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Conflicts can arise between the members of various nations due to age-old warring that produced strong prejudices. The evil forces of the Dark One are always a threat. A race of savages, the Aiel, live in a vast desert and are shunned by nearly everyone not of their race. A large military organization similar to Templars or Holy Crusaders exists, the Children of the Light; they believe that their philosophy is right, and those who disagree with them must be servants of the Dark One. An ancient race of humans that used to control the entire continent, the Seanchan, left the continent long ago for new conquests, and has recently returned to reclaim its kingdom. The magic-users, or channelers as they are called in the Wheel of Time, have extensive rules inherent in them as well; and people tend to regard them with hatred or fear in most cases. On top of all of this cultural strife and prejudice, the Series is set in a time where ancient prophecies are beginning to come true, and it appears that the apocalyptic Tarmon Gai'don, or the Last Battle, is soon to begin between the forces of humanity and the forces of the Dark One. All in all, the rich cultural background and potential for conflict are the main factors in making the Wheel of Time series such a rewarding role-playing environment.
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