“Prophecies will always be fulfilled unless the Pattern is broken; and they must be fulfilled otherwise the Pattern will break.”
— Atharim tenant, author unknown
A TIME OF PROPHECY
2ND AGE
THE AGE OF LEGENDS
The Age immediately following The First Age; during this peaceful, future age where all knowledge of war has been lost. Rule has been divided into nine kingdoms with each led by a single person known as a Rod of Dominion, who function as a sort of governor. Aes Sedai, the channelers of this Age, are revered. This age ended with the discovery of the Dark One, the supreme force of evil in the universe, and the war that broke of the world.
3RD AGE
THE AGE OF ILLUSIONS
This age developed from the ruins of the Breaking and ends with the rebirth of the Dragon, the hero meant to reseal the Dark One beyond the reach of humanity.
4TH AGE
THE AGE OF HEROES
The Dark One’s touch on the universe is gone from this age. Men and women who channel the One Power have come together to rebuild the world following the Last Battle, the epic war of their time. Due to feats rediscovered by working the two halves of the Power together, everyday way of life advances. Tales of the Dragon, the savior of the 3rd Age, flourish, and remnants of the Seanchan empire transform into a society where channelers, while revered, serve the common people. Order and control begin to dominate by the end of this Age, and another catastrophic war is barely averted.
5TH AGE
THE AGE OF GODS
The truth of the Dragon Reborn, the Dark One, and the Last Battle have been forgotten by the time this age arrives, and now exist as nothing more than myth. Channelers come into rule by force and are worshiped like deities. Their enormous lifespans lead the everyday people to believe they are immortal. This age ends in bloodshed: the godwars have begun.
6TH AGE
THE AGE OF ESCAPE
To escape the tyranny of the god-like channelers, non-channelers realize the gods may be killed with the very weapons they created to kill one another. The distant descendants of the Aiel, a ferocious and ancient people, also known as a Remnant and the greatest warriors in the land, rise up to defend mankind. This age is spent with hunting down and mercilessly eradicating every channeler and everyone in their bloodlines as can be found. The age ends with weeding out the final trace of channeling and the death of the final channeler.
7TH AGE
THE AGE OF INDUSTRY
Upon the beginning of this age, channelers have become entwined with myth. The stories of individual men and women are twisted by time, remaining in the cultures around the world as the pantheons of mere tales. The Atharim continue to hunt the dark creatures and abominations created during the godwars, successfully driving many into hiding or extinction, and so these creatures become entwined with urban legends, fairytales, and and folklore; and the Atharim forget, except by cryptic prophecies and convoluted history, their own origins. This age is hallmarked by the rise of great civilizations and rebirth of technology fueled without the One Power.
1ST AGE
THE AGE OF AWAKENING
This age marks the return of channelers to the world: men and women known as Wilders. More and more are born every year, and as some survive, the world will surely change. The Atharim fear and loathe these people, whom they call reborn gods: as weeds to eradicate. However if modern technology is destroyed in the approaching World War, channelers may be humanity’s only hope to continue. If worldwide destruction begins this age, drastic changes are ahead if warfare is to be eliminated by the start of the 2nd Age: an Age come again.