as the Creator, simultaneously imprisoning its antithesis, the Dark One. The One Power itself is divided into both male (saidin) and female (saidar) halves, and originally both genders could wield it. In the Age of Legends, the Aes Sedai was made up of both men and women who could channel. An Aes Sedai experiment inadvertently drilled what would become known as the Bore into the Dark One's prison, and his influence began to seep out into the world. In response to the threat of his eventual release, the Wheel produced the Dragon, Lews Therin Telamon, a channeler of immense power. Lews eventually rose to command the Aes Sedai and their allies in the struggle against the Dark One's forces. Seven Seals were created, made of an unbreakable substance called cuendillar, to be used as focus points to reseal the Dark One's prison for good. Lews and a host of 113 male channelers managed to imprison the Forsaken with their master, but at the moment of victory, the Dark One was able to taint saidin, driving male channelers insane. Lews killed his friends and family, and then himself. Other male channelers devastated the world with earthquakes and tidal waves, an event called the Breaking of the World, before destroying themselves. The female Aes Sedai guided humanity out of this dark time, living in the shadow of a prophecy that the Dark One would break free from his prison and the Dragon would be reborn to fight him once more. And though the Dragon Reborn is humanity's only hope against the Dark One, he would break the world a second time in the process.[2][4][26]

Plot

[edit]

In The Eye of the World (1990), the arrival of a mysterious noblewoman to the remote village of Emond's Field in the Two Rivers precedes an attack on the town by a force of humanoid monsters called Trollocs. The woman reveals herself to be Moiraine Damodred, one of the Aes Sedai, and warns that the servants of the Dark One are seeking one of three young men from the village: Rand al'Thor, Perrin Aybara and Matrim Cauthon. They leave with Moiraine and her companion, the Warder Lan Mandragoran, and are joined by Egwene al'Vere, in whom Moiraine sees a potential Aes Sedai; the gleeman Thom Merrilin; and later the Wisdom Nynaeve al'Meara, a healer who learns she can also channel the One Power. They are pursued by increasing numbers of Trollocs, led by deadly, eyeless Fades, and are separated fleeing the cursed, abandoned city of Shadar Logoth. At the Eye of the World, a sacred pool of untainted saidin, Rand's defeat of the Forsaken Aginor and Ba'alzamon convinces Moiraine that he is the prophesied Dragon Reborn.[26]

From then, the story expands and protagonist Rand, as well as the other characters, are frequently split into different groups, pursuing different missions or agendas aimed at furthering the cause of the Dragon Reborn, sometimes thousands of miles apart. Broadly speaking, the original group of characters from the Two Rivers make new allies, gain experience, and become figures of some influence and authority. As they struggle to unite the western kingdoms against the Dark One's forces, their task is complicated by rulers of the nations who refuse to give up their authority and by factions such as the Children of the Light, who do not believe in the prophecies, and the Seanchan, the people of a long-lost colony of Artur Hawkwing's empire across the western ocean who have returned, believing it is their destiny to conquer the world. The Aes Sedai also become divided between those who believe the Dragon Reborn should be strictly controlled and those who believe he must lead them into battle as he did in the earlier war. As the story expands, new characters representing different factions are introduced; although this expansion of the narrative allows the sheer scale of the growing struggle to be effectively depicted, it has been criticized for slowing the pace of the novels and sometimes reducing the appearances of the original or main cast to extended cameos.

By the sixth novel, Lord of Chaos (1994), it has become clear that the Last Battle, triggered when the Dark One is able to exert its influence directly on the world once more, is imminent, as only three Seals (keys to the Dark One's prison) are intact. Once the remaining Seals break, the Dark One will be free to touch the world. The Last Battle, Tarmon Gai'don, is depicted in the fourteenth and final novel in the series, A Memory of Light (2013).

Novels

[edit]
No.TitleAuthor(s)Release datePages (1st edition)Word countAudio lengthISBN
1The Eye of the WorldRobert Jordan15 January 1990 (1990-01-15)688[27]310,874[28]29h 57m[29]978-0-312-85009-8
2The Great HuntRobert Jordan15 November 1990 (1990-11-15)624[30]258,203[31]26h 34m[32]978-0-312-85140-8
3The Dragon RebornRobert Jordan15 October 1991 (1991-10-15)624[33]242,016[34]24h 48m[35]978-0-312-85248-1
4The Shadow RisingRobert Jordan15 September 1992 (1992-09-15)704[36]341,730[37]41h 13m[38]978-0-312-85431-7
5The Fires of HeavenRobert Jordan15 October 1993 (1993-10-15)704[39]342,005[40]36h 27m[41]978-0-312-85427-0
6Lord of ChaosRobert Jordan15 October 1994 (1994-10-15)720[42]391,159[43]41h 32m[44]978-0-312-85428-7
7A Crown of SwordsRobert Jordan15 May 1996 (1996-05-15)720[45]285,958[46]30h 24m[47]978-0-312-85767-7
8The Path of DaggersRobert Jordan20 October 1998 (1998-10-20)528[48]222,185[49]23h 25m[50]978-0-312-85769-1
9Winter's HeartRobert Jordan7 November 2000 (2000-11-07)625[51]238,423[52]24h 12m[53]978-0-312-86425-5
10Crossroads of TwilightRobert Jordan7 January 2003 (2003-01-07)624[54]264,200[55]26h 04m[56]978-0-312-86459-0
PrequelNew SpringRobert Jordan6 January 2004 (2004-01-06)336[57]121,816[58]12h 38m[59]978-0-7653-0629-6
11Knife of DreamsRobert Jordan11 October 2005 (2005-10-11)783[60]313,674[61]32h 19m[62]978-0-312-87307-3
12The Gathering StormRobert Jordan and Brandon Sanderson27 October 2009 (2009-10-27)784[63]294,492[64]32h 58m[65]978-0-7653-0230-4
13Towers of MidnightRobert Jordan and Brandon Sanderson2 November 2010 (2010-11-02)861[66]325,636[67]38h 23m[68]978-0-7653-2594-5
14A Memory of LightRobert Jordan and Brandon Sanderson8 January 2013 (2013-01-08)912[69]352,686[70]41h 47m[71]978-0-7653-2595-2

In 2002, The Eye of the World was repackaged as two volumes with new illustrations for younger readers: From the Two Rivers,[72] including an extra chapter (Ravens) before the existing prologue; and To the Blight[73] with an expanded glossary. In 2004, the same was done with The Great Hunt, with the two parts being The Hunt Begins[74] and New Threads in the Pattern.[75]

Development

[edit]

Writing and conception

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Jordan started writing The Eye of the World in 1984 and did not finish it until late 1988 or early 1989, with characters and storylines changing considerably during the writing process. One early version of the story centered on an older man who discovered relatively late in life that he was the 'chosen one' who had to save the world. However, Jordan deliberately decided to move closer to the tone and style of J. R. R. Tolkien's The Fellowship of the Ring and made the characters younger and less experienced.[76] Once this decision had been made, writing proceeded much more easily and Jordan completed the second volume, The Great Hunt, at roughly the same time the first book was published.[77] According to fantasy author Brandon Sanderson, Jordan originally planned the series as a trilogy.[78]

Jordan wrote full-time at breakneck speed for the next several years until he completed the seventh volume, A Crown of Swords, at which point he slowed down, delivering a book every two years. Fans objected when he took some time off to expand a short story into a prequel novel called New Spring, so he decided to shelve his plans for additional prequels in favor of finishing off the last two volumes in the series. He rejected criticisms of the later volumes of the series slowing down in pace in order to concentrate on minor secondary characters at the expense of the main characters from the opening volumes but acknowledged that his structure for the tenth volume, Crossroads of Twilight (where he showed a major scene from the prior book, Winter's Heart, from the perspective of the main characters that were not involved in the scene), had not worked out as he had planned.[citation needed] Knife of Dreams, the eleventh volume, had a much more positive reception from critics and fans alike and Jordan announced the twelfth volume, which he had previously announced would have the working title A Memory of Light, would conclude the series. According to Forbes, Jordan had intended for it to be the final book "even if it reaches 2,000 pages."[79]

Jordan's death and completion by Sanderson

[edit]

Jordan was diagnosed with the terminal heart disease primary amyloidosis with cardiomyopathy in December 2005,[80] and while he intended to finish at least A Memory of Light even if the "worse comes to worst",[81] he made preparations in case he was not able to complete the book: "I'm getting out notes, so if the worst actually happens, someone could finish A Memory of Light and have it end the way I want it to end."[79]

With Jordan's death on 16 September 2007, the conclusion of the series was in question. On 7 December of that year, the publisher Tor Books announced that Sanderson was to finish A Memory of Light.[82] Sanderson, a longtime fan of the series,[83] was chosen by Jordan's widow Harriet McDougal partly because she liked Sanderson's novels and partly because of a eulogy he had written for Jordan.[84][85] Jordan had prepared extensive notes, which enabled Sanderson to complete the final book.[86]

