Get the App

Chapter 1 of 9

Orienting the Map: Three Landmark Fantasy Worlds

Get an overview of Middle-earth, the world of The Wheel of Time, and Roshar in The Stormlight Archive, and clarify what it means to compare fantasy worlds rather than just plots or characters.

15 min readen

1. Worlds, Not Just Stories

When readers talk about Middle-earth, the world of *The Wheel of Time, or Roshar from The Stormlight Archive*, they often mix together:

  • Story (plots, characters, themes)
  • World (geography, cultures, magic systems, history)

This module focuses on the worlds themselves.

Secondary-world fantasy

All three examples are secondary-world fantasy:

  • The story happens in a fictional world that is not our Earth (even if it sometimes has distant connections).
  • The author must design everything: maps, cultures, languages, magic, history, even the shape of the continents.

In contrast, primary-world fantasy is set in our world (or a recognizable version of it) with magical or fantastical elements added.

Your goal in this module

By the end, you should be able to:

  • Briefly describe the basic premise and setting of each world.
  • Explain the difference between comparing stories and comparing worldbuilding.
  • Name at least three dimensions for comparing fantasy worlds: e.g. geography, magic, culture, technology level, tone.

Keep in mind: we are not ranking which series is “better.” We’re learning how to analyze and compare worldbuilding choices.

2. Middle-earth: A Mythic, Prehistoric World

Middle-earth is the central setting of J.R.R. Tolkien’s works like The Hobbit and The Lord of the Rings.

High-level overview

  • Type of world: A fictional continent in a larger world called Arda.
  • Tone: Mythic, ancient, often melancholy; feels like a legend of a lost age.
  • Technology level: Roughly late medieval (swords, castles, no gunpowder in common use among main cultures).

Key world features

  • Geography:
  • The map looks like a stretched-out Europe: west (The Shire, Gondor), east (Mordor, Rhûn), north (Eriador), south (Harad).
  • Natural barriers shape the story: the Misty Mountains, Mirkwood, the Sea.
  • Peoples and cultures:
  • Hobbits, Elves, Dwarves, Men, Orcs, and others.
  • Cultures feel rooted in linguistic and historical depth (Tolkien was a philologist).
  • Magic and the divine:
  • Magic is subtle and rare for most people.
  • Powerful beings like Gandalf are actually Maiar (spirit beings) in human form.
  • The world has a creation myth and a long, layered history.

When we compare Middle-earth to other worlds, we’re looking at how its mythic tone, low-key magic, and European-inspired geography shape the stories told there.

3. The Wheel of Time World: Cycles and a Single Power

The world of Robert Jordan’s *The Wheel of Time (completed by Brandon Sanderson) is a large, unnamed planet often just called “the world of the Wheel of Time.”

High-level overview

  • Type of world: A secondary world with a strong theme of time as a cycle (the Wheel turns, Ages come and go).
  • Tone: Epic, large-scale, with a mix of mystery about the past and impending apocalypse.
  • Technology level: Mostly late medieval to early Renaissance; by the end, some cultures are developing proto-industrial inventions (like early firearms and advanced engineering).

Key world features

  • Geography:
  • A huge main continent with varied climates: desert (Aiel Waste), wetlands, coastal kingdoms.
  • A distant land across the sea (Seanchan) with its own empires and traditions.
  • Cultures:
  • Dozens of nations and peoples (Andor, Tear, Aiel, Seanchan, etc.), each with distinct laws, clothing, and customs.
  • Many cultures are loosely inspired by real-world regions but recombined in new ways.
  • Magic system – the One Power:
  • Magic comes from the One Power, divided into saidin (male half) and saidar (female half).
  • Only certain people, called channelers, can use it.
  • The One Power is central to politics, religion, and prophecy.
  • Cosmic structure:
  • The Wheel of Time weaves the Pattern of Ages.
  • The Dark One is imprisoned, threatening to break free.

When we compare this world to Middle-earth or Roshar, we pay attention to its systematic magic, large number of detailed cultures, and the central role of time and prophecy in the setting itself.

4. Roshar: Storms, Shattered Landscapes, and Living Magic

Roshar is the main world of Brandon Sanderson’s *The Stormlight Archive* (part of the larger Cosmere universe).

High-level overview

  • Type of world: A rocky, storm-battered planet in a shared universe (the Cosmere) where multiple series are secretly connected.
  • Tone: Epic and philosophical, with a focus on oaths, trauma, and rebuilding.
  • Technology level: A mix of medieval and magitech powered by magical energy (Stormlight).

