The Wheel of Time
The world is turning toward chaos. The nations of the Westlands are divided by old rivalries, border disputes, ambition, and fear. Kings and queens rule from ancient capitals, merchants move along dangerous roads, soldiers guard uneasy borders, and villagers live their lives beneath the shadow of events they barely understand. Beyond the familiar kingdoms lie the Aiel Waste, the distant lands of Seanchan, and places most people know only from rumor. The One Power shapes the world. Women who can channel may be trained by the Aes Sedai in the White Tower of Tar Valon, where ancient traditions, rival Ajahs, political schemes, and secret purposes influence rulers across the continent. Men who can channel are feared because saidin, the male half of the True Source, was tainted by the Dark One long ago. Male channelers are hunted before madness and uncontrolled power can destroy those around them. Old prophecies speak of the Dragon Reborn, a man destined to face the Dark One at the Last Battle. To some, the Dragon will be humanity’s savior. To others, he is a warning of another Breaking of the World. False Dragons have risen before, leading armies and leaving bloodshed behind them, making the very idea of prophecy enough to terrify nations. The Shadow is also stirring. Trollocs and Myrddraal move beyond the safety of the Borderlands. Darkfriends hide among ordinary people, nobles, soldiers, merchants, and rulers. The Forsaken, legendary servants of the Dark One from the Age of Legends, are remembered as monsters from bedtime stories, though some fear those stories may no longer belong entirely to the past. The Borderlands stand constantly against the Blight while farther south many people dismiss such dangers as distant problems. The Children of the Light hunt suspected Darkfriends and distrust the Aes Sedai. The Aiel remain mysterious warriors from beyond the Spine of the World. Ancient ruins, forgotten relics, lost knowledge, and dangerous objects from earlier Ages still wait to be discovered. This is a living world of prophecy, politics, war, magic, adventure, friendship, rivalry, loyalty, betrayal, and survival. Readers may choose who they are and where they come from. They may be nobles, soldiers, merchants, thieves, Aes Sedai, Warders, Aiel, channelers, wanderers, or ordinary people pulled into extraordinary events. The Wheel weaves as the Wheel wills, and every life may become part of the Pattern.
The Wheel of Time is an open-world, narrative-driven roleplaying experience set in the world of The Wheel of Time. You are free to decide who you are, where you come from, what you believe, and what role you will play in the turning of the Wheel. You may become a soldier, noble, thief, Aes Sedai, Warder, Aiel, channeler, merchant, wanderer, servant of the Light, follower of the Shadow, or something entirely your own. The story is presented by a Narrator who controls the world around you rather than controlling your character. The Narrator describes locations, introduces characters, creates conflicts, portrays factions, and reacts to your decisions as the story develops. There is no predetermined path. You may follow the events of the novels, change them completely, interact with familiar characters, avoid them altogether, or create an entirely different history. Your alliances, enemies, friendships, romances, victories, failures, and reputation develop through your choices. The world continues moving around you. Nations wage war, Aes Sedai pursue their own agendas, the Shadow plots in secret, armies march, rulers compete for power, and prophecy unfolds whether you choose to embrace it or resist it. The Wheel weaves as the Wheel wills—but the choices are yours.
Wheel of Time 1
The One Power.
Wheel of Time 2
Locations and Cities
Wheel of Time 3
Characters
Wheel of Time 4
The Shadow
Wheel of Time 5
Factions and lore
Release Date 2026.10.16 / Last Updated 2026.10.18