On 30 March 2009, Tor Books announced that A Memory of Light would be split into three volumes, with Brandon Sanderson citing timing and continuity reasons. By his estimate in early 2009, the book would have taken several years to write and would have reached 800,000 words. McDougal doubted that Jordan could have concluded it in a single volume.[87][88][89] The three volumes were published from 2009 to 2013, as The Gathering Storm, Towers of Midnight, and A Memory of Light, with the last book using Jordan's title.[90]

After A Memory of Light

[edit]

Prior to his death, Jordan had often discussed adding an additional two prequels and an 'outrigger' sequel trilogy. In a Q&A following the release of A Memory of Light, Sanderson ruled out the completion of these works; Jordan had left very little in the way of notes for these additional novels – only two sentences in the case of the sequel trilogy.[91] Sanderson addressed the subject again in a 2023 blog post, and stated that writing additional Wheel of Time works would have gone against the wishes of Robert Jordan.[92]

Two cut portions of A Memory of Light were released as short stories in the years following the release of the main book. These were published in Unfettered anthologies, part of a charitable endeavour to support authors and artists with medical debt.[93] River of Souls, a canonical segment removed from the published book due to pacing, was released in the first volume in 2013. A Fire in the Ways, a non-canon alternate sequence of events around the climax of the final book, was included in the third volume in 2019. A glossary to the series, The Wheel of Time Companion, was released in 2015.

Themes and influences

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The Wheel of Time is a novel from the modern fantasy genre, specifically high fantasy. The book is set in a world that is simultaneously the distant past and distant future of the real world, as a result of time being cyclical rather than linear. The opening of the first book establishes the concept:

The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose...

Jordan acknowledged the influence of J. R. R. Tolkien, including deliberately modelling the setting of the first chapters on the Shire in The Lord of the Rings.[94][95] Concepts drawn from monotheistic religions include the duality between good and evil and between "Creator" (Light) and Shai'tan, "The Dark One" (Shaitan is an Arabic word that, in Islamic contexts, is used as a name for the Devil or Satan). Other influences include Arthurian legends, Norse mythology and Irish mythology, as well as real life history.[96][97] In addition, Jordan also drew influences from Eastern mythology, which was rare for a Western fantasy series.[98] The concept of a wheel of time was drawn from Hinduism.[99] Versions of the concept include the Yuga cycle in Hinduism and Kalachakra in Buddhism. The series was also influenced by the concepts of reincarnation and balance, and the symbol of the Aes Sedai resembles the yin and yang. The series also draws inspiration from Leo Tolstoy's War and Peace.[100]

Fate is an important theme to the series. The series explores in great detail the implications of a common fantasy premise, in which an ordinary boy on the verge of adulthood discovers he is fated to lead a major struggle.[101] It also deals with the divide between fate and free will. Some major characters are ta'veren, who have exceptional abilities to influence the course of history in a tumultuous period, but even they can only go so far as permitted by "The Pattern" that is being set by the Wheel of Time.

The series also featured alternative portrayals of the role of gender in society. The nature of magic in its world means that only women can safely use it. This disparity influences the power dynamics at multiple levels of its societies, including familial, communal and political levels; many of its societies are ruled by women.[102]

Derivative works

[edit]

Short stories

[edit]

Jordan wrote two short stories within the franchise in the late 1990s. The first, "The Strike at Shayol Ghul", predates the main series by several thousand years. It was made available on the Internet and was later published in The World of Robert Jordan's The Wheel of Time.[103] Jordan also wrote a short story entitled "New Spring", for the 1998 anthology Legends edited by Robert Silverberg. Jordan later expanded this into the stand-alone novel New Spring that was published in January 2004.

During Brandon Sanderson's work on A Memory of Light, two sections of the book were cut and later published as short stories in anthologies. The first, "River of Souls", was published in Unfettered: Tales by Masters of Fantasy (2013).[104] The second, "A Fire Within the Ways" was published in Unfettered III in 2019. Unlike "River of Souls", "A Fire Within the Ways" is not considered canon.[105]

Companion books

[edit]

In November 1997, Tor Books published a companion book to the series, entitled The World of Robert Jordan's The Wheel of Time, which contains much hitherto unrevealed background information about the series including the first maps of the entire world and the Seanchan home continent. Jordan co-authored the book with Teresa Patterson. Jordan ruled the book broadly canonical but stated that it was written from the perspective of an historian within The Wheel of Time universe and was prone to errors of bias and guesswork.[89]

On November 3, 2015, Tor published The Wheel of Time Companion: The People, Places, and History of the Bestselling Series was released in hardback format, written by Harriet McDougal, Alan Romanczuk, and Maria Simons. Alan Romanczuk and Maria Simons were Robert Jordan's editorial assistants. The book is an encapsulating glossary of the entire series. The authors began compiling material for the volume as early as 2005, and the final book was released after the series' conclusion.[106][107]

On November 8, 2022, Tor published Origins of the Wheel of Time: The Legends and Mythologies that Inspired Robert Jordan , written by Michael Livingston.[108][109] The book contains a brief biography of Robert Jordan and gives an account of how he came to write The Wheel of Time. It analyzes Jordan's influences, and how the real world and works of literature influenced or were referenced by the novels. In particular, it outlines the influences of Le Morte d'Arthur by Sir Thomas Malory, J. R. R. Tolkien's Legendarium, and The White Goddess by Robert Graves.[110] One section lists various references to the real world contained within The Wheel of Time,[110] both confirmed and speculated.[111] The book also contains a foreword written by Harriet McDougal Rigney (Jordan's widow and editor[108][110]), a few excerpts from early drafts of the texts, a deleted scene from The Eye of the World, and a revised map of the world based on Jordan's feedback on the map included in The World of Robert Jordan's The Wheel of Time.[108] Many references are given linking assertions in the book to the collection of Jordan's personal notes contained at The Citadel in Charleston, South Carolina.[111]

Comic books

[edit]

In 2004, Jordan sold the film, television, video game, and comic rights to the series to production company Red Eagle Entertainment.[112] Dabel Brothers began adapting the series in comic book form, starting with the prequel New Spring in July 2005.[113] The series initially ran on a monthly schedule, but then went on a three-year hiatus after the fifth issue. Red Eagle cited delays and changes to the creative team on the DB Pro end.[114] The final three issues were ultimately completed and published in 2009–10.[115] In 2009 Dabel moved on to their adaptation of the first book of the series proper, The Eye of the World. On 17 March 2009, they showcased ten pages of art from the prelude to the series "The Wheel of Time: Eye of the World #0 – Dragonmount" on their website.[116] Dynamite Entertainment published 35 issues of Robert Jordan's The Wheel of Time: The Eye of the World comic book series, which concluded in March 2013.[117]

When asked in a 2013 interview about whether the comics would continue their run, Harriet McDougal replied "Well, eventually, [we'll] do the whole thing, unless it stops selling in a dreadful way. In other words, I don't really know."[118] The 43 New Spring and Eye of the World comics were later collected together and released as a series of six graphic novels, the last of which was released in February 2015.[119]

Dynamite began publishing the comic adaptation Robert Jordan's The Wheel of Time: The Great Hunt in November 2023.[120]

Games

[edit]

There is a Wheel of Time MUD, identified as such or by the initialism WoTMUD, which is based on a world like that of the Wheel of Time but set in a time frame around 30 world years prior. It has been in operation almost continuously since 1993. Notably, the WoTMUD had gained written permission from the author to use his creation including all but major characters.[121]

A computer game named The Wheel of Time was released in 1999. Over the course of the game, Aes Sedai must track down a robber following an assault on the White Tower, and prevent the Dark One from being released prematurely. She eventually learns of and executes a long-forgotten ritual at Shayol Ghul to ensure the Dark Lord remains sealed within the prison. While Jordan was consulted in the creation of the game, he did not write the storyline himself.

Starting in 1999, Precedence Entertainment released three sets of The Wheel of Time Collectible Card Game.[122]

The Wheel of Time Roleplaying Game was released in 2001 from Wizards of the Coast using the d20 rules developed for the third edition of the Dungeons & Dragons game. The game had a single adventure module published in 2002, Prophecies of the Dragon. Shortly after the release of the adventure book Wizards of the Coast announced they would not be releasing any further products for the game. Robert Jordan cited some problems with the roleplaying game, such as storyline details in the adventure module that contradicted the books.[citation needed]

In early 2009 EA Games announced that they had bought the rights for a MMORPG, with the plan to publish it through the EA Partners-Program. The following year Obsidian Entertainment announced that they would be working on the project, for a PlayStation 3, Xbox 360, and PC release.[123][124] However, the project was seemingly dropped around 2014.[125]

Television and film

[edit]

Early attempts

[edit]

In a 2000 chat on CNN.com, Robert Jordan mentioned that NBC had purchased an option to do a miniseries of The Eye of the World.[126] But he expressed doubts that the series would be made stating "key people involved in getting that contract together have left NBC."[127] The series was optioned by Universal Pictures in 2008 for film adaptations, with plans to adapt The Eye of the World as the first film.[128] Neither project ultimately emerged.