Key world features

  • Geography and environment:
  • Constant, massive storms called highstorms sweep across the continent.
  • Flora and fauna have evolved to survive storms: plants retract into shells; animals have carapaces.
  • The main continent is shaped like a huge, stylized cracked pattern (the Shattered Plains are especially iconic).
  • Cultures:
  • Multiple kingdoms (Alethkar, Jah Keved, Shinovar, etc.) with different ideas about war, religion, gender roles, and social class.
  • Some cultures read and write differently by gender, or have unique taboos.
  • Magic systems:
  • Surgebinding: People form bonds with spren (spirit-like beings) and gain powers fueled by Stormlight.
  • Shardblades and Shardplate: Magical weapons and armor that change warfare.
  • Magic is rule-based and explained, but still mysterious in its origins.
  • Cosmic connections:
  • Roshar is influenced by powerful entities called Shards.
  • It is part of the Cosmere, meaning events on Roshar connect (in subtle ways) to other worlds in Sanderson’s books.

When we compare Roshar to Middle-earth or the Wheel of Time world, we notice its extreme environment, highly visible magic, and integration into a larger universe.

5. Story vs. World: Practice Separating Them

To compare worlds, you must separate worldbuilding from plot and characters.

Try this short exercise. For each item, decide if it’s mainly about the world or about the story.

Write your answers as two lists under the headings `WORLD` and `STORY`.

  1. Frodo’s decision to carry the Ring to Mordor.
  2. The existence of Mount Doom as a volcano where the Ring can be destroyed.
  3. The fact that highstorms regularly slam into the eastern side of Roshar.
  4. Kaladin’s personal struggle with depression.
  5. The rule that only women can safely channel saidar in the White Tower’s society.
  6. Rand’s fear of going mad because he can channel saidin.

Now check your thinking with this guide:

  • WORLD examples focus on: geography, physical laws, magic rules, social structures.
  • STORY examples focus on: choices, feelings, specific events in characters’ lives.

Reflection prompt:

  • Pick one of your “WORLD” items. In 2–3 sentences, explain how that worldbuilding choice shapes the kinds of stories that can happen there.

You don’t need to write full paragraphs here, but pause long enough to actually think through your answer before moving on.

6. Dimensions for Comparing Fantasy Worlds

Instead of saying “Roshar is cooler than Middle-earth,” you can compare worlds along clear dimensions. Here are several useful ones:

  1. Geography & Environment
  • Land shapes, climate, natural hazards.
  • Example: Middle-earth’s mountain ranges vs. Roshar’s highstorms.
  1. Magic & Cosmology
  • Where does magic come from? Who can use it? How predictable is it?
  • Example: The One Power (systematic, divided by gender) vs. Middle-earth’s subtle, rare magic.
  1. Cultures & Societies
  • Governments, religions, gender roles, class systems, everyday life.
  • Example: The Aiel (Wheel of Time) vs. the Alethi (Roshar) vs. the Rohirrim (Middle-earth).
  1. History & Myth
  • How much past history is built into the world? How does it affect the present?
  • Example: Middle-earth’s long First and Second Age histories vs. Roshar’s forgotten Desolations.
  1. Technology & Economy
  • Tools, weapons, trade, transportation.
  • Example: Wheel of Time’s early industrial inventions vs. Roshar’s magical fabrials.
  1. Tone & Design Goals
  • What emotional effect is the world meant to create? What questions is it built to explore?
  • Example: Middle-earth aims for a mythic, elegiac tone; Roshar often explores oaths, trauma, and moral responsibility.

You don’t have to use all of these every time. For quick comparisons, three core dimensions work well:

  • Geography & environment
  • Magic & cosmology
  • Cultures & societies

7. Worked Example: Comparing Along Three Dimensions

Here is a side-by-side comparison of the three worlds using three key dimensions.

| Dimension | Middle-earth | Wheel of Time World | Roshar |

|--------------------------|-----------------------------------------------|----------------------------------------------------------|-------------------------------------------------------|

| Geography & Environment | Temperate, Europe-like; mountains & forests; Mordor as volcanic wasteland | Large mixed continent; deserts, wetlands, coastal regions; distant Seanchan continent | Storm-battered; rocky; plants/animals adapted to highstorms; Shattered Plains |

| Magic & Cosmology | Subtle, rare; tied to ancient beings and artifacts; strong creation myth | Systematic One Power; divided into saidin/saidar; Wheel of Time and the Pattern | Rule-based Surgebinding and other systems; powered by Stormlight; part of Cosmere |

| Cultures & Societies | Fewer main cultures shown in depth (Gondor, Rohan, Shire, etc.); strong linguistic roots | Many nations with detailed customs and politics (Andor, Tear, Aiel, Seanchan, etc.) | Multiple kingdoms with distinct religion, gender norms, and class structures (Alethkar, Shinovar, etc.) |

Notice how this table avoids spoilers and doesn’t talk about specific plots or character arcs. It focuses on:

  • What the world looks and feels like.
  • How magic works and what rules it follows.
  • How people live together and organize their societies.

