The series is largely set on a fictional planet named Well World. The Well World was constructed by an ancient
alien species, known as the Markovians, who felt they had reached a dead end in their evolution. The Well World houses a planet-sized, reality-shaping computer that creates an artificial universe layered on top of the much smaller, original Markovian one. The Well World exists within the original Markovian universe, and can only be accessed through gateways on a number of Markovian planets scattered through the artificial universe. The Markovians experimented in species design on the Well World, sending the more successful ones into the new universe to populate one of these planets. By the time of the stories in the series, the Markovians have vanished, leaving behind the Well World, continually maintaining the new universe. The Well World's surface is composed primarily of 1560 large hexagonal regions—called "hexes"—each with an independent and often dramatically different climate and ecosystem, that
David Langford compares to the
hexagonally tiled boards used in "hex-and-counter" forms of
tabletop wargaming. Each of these hexes is a prototype environment for a planet that exists in the external universe, half of which, comprising the planet's southern hemisphere, contain
carbon-based (or similar)
oxygen-breathing life. The North is made up of exotic species which are often so alien that no common ground exists between them and the Southern races, and, often, their Northern neighbors as well. Since the Northern hemisphere contains, for example, seas of oxygen,
chlorine,
methane, and ammonia, Southern races need some kind of life support in the North. The two hemispheres are separated by an impermeable wall that extends "several kilometers upward". In the hexes that are bisected by the wall there is a separate gateway (the "avenue") to the Well of Souls, the control center for the computer. The Well World computer also maintains a "tech level" for each of the hexes, making equipment of a higher level simply fail to work. High-tech hexes work as in the "real" universe, allowing any device to work. Semi-tech hexes allow simple machines to work, up to about the level of the steam engine, and any device using electricity will not work. Low-tech hexes allow no machines to work, and all effort has to be created by muscles. Even then, there are exceptions; Gedamondas is low-tech, but the Gedamondans can use naturally occurring steam from their volcanic vents, and the Agitar can electrocute people in any hex, regardless of tech level. Also, while chemical firearms do not, as a general rule, work in nontech hexes, matches and certain kinds of chemical explosives will, although the explosives can be dangerously unstable in nontech hexes. In some of the hexes, however, the Well World computer allows the inhabitants access to limited manipulation of reality, or "magic" (this is most commonly in low- and semi-tech hexes, but high-tech magic hexes have been mentioned). Vehicles that travel from hex to hex need to be equipped with multiple forms of power. In addition to the hexes, the two polar regions, or "zones" contain maintenance areas, including a series of ambassadorial offices. These can be reached via gateways near the centers of each of the hexes, allowing easy transit from hex to pole for meetings and other duties. Newcomers to the Well World find themselves in the zones, where they are greeted by one of the ambassadors and then sent through a gateway. During this initial transit, the Well World computer transforms the traveler into a member of one of the many races, and sends them on to the associated hexes. From that point, the traveler is treated as a native of that hex. Since the only way to enter/leave Zone is through a Zone Gate, and exiting through any Zone Gate always takes one to their home hex, it is generally impossible for Southern and Northern races to travel into the other hemisphere. An InterZone Gate allows Northern and Southern ambassadors to travel between opposite Zones, and most materials can be transported via Zone gates, so there is some limited trade between North and South; for example, "universal translators" are grown in a Northern hex, and allow almost all races to communicate, at least within the limits of common ground. A very few instances of travel from North to South (or vice versa) have occurred, but these were exceptional. The Equatorial Barrier contains six "Avenues" on either side of the barrier; each avenue leads up to the naked barrier. These are the only authorized entry points to the Well of Souls computer which controls and regulates the entire universe. The main control room contains what appears to be a crystal model of the Well World, but is, in fact, a separate control computer which regulates and stabilizes the Well World itself. This allows the main computer to be shut down and restarted without destroying the Well World. Any person who carries the "Original" pattern is converted into "Markovian" (also "Ancient", "Creator", or "Maker") form to solve design problems, as only this form possesses the capacity, knowledge, and capabilities necessary to interface with the main Brain. Also, any such personnel are recognized during Well processing, and treated as individuals of the race from which they originated. For this reason, Nathan Brazil (and, later, Mavra Chang) is translated to Glathrial, the home of type 41 (humans), without even being normalized to the Well-specific form. In addition to the Well World, some of the action in the stories, typically the introductions, takes place in the multi-stellar human empire. In the early books this largely controlled by the Community of Worlds (the "Com"), where
genetically engineered clones are widely used to form peaceful
communist societies. In later books the Community has been replaced by the Realm, a confederation of over forty races. In the Watchers at the Well trilogy, the action starts on contemporary Earth long after the reset of the Well Computer. == Analysis ==