In February 2015, Red Eagle Entertainment paid air time to cable network FXX to air Winter Dragon, a low-budget 22-minute pilot for a potential The Wheel of Time series that allowed Red Eagle to hold on to the rights to the series.[129] The pilot, based on the prologue to The Eye of the World,[130] starred Max Ryan as Lews Therin Thelamon and Billy Zane as Ishamael and aired after midnight with no announcements or publicity. Harriet McDougal initially stated she was unaware of the show ahead of time, and that the film rights to The Wheel of Time were set to revert to the Bandersnatch Group, her company, a few days later on 11 February 2015.[131] Her comments triggered a slander lawsuit with Red Eagle, which was ultimately dismissed during settlement talks that July.[132][133] In an interview with io9, Red Eagle Entertainment's CEO Rick Selvage stated "it was more of an [issue of] getting it on the air." A spokesman for FXX stated that the channel was paid to air the show, but Selvage hinted that it was indeed produced with a future series in mind. "We think there's huge demand for the television series internationally, and we're looking forward to producing it and getting it out in the marketplace."[134] On 29 April 2016, Harriet McDougal confirmed that the legal issues had been resolved and that a television series was in development.[135]

Amazon Prime Video series

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A new adaptation of the series was announced on 20 April 2017, produced by Sony Pictures Television in association with Red Eagle Entertainment and Radar Pictures, with Rafe Judkins as showrunner and executive producer.[136] In February 2018, Amazon Studios announced a deal with Sony Pictures Television to co-develop the series for distribution on its streaming service Amazon Prime Video.[137][138] The series was formally greenlit in October 2018.[139][140][141] Principal photography for the first season began on 16 September 2019,[142] was halted in March 2020 due to the COVID-19 pandemic,[143] but had resumed by April 2021[144] and concluded in May 2021.[145] On 20 May 2021, Amazon renewed the series for a second season ahead of the series premiere.[146] The Wheel of Time premiered on 19 November 2021.[147][148] Filming for the second season began on 19 July 2021,[149] and concluded in February 2022.[150][151] On 21 July 2022, ahead of the second-season premiere, Amazon renewed the series for a third season.[152] The second season premiered on 1 September 2023,[153] and combined elements from both The Great Hunt (1990) and The Dragon Reborn (1991), the second and third books in the series.[154] The third season premiered on 13 March 2025 and combined elements of the third and fourth books, The Dragon Reborn (1991) and The Shadow Rising (1992).[154] On May 23, 2025, Amazon canceled the series after three seasons.[155]

Reception

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The eighth through fourteenth novels in the series each reached number one on the New York Times Best Seller list. After its completion, the series was nominated for a Hugo Award.[156] As of 2021, the series has sold over 90 million copies worldwide, making it one of the best-selling epic fantasy series since The Lord of the Rings.[157][158]

Fan culture

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Many fans of The Wheel of Time attend Dragon Con, which had an exclusive Wheel of Time content track from 2001 through 2012.[159][160] The Wheel of Time now has its own annual convention, JordanCon, which has been held annually in Atlanta, Georgia, since 2009. The 2020 convention was cancelled due to the COVID-19 pandemic.[161] Instead, it took place over the Internet, some aspects being held through the use of the Zoom platform. The 2023 convention in April was the 15th anniversary of the founding of JordanCon.

A new convention titled WoTCon took place from 8–10 July 2022, in Dublin, OH. This convention was created to be dedicated to the world of The Wheel of Time in all media aspects: novels, social media, and the television series.[162] The second convention took place 14–16 July 2023.[163]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Wheel of Time is an epic novel series written primarily by American author , with the final three volumes completed by after Jordan's death in 2007. Comprising 14 main novels published between 1990 and 2013 by , along with a 2004 New Spring, the series is set in a vast, intricately detailed world where time functions as a that weaves the of the Age, drawing on themes of destiny, prophecy, and cyclical history. The central narrative revolves around the struggle between the forces of Light and the Dark One, an ancient evil imprisoned since the world's creation, who now threatens to break free and unravel reality itself. The story begins in the rural Two Rivers region, where the Aes Sedai Moiraine Damodred, a powerful channeler of the One Power—a gender-divided magical force—and her Warder Lan Mandragoran seek out three young villagers believed to be ta'veren, individuals whose lives bend probability to fulfill ancient prophecies, including the rebirth of the , a prophesied savior and destroyer. As the protagonists embark on a perilous journey across diverse nations like , Cairhien, and the Seanchan empire, the series explores complex political machinations, cultural clashes, and the moral ambiguities of power, with a large including characters such as Rand al'Thor, Egwene al'Vere, and Perrin Aybara. The world-building features unique elements like the White Tower of the Aes Sedai, Forsaken lieutenants of the Dark One, and mythical creatures such as Trollocs and Myrddraal, all woven into a tapestry of Eastern and Western mythological influences. Renowned for its expansive scope and detailed prose, The Wheel of Time has sold over 100 million copies worldwide, establishing it as one of the best-selling fantasy series of all time and significantly influencing the genre with its emphasis on female agency, intricate plotting, and serialized storytelling. In 2014, the complete series received a retrospective Hugo Award nomination for Best Novel, recognizing its enduring impact. The franchise expanded beyond books with companion guides like The World of Robert Jordan's The Wheel of Time (1997) and a 2021 Amazon Prime Video television adaptation developed by Rafe Judkins, starring Rosamund Pike as Moiraine, which ran for three seasons until its cancellation in 2025 and introduced the story to a new audience through visual storytelling.

Setting

The Wheel and the Pattern

In the cosmology of The Wheel of Time series, the Wheel of Time represents the fundamental cosmic mechanism governing existence, depicted as a massive wheel with seven spokes that perpetually turns, creating cycles of time and reality. This turning weaves the threads of human lives—each thread symbolizing an individual's and actions—into the , a vast, intricate tapestry that constitutes the fabric of the for each era. The Pattern ensures that events and destinies unfold in a predetermined yet dynamic manner, maintaining the balance of order amid the Wheel's eternal motion. The universe is divided into seven Ages, corresponding to the Wheel's spokes, where each Age rises, peaks, and fades as the Wheel completes a turn, leading to the next cycle with subtle variations in the . Souls across these Ages, reborn into new bodies and circumstances to fulfill recurring roles, preserving the continuity of existence; however, certain individuals known as ta'veren serve as focal points, compelling surrounding lives and events to bend toward critical junctures in the , amplifying their influence on the greater weave. This cyclical underscores the series' theme of inevitable recurrence, where legends from past Ages echo as prophecies in the present. Opposing the ordered structure of the is the Dark One, the primordial embodiment of chaos and evil, imprisoned outside of time and reality by the Creator at the moment of creation to prevent the unraveling of existence. Despite his sealing, the Dark One's touch periodically weakens the barriers of his prison, allowing corruption to infiltrate the and distort its threads, sowing discord and threatening the Wheel's stability with each encroachment. This antithesis drives the eternal conflict between order and destruction, as the Dark One seeks to break free and impose a void where the once stood. Central to countering this threat is the , a singular soul prophesied to reincarnate across the turnings of the as the champion of light, destined to confront the Dark One during the Tarmon Gai'don, or , at the end of each cycle. Known in a previous Age as Lews Therin Telamon, the Dragon's rebirth heralds both salvation and turmoil, as the figure's actions reshape the to reseal the Dark One, ensuring the 's continuation despite the cataclysmic cost. This recurring role highlights the 's resilience, weaving the Dragon's thread as an essential counterforce to chaos.

The One Power and Channeling

The One Power is the magical force drawn from the True Source that drives the Wheel of Time and enables channelers to affect the world. It consists of two complementary yet opposing halves: saidin, accessible only to men, and saidar, accessible only to women. These halves are further divided into five elemental flows—Air, Water, , Earth, and Spirit—which channelers combine into intricate patterns known as weaves to produce effects ranging from to destruction. During the Age of Legends, men and women channeled in harmony, but the Dark One's touch corrupted saidin, infusing it with a taint that induces progressive madness in male channelers, leading to the Breaking of the World. Channeling involves embracing the One Power, a process where the channeler surrenders to saidar (which feels like guiding a river) or seizes saidin (which feels like wrestling a torrent), then directing flows through weaves. The ability to channel is innate but requires training to control, as untrained use can harm the channeler or others; weaves appear as glowing threads visible only to other channelers. A severe is burnout, where overuse exhausts the channeler, or severing—termed gentling for men and stilling for women—which cuts off access to the Power entirely, often resulting in profound despair and shortened lifespan. The Aes Sedai, organized in the White Tower, represent the primary female channelers dedicated to mastering saidar. Among the most formidable channelers are the Forsaken, thirteen immensely powerful individuals from the Age of Legends who pledged to the Dark One and wield exceptional skill in weaves, often surpassing modern channelers in raw strength and subtlety. Figures like Lanfear and Demandred exemplify this prowess, with male Forsaken contending with saidin's taint through sheer will or Dark One's boons. To amplify their abilities, channelers employ artifacts from the Age of Legends: angreal modestly enhance the amount of Power drawn, sa'angreal provide vastly greater amplification at the risk of overwhelming the user, and ter'angreal perform specific functions tied to the Power, such as testing initiates or binding oaths, though their exact uses are often enigmatic. These relics, whose creation knowledge was lost during the Breaking, remain rare and pivotal in conflicts.

