~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE WHEEL OF TIME CONCORDANCE A Guide to Geography, Culture and Other Setting Elements ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LEGEND: + = additional material * = new section @ = major "spoiler" - see Section 0.6 TABLE OF CONTENTS ~~~~~~~~~~~~~~~~~ 0.0 Introductory Notes + 0.1 Version and Copyright - PLEASE READ 0.2 What is the Wheel of Time Concordance? + 0.3 How to Use the Wheel of Time Concordance + 0.4 Origin and History of the Wheel of Time Concordance 0.5 Contacting the Concordance Compiler 0.6 Spoiler Warning - PLEASE READ 0.7 Concordance Contributors PART I: CULTURE AND GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.0 General Cultural Notes 1.0.1 Gems 1.0.2 Time 1.1 Age of Legends References 1.2 Clothing 1.3 Crime and Punishment 1.4 Economy and Merchants 1.5 Festivals and Celebrations 1.6 Food 1.7 Inns and Taverns 1.8 Phrases, Sayings and Adages 1.9 Recreation and Leisure Time * 1.9.1 Art and Literature * 1.9.2 Board and Tile Games * 1.9.3 Card Games * 1.9.4 Dice Games * 1.9.5 Fireworks * 1.9.6 Gleemen * 1.9.7 Music and Dance * 1.9.8 Shows * 1.9.9 Sports and Games of Skill * 1.9.10 Stones and Tcheran * 1.9.11 Toys 1.10 References to Dead Nations and Countries 1.11 River and Sea Boats 1.12 Sicknesses and Diseases 1.13 Spirituality and Superstition 1.14 Transportation and Travel 1.15 Wisdoms 2.0 General Geography 3.0 Aiel - General Culture 3.1 Aiel Clans 3.1.0 Chareen 3.1.1 Codarra 3.1.2 Daryne 3.1.3 Goshien @ 3.1.4 Jenn 3.1.5 Miagoma 3.1.6 Nakai 3.1.7 Reyn 3.1.8 Shaarad 3.1.9 Shaido 3.1.10 Shiande 3.1.11 Taardad 3.1.12 Tomanelle 3.2 Clothing and Appearance of Aiel 3.2.1 Clothing and Appearance of Warriors 3.3 Aiel Customs 3.4 Aiel Familial 3.5 Aiel Food 3.6 Gai'shain 3.7 Ji'e'toh, Aiel Crimes and Punishments 3.8 Aiel Phrases, Sayings and Adages 3.9 Customs of Rhuidean 3.10 Aiel Recreation and Leisure 3.11 Aiel Spirituality and Superstition 3.12 Aiel Warriors and Combat 3.12.1 Aethan Dor (Red Shields) 3.12.2 Cor Darei (Night Spears) 3.12.3 Duadhe Mahdi'in (Water Seekers) 3.12.4 Far Aldazar Din (Brothers of the Eagles) 3.12.5 Far Dareis Mai (Maidens of the Spear) 3.12.6 Hama N'dore (Mountain Dancers) 3.12.7 Mera'din (Brotherless) 3.12.7 Rahien Sorei (Dawn Runners) 3.12.8 Seia Doon (Black Eyes) 3.12.9 Sha'mad Conde (Thunder Walkers) 3.12.10 Shae'en M'taal (Stone Dogs) 3.12.11 Sovin Nai (Knife Hands) 3.12.12 Tain Shari (True Bloods) 3.13 Aiel Wise Ones 4.0 The Aiel Waste - General Geography 4.1 Cold Rocks Hold 4.2 Imre Stand 4.3 Geography of Rhuidean 5.0 Altara - General Culture 5.1 Clothing and Appearance of Altarans 5.2 Altaran Festivals and Celebrations 5.3 Altaran Food 5.4 Altaran Guilds 5.5 The Kinswomen 5.5 Altaran Phrases, Sayings and Adages 6.0 Altara - General Geography 6.1 Ebou Dar 6.2 Remen 7.0 Amadicia - General Culture 7.1 Clothing and Appearance of Amadicians 