Use this style as a model when you make your own comparisons.

8. Your Turn: Mini-Comparison Exercise

Now you’ll practice comparing worlds in a structured way.

Task

Pick two of the three worlds:

  • Middle-earth
  • Wheel of Time world
  • Roshar

For each of the three dimensions below, write one concise sentence comparing your chosen pair.

  1. Geography & Environment

`Example frame: "[World A] is shaped by _, while [World B] is shaped more by _."`

  1. Magic & Cosmology

`Example frame: "In [World A], magic is _, but in [World B] it is _."`

  1. Cultures & Societies

`Example frame: "[World A] focuses on cultures that _, whereas [World B] emphasizes _."`

Write your answers in a simple format like:

```text

Geography & Environment: ...

Magic & Cosmology: ...

Cultures & Societies: ...

```

Tip:

  • Avoid mentioning specific character names or plot events.
  • Focus on world-level patterns (who has power, what the land is like, how magic is organized).

9. Quick Check: Story vs. World and Comparison Dimensions

Answer this question to check your understanding of how to compare fantasy worlds.

Which of the following is the BEST example of comparing **worldbuilding** (not just story) between Roshar and Middle-earth?

  1. On Roshar, Kaladin struggles with depression, while in Middle-earth, Frodo struggles with the Ring’s burden.
  2. Roshar’s frequent highstorms shape its ecosystems and architecture, while Middle-earth’s more stable climate allows for traditional medieval-style farming and settlements.
  3. Roshar has Shardblades and Shardplate, while Middle-earth has the One Ring.
  4. Roshar’s characters often swear magical oaths, while Middle-earth’s characters rely more on courage and friendship.
Show Answer

Answer: B) Roshar’s frequent highstorms shape its ecosystems and architecture, while Middle-earth’s more stable climate allows for traditional medieval-style farming and settlements.

Option B focuses on **environmental features** (storms vs. stable climate) and how they shape **everyday life and architecture**—core aspects of worldbuilding. The other options focus mainly on specific characters (A, D) or individual magical artifacts (C) without analyzing broader world-level patterns.

10. Review Key Terms

Flip through these cards (mentally or with notes) to review the core concepts from this module.

Secondary-world fantasy
A type of fantasy set in a completely fictional world separate from our Earth, with its own geography, history, and often its own physical and magical laws (e.g., Middle-earth, Roshar, the Wheel of Time world).
Worldbuilding
The process of creating the setting for a story: its geography, cultures, history, magic systems, technology, and underlying rules.
Magic system
The organized set of rules or patterns that govern how magic works in a fictional world—who can use it, what it can do, and what it costs.
Cosmology (in fantasy)
The way a fictional universe is structured at a large scale: its gods or cosmic forces, the origin of magic, the nature of time and reality (e.g., the Wheel and the Pattern, Shards in the Cosmere).
Design goals (of a world)
The author’s underlying purposes for building a world a certain way—such as creating a mythic atmosphere, exploring moral questions, or enabling specific kinds of conflicts.
Tone (of a world)
The overall emotional feel of a setting—such as mythic, hopeful, grim, or whimsical—created by its history, magic, cultures, and the stories told within it.

Key Terms

Tone
The overall emotional atmosphere or mood of a setting, shaped by its history, conflicts, and the kinds of stories told there.
Cosmology
In fantasy, the large-scale structure and rules of a universe, including gods or cosmic forces, the origin of magic, and how time and reality function.
Design goals
The purposes and effects an author aims for when constructing a fictional world, such as realism, mythic depth, or exploring particular themes.
Magic system
The structured way magic operates in a story world, including its sources, rules, limitations, and costs.
Worldbuilding
The deliberate creation of a fictional setting’s details: landscapes, cultures, languages, magic, technology, and history.
Secondary-world fantasy
Fantasy set in a fully invented world that is not our Earth, with its own geography, history, and often unique physical or magical laws.