Geography and Nations

The world of The Wheel of Time is set on a single planet, often referred to by fans as Randland, encompassing multiple continents separated by vast oceans and marked by diverse terrains that profoundly shape travel, trade, and warfare. The primary setting is the of the Westlands, a temperate expanse stretching approximately 3,500 to 4,500 miles from the eastern Spine of the World mountains to the western Aryth Ocean, with hot summers in the south and colder climes near the northern . This mainland includes several major nations such as , a central kingdom known for its fertile plains and political stability; Cairhien, a hilly inland realm reliant on river trade; and Tear, a coastal power with access to the Sea of Storms, fostering its mercantile dominance. These nations form a patchwork of rivalries and alliances, influenced by natural barriers like the Mountains of Mist in the west, which hinder overland passage from the Aryth Ocean and channel migrations southward. To the east of the Westlands lies Shara, a mysterious and isolated continent beyond the arid Aiel Waste, characterized by dense jungles, high mountains, and a culture veiled in secrecy, with limited interaction due to the Spine of the World range acting as a formidable eastern bulwark. Across the Aryth Ocean to the west sprawls the vast continent of Seanchan, the largest landmass in the world and roughly the size of the Westlands, Aiel Waste, and Shara combined, featuring fjord-riddled coastlines, equatorial extensions south of the line of Illian, and a sprawling empire that dominates nearly all its territory. The Morenal Ocean further separates Shara from Seanchan's eastern reaches, emphasizing the planet's isolationist that delays large-scale invasions until naval capabilities advance. Key locations anchor this landscape: Tar Valon, the island city-state on the River Erinin serving as the seat of the White Tower, benefits from its central position and natural defenses, facilitating control over Aes Sedai influence across the Westlands. The Blight, a corrupted northern frontier tainted by the Dark One's touch, presents a perpetual threat with its toxic soils and Shadowspawn incursions, making northern travel perilous and confining human settlement southward. In the Aiel Waste, the hidden city of Rhuidean stands as a pivotal site amid endless dunes, where the harsh desert environment has forged the Aiel's nomadic warrior culture tied to the Three-Fold Land. Environmental features like the Mountains of Mist and Spine of the World not only define borders but also dictate conflicts; the former funnels coastal raids into vulnerable lowlands, while the latter isolates eastern realms, slowing the spread of news and armies. The Borderlands—nations such as Saldaea and Arafel—serve as rugged buffers along the Blight's edge, their hardy steppes and fortifications enduring constant Trolloc assaults and shaping a martial society geared toward defense. Coastal powers like Tarabon and Arad Doman thrive on maritime trade via the Aryth Ocean and Sea of Storms, their ports enabling economic prosperity but exposing them to Seanchan incursions and piratical threats that disrupt supply lines.

Societies and Organizations

The Aes Sedai form a powerful sisterhood of women who can channel the One Power, headquartered in the White Tower of Tar Valon. They are organized into seven Ajahs, each with a distinct focus and color-shaded shawl: the Blue Ajah seeks justice and supports causes; the Red Ajah hunts men who channel and gentles them; the Green Ajah, known as the Battle Ajah, prepares for and may bond multiple Warders; the Yellow Ajah specializes in ; the Gray Ajah mediates disputes; the Brown Ajah pursues knowledge and study; and the White Ajah emphasizes logic and philosophy. The secretive Black Ajah, hidden within the others, serves the Dark One. At the apex of Aes Sedai hierarchy is the Amyrlin Seat, the supreme leader elected for life by the Hall of the Tower, which consists of three Sitters from each Ajah. The Amyrlin relinquishes her Ajah affiliation upon election and wears a stole striped with the colors of all Ajahs, wielding significant political influence over nations and events through diplomacy, intrigue, and the Tower's authority. Assisting her is the Keeper of the Chronicles, typically from the same Ajah as the Amyrlin, who manages daily operations. Aes Sedai exert broad influence as advisors to rulers, shapers of policy, and enforcers of the , which bind them against lying, making weapons, or using the Power as a except against Shadowspawn or in . Aes Sedai often bond Warders, skilled warriors who serve as protectors and gain enhanced stamina, strength, and senses through the bond woven with saidar. The bond creates a deep empathic link, allowing the pair to sense each other's emotions, location, and physical state across distances, fostering profound loyalty though not always romance. Most Ajahs bond one Warder, but Greens may bond several; Reds traditionally bond none, viewing it as unnecessary. Outside the White Tower, the Kin represent an informal network of women who can channel but operate independently, often those who failed Tower tests, fled as novices, or were rejected as wilders—self-taught channelers without formal training. Numbering around two thousand and based in Ebou Dar, the Kin follow an elder-led structure called the Knitting Circle, prioritizing concealment to avoid Tower scrutiny, and they harbor runaways while forbidding marriage or new wilder admissions. The Aiel, desert-dwelling warriors from the Three-fold Land, organize into twelve clans such as the Taardad and Nakai, each led by a clan chief and overseen by Wise Ones—women who channel and serve as spiritual, medical, and dreamwalking leaders with authority equal to or exceeding the chiefs. societies like the Stone Dogs or Maidens of the Spear cross clan lines, defining roles in battle, raids, and daily life under the honor code of ji'e'toh. In the Seanchan Empire, channelers are enslaved as damane (leashed ones), collared with the a'dam ter'angreal and treated as dangerous animals, trained for war and obedience. Sul'dam (leash holders) control them, wearing the other end of the a'dam and deriving status from their role, though sul'dam themselves possess latent channeling ability they deny. This system enforces rigid hierarchy, with damane punished harshly and denied autonomy. The Ogier, a long-lived, reclusive race of builders and gardeners, dwell in verdant stedding—ancient valleys that block access to the One Power and repel Shadowspawn, providing sanctuary and fostering their peaceful society. Organized by stedding with elders guiding communal decisions, Ogier emphasize craftsmanship, storytelling, and the "Book of Translation," rarely venturing out due to the longing that afflicts them away from home. The Children of the Light, also called Whitecloaks, comprise a militant order headquartered in Amador, dedicated to eradicating , Darkfriends, and channelers, whom they deem abominations. Led by the Lord Captain Commander, they operate as an independent army with inquisitorial Questioners employing to extract confessions, exerting influence through zealotry and control over Amadicia. The Defenders of the Stone serve as Tear's elite military force, primarily cavalry clad in black and gold, tasked with guarding the impregnable Stone of Tear and maintaining order in the city. Loyal to the High Lords, they form the core of Tairen armies, embodying the nation's disdain for and focus on prestige and defense.

Mythology and Backstory

The mythology of The Wheel of Time centers on the of the world, beginning with the Age of Legends, an era of utopian advancement where the One Power fueled both everyday life and sophisticated technology, enabling feats like instantaneous travel and matter transmutation. This Second Age ended abruptly with the War of Power, a devastating global conflict sparked when Aes Sedai researchers Mierin Eronaile and Beidomon inadvertently drilled the Bore—a thin spot in reality—into the Dark One's prison at Shayol Ghul, allowing the entity's corrupting influence to seep into the world. The war, lasting over a decade, saw societies crumble as recruited the thirteen most powerful Aes Sedai as the Forsaken and unleashed monstrous Shadowspawn armies, opposed by Lews Therin Telamon, the , and his forces of . To halt the Shadow's advance, Lews Therin assembled the Hundred Companions, a cadre of 113 elite male Aes Sedai, along with 20,000 soldiers, for a desperate assault on Shayol Ghul known as the Strike at Shayol Ghul. Working individually rather than linked—a decision that weakened the result—they placed of cuendillar over the Bore, imprisoning the Dark One and the Forsaken at the war's climax around FY 998. However, the Dark One's final counterstroke tainted saidin, the male half of the One Power, driving the surviving Companions and all other male channelers into madness; approximately 68 Companions lived long enough to succumb, their insanity manifesting immediately upon the sealing's completion. This taint set the stage for the Breaking of the World, a chaotic period lasting roughly 100 years during which deranged male Aes Sedai unleashed uncontrolled weaves, shattering continents, raising mountains like Dragonmount from Lews Therin's grief-stricken act of suicide, and nearly extinguishing humanity. Female Aes Sedai, untainted but overwhelmed, could not contain the destruction amid the logistical collapse of their order and the deaths of countless channelers from battle, disease, and age. In the aftermath, survivors rebuilt amid ruins, but peace was short-lived. Approximately 1,000 years after the Breaking (circa 1000 AB), the Trolloc Wars erupted as Shadowspawn hordes—created during the Age of Legends but unleashed anew—invaded human lands under the direction of Dreadlords, male and female channelers sworn to , since the imprisoned Forsaken could not command directly. These wars, spanning about 350 years until 1350 AB, decimated populations and toppled nascent societies, but ultimately failed due to human alliances; they marked the rise of the Ten Nations, including strongholds like Manetheren and Malkier, forged from the survivors' resolve and laying the foundation for the Third Age's geopolitical landscape. Central to this mythology are the prophecies that foretell the cyclical recurrence of these cataclysms. The Karaethon Cycle, also called the Prophecies of the and originating from the Age of Legends or shortly after, predicts the 's rebirth to confront the Dark One at Tarmon Gai'don, ; it describes the reborn bearing marks like and , dying twice yet living twice, and spilling his blood upon the rocks of Shayol Ghul to seal the anew. Similarly, Aiel oral traditions preserve prophecies of He Who Comes With the Dawn, a prophesied leader—the Car'a'carn or chief of chiefs—who will emerge from the Aiel Waste (the Three-fold Land), wielding a that is not a , breaking the Aiel as a remnant of a remnant to be saved, and leading them to fulfill ancient covenants tied to their forgotten origins as the Da'shain Aiel, pacifist servants during the Age of Legends. These prophecies underscore the Dark One's subtle influence on the , the cosmic weave of fate, as he seeks to unravel creation itself from beyond his .