7.2 Amadician Crime and Punishment 7.3 Amadician Food 8.0 Amadicia - General Geography 8.1 Amador 8.2 Bellon 8.3 Mardecin 8.4 Sienda 8.5 Willar 9.0 Andor - General Culture 9.1 Clothing and Appearance of Andorans 9.2 Andoran Crime and Punishment 9.3 Andoran Familial Relations and Customs 9.4 Andoran Festivals and Celebrations 9.5 Andoran Food 9.6 Andoran Nobility 9.7 Andoran Phrases, Sayings and Adages 9.8 Andoran Village Life 9.9 Two Rivers - General Culture 10.0 Andor - General Geography 10.1 Aringill 10.2 Baerlon 10.3 Caemlyn 10.3.1 Caemlyn Palace 10.4 Forel Market 10.5 Four Kings 10.6 Kore Springs 10.7 New Braem 10.8 Shadar Logoth 10.9 Two Rivers - General Geography 10.9.1 Deven Ride 10.9.2 Emond's Field 10.9.3 Mountains of Mist 10.9.4 Taren Ferry 10.9.5 Watch Hill 10.10 Whitebridge 11.0 Arad Doman - General Culture 11.1 Clothing and Appearance of Arad Domani 11.2 Arad Domani Food 11.3 Arad Domani Phrases, Sayings and Adages 12.0 Arad Doman - General Geography 13.0 Arafel - General Culture 13.1 Clothing and Appearance of Arafellin 13.2 Arafellin Phrases, Sayings and Adages 14.0 Arafel - General Geography 15.0 Borderlands - General Culture 15.1 Clothing and Appearance of Borderlanders 15.2 Borderland Phrases, Sayings and Adages 16.0 Borderlands - General Geography 17.0 Cairhien - General Culture 17.1 Clothing and Appearance of Cairhienin 17.2 Cairhienin Festivals and Celebrations 17.3 Cairhienin Food 17.4 Cairhienin Phrases, Sayings and Adages 17.5 Cairhienin Soldiery and Combat 18.0 Cairhien - General Geography 18.1 Cairhien City 18.1.1 Cairhien Palace - The Sun Palace 18.2 Eianrod 18.3 Jangai Pass 18.4 Jurene 18.5 Maerone 18.6 Morelle 18.7 Taien 18.8 Tremonsien 18.9 Selean 19.0 Children of the Light (Whitecloaks) - General Notes 19.1 Clothing and Appearance of Children of the Light 19.2 The Hand of the Light (The Questioners) 19.3 Military Notes on the Children of the Light 19.4 Whitecloak Phrases, Sayings and Adages 20.0 The Fortress of the Light 21.0 Followers of the Dragon 21.1 Asha'man 21.2 The Atha'an Miere 21.3 Band of the Red Hand (Shen al Calhar) 21.4 Legion of the Dragon 21.5 The Prophet and Followers 22.0 Ghealdan - General Culture 22.1 Clothing and Appearance of Ghealdans 22.2 Ghealdan Food 23.0 Ghealdan - General Geography 23.1 Boannda 23.2 Jarra 23.3 Cormaed 23.4 Sehar 23.5 Sidon 23.6 Samara 24.0 Illian - General Culture 24.1 Clothing and Appearance of Illianers 24.2 Illianer Festivals and Celebrations 24.3 Illianer Food 24.4 Illianer Phrases, Sayings and Adages 25.0 Illian - General Geography 25.1 Illian City 26.0 Kandor - General Culture 26.1 Clothing and Appearance of Kandori 26.2 Kandori Phrases, Sayings and Adages 27.0 Kandor - General Geography 27.1 Canluum 27.2 Chachin 27.3 Ravinda 28.0 Malkier - General Culture 28.1 Clothing and Appearance of Malkieri 28.2 Malkieri Customs 28.3 Malkieri Familial Relations and Customs 28.4 