Plot Summary

Books 1–7

The first seven novels in The Wheel of Time series, spanning The Eye of the World (1990) to A Crown of Swords (1996), introduce the core protagonists and escalate the central conflict against the Dark One's forces, fulfilling early prophecies of the Dragon's rebirth. In The Eye of the World, the story begins with a Trolloc attack on the rural Two Rivers region, forcing young friends Rand al'Thor, Mat Cauthon, Perrin Aybara, Egwene al'Vere, and Nynaeve al'Meara to flee under the guidance of the Aes Sedai Moiraine Damodred and her Warder Lan Mandragoran. Their journey leads to the Eye of the World, a hidden pool of pure saidin, where Rand channels the One Power for the first time and defeats the Forsaken Aginor, marking his emergence as the Dragon Reborn—a prophesied figure destined to either save or break the world. This event, echoing ancient Karaethon Cycle prophecies, sets Rand on a path of reluctant leadership amid growing suspicions of his identity. Subsequent books deepen character arcs and introduce major conflicts, including manipulations by the Forsaken, ancient champions of the Shadow. In The Great Hunt and The Dragon Reborn, Rand grapples with his destiny while pursuing artifacts like the Horn of Valere, stolen by Darkfriends, and claiming the sword Callandor from the Stone of Tear to prove his role as the Dragon Reborn. Mat's adventures involve his corruption by a cursed dagger from Shadar Logoth, which is healed in Tar Valon, transforming him into a cunning tactician with ties to ancient memories. Perrin's storyline evolves through his emerging ability to communicate with wolves, leading to personal trials in The Dragon Reborn, including his first encounters with his future wife Faile Bashere and further development of his wolfbrother abilities in the World of Dreams. Meanwhile, Nynaeve embarks on healing quests, discovering her block against channeling under stress and aiding in the hunt for Black Ajah traitors within the White Tower. Egwene begins her training as a novice Aes Sedai, facing capture by the invading Seanchan in Falme, where Mat summons legendary heroes with the Horn to aid Rand's duel against the Forsaken Ishamael (posing as Ba'alzamon). The Shadow Rising and The Fires of Heaven expand the scope with the attack on the Two Rivers, where Perrin returns as a leader to defend his homeland from Trollocs and Whitecloak inquisitors, forging his identity as a steadfast . Rand travels to Rhuidean in the Aiel , uncovering his heritage as a descendant of the Aiel and claiming the title Car'a'carn, their prophesied chief, while the Shaido Aiel under Couladin schisms from traditional society, allying with Shadow forces. Alliances form as Rand consolidates power in Cairhien, defeating the Shaido and installing himself as ruler, and Elayne Trakand, daughter-heir of , begins maneuvering for her throne with support from Rand's growing coalition. Nynaeve and Elayne's quests lead them to Tanchico and Ebou Dar, where they introduce the Bowl of the Winds—a powerful ter'angreal for control—and capture the Forsaken Moghedien, highlighting Nynaeve's breakthroughs in lost abilities like stilling. In and , tensions peak with the White Tower's schism: Elaida do Avriny a'Roihan deposes Amyrlin Siuan Sanche, prompting rebels to name Egwene as their Amyrlin Seat, where she rises through political intrigue and dream-walking prowess to unite disparate factions. Forsaken manipulations intensify, with Demandred and others sowing discord, culminating in Rand's kidnapping by Elaida's Aes Sedai and his dramatic rescue at the Battle of Dumai's Wells, where Asha'man channelers and Aiel warriors slaughter the captors, forcing over 200 Aes Sedai to swear to Rand. Mat's escapades in Ebou Dar involve romancing Tuon, future Seanchan empress, before being trapped under rubble during a Seanchan invasion, while Perrin quells Masema Dagar's chaotic cult in Ghealdan. Rand secures Illian by killing the Forsaken Sammael, solidifying alliances in and Cairhien against the gathering Shadow, as Nynaeve and Elayne activate the Bowl of the Winds to counter the Dark One's weather tampering.

Books 8–14: The Last Battle

Books 8 through 14 of The Wheel of Time series, spanning (1998) to (2013), chronicle the escalation of global conflicts as the prophesied , Tarmon Gai'don, approaches. In these volumes, protagonist Rand al'Thor solidifies his role as the , confronting internal madness from the taint on saidin while forging uneasy alliances against . Major plot threads converge, including the unification of fractured nations, the invasion by the Seanchan empire, and the resurgence of ancient evils, culminating in a cataclysmic war that reshapes the world. A pivotal event in this arc is the cleansing of saidin, the male half of the One Power, which Rand achieves in Winter's Heart by channeling its tainted essence into Shadar Logoth's evil, destroying both locations and neutralizing the corruption that had driven male channelers mad for three thousand years. This act, aided by Nynaeve al'Meara and a circle of channelers using the Choedan Kal sa'angreal, draws attacks from Forsaken like Osan'gar and Demandred but marks a turning point, allowing Asha'man to channel without fear of insanity. Rand's journey intensifies in later books, as he loses a hand to Semirhage in Knife of Dreams, destroys the Choedan Kal access key on Dragonmount in The Gathering Storm to reclaim his humanity, and ultimately Travels to Shayol Ghul in A Memory of Light for the climactic confrontation. The Last Battle unfolds across multiple fronts in A Memory of Light, with armies clashing at Merrilor, Tarwin's Gap, Kandor, and Shayol Ghul. Rand's forces, including Aiel, Aes Sedai, and reluctant Seanchan allies, face Trolloc hordes, Dreadlord channelers, and Sharans under Demandred's command. Mat Cauthon commands the Grand Alliance at Merrilor, employing innovative tactics with recovered dragons—ancient channeler weapons—to turn the tide after Olver sounds the Horn of Valere, summoning legendary heroes. Lan Mandragoran leads a Borderlander charge at Tarwin's Gap, slaying Demandred in , while Egwene al'Vere unleashes the Flame of Tar Valon to counter balefire and defeat M'Hael (Taim). The battle claims numerous lives, including Gawyn Trakand, Siuan Sanche, and , but secures victory for the Light. Parallel conflicts include the Seanchan invasion, which intensifies from The Path of Daggers onward as their armies raid the White Tower in The Gathering Storm and occupy parts of Ebou Dar. Mat's marriage to Empress Tuon in Knife of Dreams facilitates a fragile truce, though tensions persist over damane leashing and the Dragon's Peace, negotiated by Moiraine Damodred at the Fields of Merrilor, which mandates Aiel non-interference and frees channelers. Forsaken are systematically defeated: Semirhage executed by Rand, Mesaana's mind shattered by Egwene in Tel'aran'rhiod during Towers of Midnight, and Graendal slain by Rand's balefire in The Gathering Storm. At the Black Tower, a civil war erupts in Towers of Midnight and resolves in as Taim turns Asha'man to the Shadow using Compulsion. Androl Genhald and Pevara Tazanovni lead a , freeing Logain Ablar and purging the Dreadlords, with Logain ultimately breaking the seals on the Dark One's prison to enable Rand's resealing. During the final assault on Shayol Ghul, Rand links with Nynaeve and Moiraine using Callandor as a triple sa'angreal in an unprecedented formation, channeling pure saidin, saidar, and the to confront the Dark One in a metaphysical battle of wills, ultimately resealing him without fully destroying the Pattern. Character resolutions underscore themes of growth and sacrifice. Perrin Aybara embraces his wolfbrother abilities, forging Mah'alleinir in Tel'aran'rhiod during Towers of Midnight and battling Slayer—Luc Mantear and Isam—to protect the World of Dreams, ultimately slaying him and securing Faile's survival despite her loss of the Horn. Elayne Trakand claims the Lion Throne of Andor in Knife of Dreams, extends her rule to Cairhien in Towers of Midnight, and gives birth to twins by Rand, navigating queenship amid Trolloc sieges of Caemlyn. Aviendha's visions in Towers of Midnight, experienced in Rhuidean, reveal a bleak future for the Aiel unless they adapt post-Last Battle, prompting her to influence clan chiefs toward a new role as teachers and peacekeepers under the Dragon's Peace. Rand survives the Bore's resealing through a soul-swap with Moridin, emerging unable to channel but free, riding away with Elayne, Min, and Aviendha into an uncertain future.

Publication History

Main Novel Series

The main novel series of The Wheel of Time comprises 14 epic fantasy novels, forming the core narrative arc that spans from the initial stirrings of ancient prophecies to the culmination of a millennia-spanning conflict. Written primarily by (the pen name of James Oliver Rigney Jr.), the series began publication with in January 1990 and has since been released in numerous international editions by publishers such as in the UK and others worldwide. As of 2023, the series has sold over 100 million copies globally, establishing it as one of the best-selling fantasy series in history. The novels integrate a , New Spring (2004), often designated as Book 0 for its placement at the series' outset in the internal chronology. Audiobook editions, produced by Macmillan Audio, are narrated by Kate Reading and Michael Kramer, whose performances have become synonymous with the series' immersive storytelling. Robert Jordan began outlining and writing the series in 1984, completing the first 11 books before his death in September 2007; (2005) was his final solo volume. was selected by Jordan's widow and editor, , to finish the series using Jordan's extensive notes—totaling thousands of pages including outlines, character arcs, and partial scenes—which Sanderson reviewed starting in December 2007. Sanderson wrote Books 12–14 collaboratively with McDougal and Jordan's assistants, ensuring fidelity to the established vision while publishing them between 2009 and 2013. The series is as follows:
  1. The Eye of the World (1990, ): The inaugural novel introduces the central characters and the world-threatening forces awakening in a remote village, setting the epic journey in motion. Published by on January 15, 1990.
  2. (1990, ): Expanding on the quest, this volume explores pursuits across borders and deepening alliances amid rising dangers. Released November 15, 1990, by .
  3. The Dragon Reborn (1991, ): The narrative intensifies with personal reckonings and broader conflicts, as prophecies begin to unfold. Published September 15, 1991, by .
  4. The Shadow Rising (1992, ): Delving into ancient histories and shifting powers, the story branches into explorations of forgotten lands and cultures. Issued September 15, 1992, by .
  5. The Fires of Heaven (1993, ): Political intrigues and battles escalate, testing loyalties and revealing more about the world's intricate societies. Released October 15, 1993, by .
  6. Lord of Chaos (1994, ): Chaos spreads through wars and manipulations, drawing characters into pivotal confrontations. Published October 15, 1994, by .
  7. A Crown of Swords (1996, ): Amid sieges and betrayals, the pursuit of leadership roles heightens the stakes in a fracturing world. Released May 15, 1996, by .
  8. The Path of Daggers (1998, ): Invasions and internal divisions force strategic decisions and uneasy coalitions. Published October 20, 1998, by .
  9. Winter's Heart (2000, Robert Jordan): Harsh winters symbolize the encroaching darkness, with daring raids and revelations altering the balance. Released November 7, 2000, by .
  10. Crossroads of Twilight (2003, Robert Jordan): Parallel storylines converge at critical junctures, emphasizing choices that ripple across nations. Published January 7, 2003, by .
  11. Knife of Dreams (2005, Robert Jordan): Renewed offensives and personal vendettas build toward an impending climax, resolving long-simmering threads. Published October 11, 2005, by .
  12. The Gathering Storm (2009, ): Storm clouds gather as key figures confront their destinies, incorporating Jordan's outlines for heightened tension. Released October 27, 2009, by .
  13. Towers of Midnight (2010, ): Midnight approaches with converging paths and unearthed secrets, drawing from Jordan's detailed notes on character resolutions. Published November 2, 2010, by .
  14. A Memory of Light (2013, ): The series concludes with the final battle against ancient evils, faithfully rendered from Jordan's planned ending and partial drafts. Published January 8, 2013, by .

Prequels and Companion Books

is a to the main Wheel of Time series, originally published as a in the 1998 Legends: Short Novels by the Masters of Modern Fantasy, edited by , and later expanded into a full released by on January 6, 2004. Written by , the story is set approximately 20 years before the events of , focusing on the early partnership between Aes Sedai Moiraine Damodred and Warder Lan Mandragoran during the Aiel War. It details their quest amid political intrigue and prophecy in the Borderlands, providing backstory on key elements like the search for the . The World of Robert Jordan's The Wheel of Time, published by in October 1997, serves as an illustrated companion guide co-authored by and Teresa Patterson. The book offers an in-depth exploration of the series' universe, including detailed maps by Ellisa Mitchell and others, chronologies of historical events, and descriptions of cultures, nations, and peoples across the continent. Featuring over 100 full-color illustrations by artists such as Todd Cameron Hamilton, it provides readers with visual and textual insights into the world's geography, societies, and lore, enhancing understanding of the main novels without revealing plot spoilers. The Wheel of Time Companion, released by Tor Books on November 3, 2015, is a comprehensive posthumous encyclopedia compiled from Robert Jordan's notes by his widow and editor Harriet McDougal, along with editorial assistants Alan Romanczuk and Maria Simons. Spanning 816 pages, it includes alphabetical entries for every named character with biographies and motivations, a complete dictionary of the Old Tongue, new maps depicting key locations like the site of the Last Battle, updated character portraits, and detailed accounts of national histories, customs, channeler strength hierarchies, and unique flora and fauna. This reference work draws directly from Jordan's unpublished materials to clarify ambiguities and expand on the series' intricate world-building. Origins of The Wheel of Time: The Legends and Mythologies that Inspired , published by on November 8, 2022, is a scholarly companion authored by professor . The 256-page volume examines the real-world historical and mythological influences on the series, such as Arthurian legends, , and figures like , through a glossary linking them to Wheel of Time elements. It also incorporates behind-the-scenes details from interviews, Jordan's unpublished notes, a biography of the author, a new redrawn by Ellisa Mitchell incorporating Jordan's revisions, and an alternate early scene, offering fans insight into the creative process.

Development

Conception and Early Writing

James Oliver Rigney Jr., best known by his pen name , was born on October 17, 1948, in . A 1971 graduate of military college, he served two tours of duty in the as a helicopter gunner from 1968 to 1970, earning the Distinguished Flying Cross and the Bronze Star with "V" device for valor. After the war, Rigney worked as a nuclear engineer in the U.S. Merchant Marine and for the U.S. Navy before pursuing writing full-time in the late 1970s. He adopted multiple pseudonyms for his early works, including Jackson O'Reilly for westerns, Reagan for , and for fantasy. Jordan's military experiences, combined with his deep interest in European history, Arthurian legend, and global mythologies, profoundly shaped the conception of The Wheel of Time. Influenced by J.R.R. Tolkien's The Lord of the Rings, Thomas Malory's Le Morte d'Arthur, and Robert Graves's The White Goddess, he began developing the series' core ideas in the late 1970s, drawing from diverse cultural sources including Persian epics, Japanese folklore, and West African traditions to create a cyclical cosmology of time and reincarnation. By 1983 or 1984, Jordan had formulated an initial outline for what he envisioned as a six-book epic, presenting it to Tor Books publisher Tom Doherty, who signed him for the project despite its ambitious scope. The outline centered on a prophesied hero reborn to battle an ancient evil, set in a richly detailed world of magic, nations, and prophecies, initially titled elements around "Dragonmount" as a pivotal location symbolizing rebirth and cataclysm. Jordan commenced writing the first volume, , in 1984, immersing himself in extensive world-building through detailed notes on , cultures, languages, and magical systems, which filled binders and files over the subsequent years. He completed the manuscript in late 1988 or early 1989, querying publishers around that time before Tor accepted it for publication in January 1990. The series' scale quickly outgrew the original six-book plan, expanding to twelve volumes as Jordan layered in subplots, character arcs, and historical depth to fully realize the intricate pattern of the world's "Wheel." Upon debut, garnered strong initial fan reception for its immersive prose and epic tone, with reviewers praising its Tolkien-esque scope while noting Jordan's unique emphasis on political intrigue and dynamics; it quickly built a dedicated readership and established the series as a of fantasy.