Malkieri Food 28.5 Malkieri Phrases, Sayings and Adages 29.0 Malkier - General Geography 30.0 Mayene - General Culture 30.1 Clothing and Appearance of Mayeners 31.0 Mayene - General Geography 32.0 Minions of the Dark One 32.1 Draghkar * 32.2 Forsaken 32.3 Gholam 32.4 Myrddraal 32.5 Trollocs 33.0 The Blight - General Geography 33.1 The Pit of Doom 34.0 Murandy - General Culture 34.1 Clothing and Appearance of Murandians 35.0 Murandy - General Geography 35.1 Lugard 36.0 Ogier - General Culture 36.1 Ogier Abilities 36.2 Clothing and Appearance of Ogier 36.3 Ogier Phrases, Sayings and Adages 36.4 Properties of Stedding 37.0 Ogier - General Geography of Stedding 37.1 Stedding Tsofu 37.2 Hawkwing Stedding 38.0 Saldaea - General Culture 38.1 Clothing and Appearance of Saldaeans 38.2 Saldaean Phrases, Sayings and Adages 39.0 Saldaea - General Geography 39.1 Maradon 40.0 Seander - General Culture (Seanchan) 40.1 Seanchan Animals 40.2 Clothing and Appearance of Seanchan 40.3 Seanchan Customs, Crime and Punishment 40.4 Damane and Sul'dam 40.5 Seanchan Food 40.6 Seanchan Phrases, Sayings and Adages 41.0 Seander - General Geography (Seanchan) 42.0 Sea Folk - General Culture (Atha'an Miere) 42.1 Clothing and Appearance of Sea Folk 42.2 Sea Folk Food 42.3 Sea Folk Phrases, Sayings and Adages 42.4 Sea Folk Prophecies 42.5 Sea Folk Ships 43.0 Sea Folk - General Geography 43.1 Cantorin Island 43.2 Tremalking Island 44.0 Shienar - General Culture 44.1 Clothing and Appearance of Shienarans 44.2 Shienaran Customs 44.3 Shienaran Familial Relations and Customs 44.4 Shienaran Food 44.5 Shienaran Phrases, Sayings and Adages 45.0 Shienar - General Geography 45.1 Fal Dara 45.2 Medo 46.0 Tarabon - General Culture 46.1 Clothing and Appearance of Taraboners 46.2 Taraboner Food 46.3 Illuminators of Tarabon 46.4 Taraboner Phrases, Sayings and Adages 47.0 Tarabon - General Geography 47.1 Tanchico 47.1.1 King's Palace 47.1.2 Panarch's Palace 48.0 Tar Valon - General Culture 48.1 Tar Valon Phrases, Sayings and Adages 49.0 Tar Valon - General Geography 49.1 Darein 50.0 Tear - General Culture 50.1 Clothing and Appearance of Tairens 50.2 Tairen Crime and Punishment 50.3 Tairen Food 50.4 Tairen Phrases, Sayings and Adages 51.0 Tear - General Geography 51.1 Tear City 51.1.1 Stone of Tear 52.0 Tinkers - General Culture (Tuatha'an, Traveling People) 52.1 Clothing and Appearance of Tinkers (Tuatha'an, Traveling People) 52.2 Tinker Phrases, Sayings and Adages (Tuatha'an, Traveling People) 53.0 Tinkers - General Geography (Tuatha'an, Traveling People) 53.1 Tinker (Tuatha'an, Traveling People) Camps 54.0 Toman Head/Almoth Plain - General Culture 54.1 Clothing and Appearance of Toman Head/Almoth Plain Residents 55.0 Toman Head/Almoth Plain - General Geography 55.1 Falme * 56.0 Languages * 56.1 Old Tongue * 56.2 Trolloc 57.0 Music and Literature 57.1 Books * 57.2 Musical Instruments 57.3 Songs 57.4 