Jordan's Death and Series Completion

In December 2005, , whose real name was James Oliver Rigney Jr., was diagnosed with , a rare blood disease that leads to the buildup of abnormal proteins in organs such as the heart. He publicly announced the diagnosis in March 2006, revealing that he had been working on the final volume of The Wheel of Time despite his declining health. Jordan continued writing until his death on September 16, 2007, at the age of 58, from complications of the disease at the . His widow, , who had served as his editor since the series' inception, played a pivotal role in preserving his legacy by committing to the series' completion using his extensive notes and drafts. Following Jordan's death, McDougal selected to finish the series in late 2007, impressed by Sanderson's fantasy novels such as and his heartfelt eulogy for Jordan, which demonstrated deep familiarity with The Wheel of Time. Sanderson, a longtime fan of the series, was granted access to approximately 200 pages of targeted materials, including about 100 pages of Jordan's drafted sections for the planned final book (such as prologues, key scenes, and the ending), along with outlines, Q&A transcripts from Jordan's assistants, and selections from thousands of pages of broader notes on plot, characters, and . Working closely with McDougal and "Team Jordan" (including assistants Alan Romanczuk, Maria Simons, and Wilson Harris), Sanderson incorporated Jordan's written material while filling in gaps based on the outlines; he also added new prologues and epilogues to bridge the narrative. The completion process involved splitting Jordan's intended single final volume, originally titled A Memory of Light, into three books to manage its projected length of over 700,000 words. The first, The Gathering Storm, was published in October 2009; followed by Towers of Midnight in November 2010; and the concluding A Memory of Light in January 2013. During writing, Team Jordan debated certain endings—such as character fates and resolutions—not fully detailed in the notes, opting for interpretations that aligned with Jordan's vision while allowing minor creative adjustments. Fan reactions were largely positive, praising the epic closure and Sanderson's pacing improvements, though some noted stylistic differences from Jordan's prose, such as less intricate descriptions and a focus on action.

Post-Series Expansions

Following the conclusion of the main novel series with in 2013, the primary post-series expansion in prose form was The Wheel of Time Companion, an encyclopedic compiled from Jordan's extensive notes and outlines. Published by on November 3, 2015, the book was co-authored by (Jordan's widow and longtime editor), Alan Romanczuk (Jordan's primary artist), and Maria Simons (one of Jordan's assistants). It provides detailed entries on characters, places, cultures, and historical events within the series' universe, serving as the final official release drawn directly from Jordan's archives without introducing new narrative content. The companion spans 816 pages and includes maps, illustrations, and glossaries, offering fans a comprehensive resource for the established lore. Harriet McDougal continues to oversee legacy projects, including the curation of archival materials for possible releases such as enhanced editions or supplementary content, ensuring fidelity to Jordan's vision. These efforts emphasize preservation over extension of the narrative, with McDougal's role as the series' guardian highlighted in discussions of ongoing archival access. In May 2025, the television was cancelled after three seasons, leading to the reversion of adaptation rights to iwot in September 2025, which may influence future non-prose expansions.

Themes and Influences

Central Themes

The Wheel of Time series explores the philosophical tension between and predestined fate through its central concept of the , a metaphysical weave that governs the cyclical nature of time and existence. Time itself is depicted as a that turns eternally, repeating ages with variations that decay and renew old stories into new forms, ensuring that events and individuals are across incarnations to fulfill necessary roles. This cyclical framework raises questions about agency: while the Pattern directs lives toward pivotal moments, individuals retain the capacity for at critical junctures, allowing deviations that can either reinforce or subtly alter the weave. Ta'veren, individuals like Rand al'Thor, Mat Cauthon, and Perrin Aybara who are particularly bound to the Wheel, exemplify this dynamic by unconsciously influencing events and people around them, blending inevitability with personal decision-making. Gender dynamics form another core motif, emphasizing balance and conflict between masculine and feminine forces as essential to the world's harmony. The One Power, the source of , divides into saidin (male half) and saidar (female half), each accessed differently—saidin through forceful seizure, saidar through surrender—mirroring broader societal tensions where women often hold institutional power, such as the Aes Sedai, while men face historical stigma. This setup critiques patriarchal structures by inverting gender roles, portraying female-dominated societies as flawed and rigid, yet underscoring that true strength emerges from cooperation between genders, as mixed channeling amplifies power beyond individual capabilities. The narrative highlights how imbalances lead to strife, advocating for equilibrium as a philosophical ideal. The theme of power and its corrupting influence is vividly symbolized by the taint on saidin, imposed by the Dark One, which drives male channelers to madness and decay, representing how unchecked ambition erodes sanity and invites destruction. This manifests as auditory hallucinations and feral impulses, illustrating that wielding immense power inevitably invites moral and psychological deterioration unless balanced by restraint or redemption. emphasized this as part of the series' exploration of good versus , where the struggle involves discerning and resisting without compromising one's principles, as absolute measures to combat risk becoming themselves. Specific character arcs further illuminate these motifs, particularly the of , Rand al'Thor, who embodies the reluctant savior reborn across ages to confront the Dark One, navigating , isolation, and self-doubt in a quest for balance. Mat Cauthon's redemption arc transforms his initial recklessness and moral ambiguity into heroic leadership, underscoring themes of personal agency amid destiny's pull. These narratives draw briefly from mythic archetypes of cyclical rebirth and trials, reinforcing the series' philosophical depth without direct replication.

Literary and Cultural Influences

drew extensively from Arthurian legend in shaping the messianic figure of , with Rand al'Thor paralleling as a prophesied leader who wields a sword of power (Callandor echoing ) and is associated with a wise advisor akin to (Moiraine Damodred). The historical king Artur Paendrag Tanreall directly references , portraying a legendary conqueror whose empire fragments after his death, mirroring the fall of . Norse mythology profoundly influenced the series' apocalyptic elements, particularly the concept of the Last Battle (Tarmon Gai'don), which echoes as a cataclysmic end-times conflict where gods and heroes clash against chaotic forces, leading to destruction and renewal. Characters like Mat Cauthon draw from , embodying the trickster-gambler archetype with the two ravens etched on his ashandarei paralleling Huginn (thought) and Muninn (memory), Odin's ravens. Historical parallels abound in the world's cultures, with the Aiel warrior society inspired by Mongol nomads' horse-archer tactics and clan structures, adapted to a environment where ji'e'toh honor codes reflect steppe tribal loyalties amid invasions like those under . The White Tower of the Aes Sedai mirrors the Roman and Byzantine empires' centralized hierarchies and intrigue-filled senates, functioning as a theocratic power center with elaborate internal politics and oaths binding its members, much like imperial bureaucracies. Literarily, J.R.R. Tolkien's epic scope shaped the series' vast world-building and linguistic depth, with Jordan expanding on Middle-earth's model to create a mythology encompassing multiple ages and a richly detailed history, though he innovated with cyclical rather than linear time. Roger Zelazny's influenced multiverse elements, such as the Ways and portal stones allowing travel between parallel realities, echoing Amber's shadow worlds. Jordan's own series contributed to the gritty heroism and sword-and-sorcery undertones in early books. The cyclical nature of time in the series stems from Eastern philosophies, particularly Hindu and Buddhist concepts of samsara and (wheel of time), where existence repeats in endless turns of the Wheel, weaving souls into the Pattern across ages, contrasting Western linear eschatology. Feminist influences from 1980s-1990s literature are evident in the prominence of female agency, with organizations like the Aes Sedai embodying empowered matriarchies that control magic and politics. These influences are further detailed in Michael Livingston's 2022 analysis The Origins of the Wheel of Time, drawing from Jordan's extensive research into global mythologies.

Adaptations

The short stories extending the Wheel of Time narrative provide deeper insights into key historical events and character backstories, enriching the core series without altering its primary timeline. "The Strike at Shayol Ghul," written by in 1996, details the failed assault on the Dark One's stronghold during the Age of Legends, serving as an in-universe historical account that clarifies the origins of the series' central conflict. Originally posted online by to promote , it was later reprinted in the 1997 companion volume The World of Robert Jordan's The Wheel of Time. "," also by Jordan, originated as an 80-page novella published in the 1998 anthology Legends: Short Novels by the Masters of Modern Fantasy, edited by , and explores the early partnership between Moiraine and Lan in the quest for . This piece was expanded by Jordan into a full novel in 2004, but its short form remains a pivotal narrative bridge to . , Jordan's longtime editor and widow, oversaw the editorial process for these stories, ensuring fidelity to the series' intricate world-building. Posthumous short stories continued this expansion through collaborative efforts. The 2013 anthology Unfettered, edited by Shawn Speakman, features "River of Souls," an unfinished tale from Jordan completed by Brandon Sanderson using the author's notes; it depicts Mat Cauthon's confrontation with a ghostly army during the Tarmon Gai'don, adding layers to his arc in A Memory of Light. Similarly, Unfettered III (2019) includes "A Fire Within the Ways," another Jordan fragment finished by Sanderson, which delves into the Ways' corruption and Logain Ablar's experiences, enhancing the lore around male channelers and the Shadow's influence. These anthology contributions, secured through Speakman's personal connection to Jordan's family to support medical costs, not only preserved unpublished material but also fostered fan engagement by integrating new content into the established canon, encouraging rereads and discussions of interconnected events. Audio adaptations have made the expansive Wheel of Time accessible beyond print, with unabridged audiobooks narrated by Kate Reading (for female perspectives) and Michael Kramer (for male) released progressively from 2004 to 2013 by Macmillan Audio, covering the full 14 main novels plus . Their dual-narrator format, praised for capturing the series' diverse voices and epic scope, spans over 300 hours across the set and has been lauded for immersing listeners in Jordan's detailed prose. Earlier abridged cassette versions, narrated by and produced by The Publishing Mills in the , offered condensed experiences for the initial books, bridging the gap until the comprehensive unabridged editions emerged. The audiobooks' popularity underscores the franchise's multimedia reach, with total series sales surpassing 100 million units worldwide, including substantial audio contributions that have drawn new audiences through platforms like Audible. While companion books like The World of Robert Jordan's The Wheel of Time aid in referencing these expansions, the short stories and audio formats stand as primary narrative extensions.

Comics and Video Games

The comic book adaptations of The Wheel of Time began with efforts by Dabel Brothers Publishing, which secured rights in 2004 to adapt the prequel novella New Spring. Written by Chuck Dixon and illustrated by artists including Jan Duursema and Chris Lukco, the New Spring comic series consisted of eight issues released between 2005 and 2009, culminating in a collected graphic novel edition in 2010. The adaptation faced production delays and legal disputes between Dabel Brothers and the Jordan estate's Red Eagle Entertainment, leading to incomplete serialization and mixed fan reception for its condensed storytelling despite praised artwork. Following the New Spring project, Dynamite Entertainment took over adaptation rights in 2009, launching a comic series based on the first novel, The Eye of the World. Also scripted by Chuck Dixon, with art by Chase Conley and others, the series ran for 37 issues from 2009 to 2013, divided into three collected volumes by 2011. This adaptation emphasized visual depictions of the One Power's weaves and the series' expansive world-building, earning positive reviews for its fidelity to Robert Jordan's lore while critiqued for pacing issues in the dense narrative. Specific sales figures for the comics remain undisclosed, but they contributed to broader franchise visibility, with collected editions reprinted by Tor Books in subsequent years. In video games, the first adaptation was The Wheel of Time (1999), a developed by and published by GT Interactive. Set as a , players control the Aes Sedai Elayna, wielding magical ter'angreal devices that emulate the series' channeling mechanics through spell-casting systems inspired by the One Power's flows of saidar. The game featured single-player campaigns across floating islands and multiplayer modes supporting up to 16 players, blending shooter action with RPG elements like artifact upgrades; it received moderate acclaim for innovative magic combat but criticism for technical bugs upon release. No major mobile games directly adapted the series until unverified fan projects, though secondary titles like Mobile Legends: Adventure (2018 onward) incorporated a "Wheel of Time" mechanic unrelated to Jordan's work. In April 2025, iwot Studios—holders of the franchise IP—announced development of a new AAA open-world RPG at its in-house games division, targeting PC and consoles. As of September 2025, the game remains in early development, with concerns raised about its ambitious scope, and no confirmed release date. Details on , story focus, or channeling integration remain forthcoming as of November 2025, positioning it as the first major WoT game in over two decades.

Television Adaptation

The development of a television adaptation of The Wheel of Time faced several challenges before secured the rights. Prior to Amazon's involvement, Red Eagle Entertainment produced a low-budget pilot episode titled Winter Dragon in 2015, which aired unexpectedly on but failed to lead to a full series. In April 2016, , widow of author , announced that Amazon Studios had acquired the adaptation rights and was actively developing the project. was attached as writer, showrunner, and executive producer in 2017, bringing experience from shows like Agents of S.H.I.E.L.D. and . Amazon officially greenlit the series in October 2018, with production beginning in 2019. Casting announcements followed, including as Moiraine Damodred in 2019, alongside Josha Stradowski as Rand al'Thor, as Egwene al'Vere, and as Nynaeve al'Meara. The series premiered its first season on November 19, 2021, consisting of eight episodes that adapted elements from the first two books, and , while introducing changes to streamline the narrative for television. Season 2, also eight episodes, arrived on September 1, 2023, drawing from books 2 through 4 (, , and ), with expanded focus on character arcs and conflicts like the Seanchan invasion. Renewed ahead of Season 1's debut, the show was greenlit for Season 3 in July 2022; this eight-episode installment premiered on March 13, 2025, partially covering books 4 through 6 (, , and ), emphasizing escalating threats from the Forsaken and the Dragon Reborn's identity. Throughout, the incorporated deviations from the source material, such as altering backstories (e.g., Perrin's wife Laila in Season 1) and gender ambiguities around the Dragon Reborn to heighten mystery and pacing, decisions Judkins defended as necessary for a multi-season arc. Despite critical acclaim for Season 3, which earned a 97% approval rating on based on 65 reviews, canceled the series in May 2025, shortly after the season's finale. The decision was attributed to insufficient viewership relative to the high production costs, estimated at over $10 million per episode, amid a shifting streaming landscape prioritizing profitability. Judkins expressed hope for a potential revival elsewhere, citing strong audience engagement metrics, but no further plans were confirmed at the time.

Reception

Critical Response

The Wheel of Time series garnered significant critical acclaim for its expansive and detailed world-building, often compared to J.R.R. Tolkien's works in scope and ambition, though reviewers noted its derivative elements. Early volumes, such as (1990) and (1994), received nominations for Best Fantasy Novel, highlighting their narrative depth and imaginative elements. However, critics frequently pointed to the series' protracted length—spanning 14 main volumes and exceeding 4 million words—as a major drawback, with some describing the prose as bloated and pacing uneven in later installments. The complete series earned a nomination for Best Novel in 2014, recognizing its overall achievement despite these criticisms. Commercially, the books have sold over 100 million copies worldwide as of 2023, establishing the series as one of the best-selling epic fantasies since The Lord of the Rings. Robert Jordan's death from amyloidosis in 2007 left the saga unfinished, but Brandon Sanderson's completion of the final three volumes—The Gathering Storm (2009), Towers of Midnight (2010), and A Memory of Light (2013)—drew praise for maintaining fidelity to Jordan's extensive notes and vision, delivering a cohesive and satisfying conclusion. Reviewers commended Sanderson's handling of the intricate plotlines and character arcs, noting his success in streamlining the narrative without compromising its epic scale. Adaptations have elicited mixed professional responses. The television series premiered to generally positive but divided reviews, with Season 1 holding an 81% approval rating on based on critic consensus for its ambitious production and faithful adaptation elements, though some faulted its pacing. Season 2 improved to 86%, praised for deeper character development, while Season 3 achieved a strong 97% score, lauded for heightened tension and visual spectacle. adaptations, including Entertainment's versions of and , received positive feedback for their striking visuals and loyal rendering of Jordan's descriptive style, effectively capturing the series' atmospheric settings and action sequences. A forthcoming adaptation, announced in April 2025 by iwot Studios, has generated anticipation in previews for its potential to immerse players in the series' rich lore and , building on the franchise's enduring popularity.

Fan Culture and Legacy

The Wheel of Time has fostered a vibrant and enduring fan culture, with dedicated online communities serving as central hubs for discussion and analysis. Dragonmount, a fan-maintained established in the early , provides forums, news, and resources for enthusiasts, hosting in-depth conversations on the series' lore and characters. Similarly, Theoryland offers a repository of fan theories, interviews, and predictions, drawing from Robert Jordan's notes and encouraging speculative debates on the narrative's intricacies. These platforms have sustained engagement among readers for decades, evolving with the fandom's growth. Complementing online spaces, JordanCon has been an annual convention since 2009, held each April in , Georgia, to honor Jordan's legacy through panels, author appearances, and fan interactions. Fan activities extend beyond discussion to immersive cultural practices, including and communal rereads that reinforce the series' communal appeal. events at conventions like JordanCon feature elaborate recreations of characters and artifacts, blending creativity with the books' detailed world-building. The 2021 premiere of the adaptation sparked a significant reread boom, as newcomers and longtime fans revisited the novels to prepare for the show, boosting community-driven reading groups and online challenges. Theories on unsolved mysteries, such as the fate and significance of artifacts like the Horn of Valere, remain a staple of fan discourse, with forums like Theoryland archiving hundreds of such speculations that highlight the series' layered mysteries. The series' legacy is evident in its profound influence on the fantasy genre, particularly through its role in the revival of epic fantasy, where it popularized expansive, multi-volume worlds and intricate political intrigue alongside works by authors like . , who completed the series from Jordan's notes, has credited The Wheel of Time with shaping his approach to large-scale storytelling, as seen in the detailed cosmologies of his and series. As of 2025, the fandom supports over 20 dedicated , including The Wheel Weaves and Talk'aran'rhiod, which analyze books, adaptations, and theories for global audiences. The 2025 cancellation of the television adaptation after three seasons prompted widespread fan backlash, including petitions on platforms like that amassed over 200,000 signatures urging networks such as HBO Max to revive the show. With over 100 million books sold worldwide as of 2023, the series continues to inspire new generations of readers and creators.

References

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