Stories 58.0 Sword Forms 58.1 The Forms 59.0 Flora and Fauna 59.1 Herbal Remedies 59.2 Animals * 59.2.1 Birds * 59.2.2 Fish * 59.2.3 Insects * 59.2.4 Mammals * 59.2.5 Reptiles * 59.2.6 Special 59.3 Plants * 59.3.1 Unusual Plants 60.0 Prophecies 60.1 Foretelling 60.2 Jendai Prophecies 60.3 Prophecies of the Dragon PART II: UNUSUAL ABILITIES AND OBJECTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 61.0 THE ONE POWER AND CHANNELING @ 61.1 Ageing and Channelers 61.2 Linking (Channeling) @ 61.3 Stilling and Gentling 61.4 Strength and Numbers of Channelers 62.0 THE TRUE POWER 62.1 Side Effects of using the True Power @ 63.0 THE WHITE TOWER @ 63.1 White Tower Law @ 63.2 Amyrlin Seat 63.3 The Keeper of the Chronicles 63.4 The Sitters and the Hall 63.5 The Ajahs 63.5.1 Blue Ajah 63.5.2 Brown Ajah 63.5.3 Gray Ajah 63.5.4 Green Ajah @ 63.5.5 Red Ajah 63.5.6 White Ajah 63.5.7 Yellow Ajah @ 63.5.8 Black Ajah 63.6 Aes Sedai 63.7 Test to Become Aes Sedai 63.8 Accepted Life 63.9 Accepted Training 63.10 Test to Become Accepted 63.11 Novice Life 63.12 Novice Training @ 63.13 Warder Training @ 63.14 Warder Abilities and the Aes Sedai-Warder Bond 63.15 Eyes and Ears @ 63.16 White Tower and Male Channelers @ 63.17 White Tower and Other Channelers @ 63.18 Tower in Exile 64.0 AIEL CHANNELERS 65.0 MALE CHANNELERS * 65.1 Madness 66.0 SEA FOLK (ATHA'AN MIERE) CHANNELERS 67.0 SEANCHAN CHANNELERS 67.1 Seanchan Damane 67.2 Seanchan Sul'dam 68.0 WILDERS 69.0 ANGREAL AND SA'ANGREAL @ 70.0 TER'ANGREAL - GENERAL NOTES @ 70.1 A' dam @ 70.2 Miscellaneous Ter'angreal 70.3 Redstone Doorway #1 (Tear) 70.4 Redstone Doorway #2 (Rhuidean) @ 70.5 Tel'aran'rhiod Ter'angreal 71.0 AIR WEAVES - GENERAL NOTES 71.1 Air Weaves - Specific Episodes 72.0 BALEFIRE - GENERAL NOTES @ 72.1 Balefire - Specific Episodes 73.0 BONDING AND COMPULSION - GENERAL NOTES @ 73.1 Bonding and Compulsion - Specific Episodes 74.0 EARTH WEAVES - GENERAL NOTES 74.1 Earth Weaves - Specific Episodes 75.0 FIRE WEAVES - GENERAL NOTES @ 75.1 Fire Weaves - Specific Episodes @ 76.0 HEALING - GENERAL NOTES @ 76.1 Healing - Specific Episodes 77.0 ILLUSION AND INVISIBILITY - GENERAL NOTES 77.1 Illusion and Invisibility - Specific Episodes 78.0 LIGHT - GENERAL NOTES 78.1 Light - Specific Episodes 79.0 LIGHTNING - GENERAL NOTES 79.1 Lightning - Specific Episodes 80.0 MIXED WEAVES - GENERAL NOTES 80.1 Mixed Weaves - Specific Episodes 81.0 MISCELLANEOUS WEAVES - GENERAL NOTES @ 81.1 Miscellaneous Weaves - Specific Episodes 82.0 SPIRIT WEAVES/SHIELDING - GENERAL NOTES @ 82.1 Spirit Weaves/Shielding - Specific Episodes 83.0 TRAVELLING AND GATING - GENERAL NOTES 83.1 Traveling and Gating - Specific Episodes 84.0 WARDS - GENERAL NOTES 84.1 Wards - Specific Episodes 85.0 WATER WEAVES - GENERAL NOTES 85.1 Water Weaves - Specific Episodes 86.0 WEATHER - GENERAL NOTES 86.1 Weather - Specific Episodes 87.0 TALENTS AND UNUSUAL ABILITIES 87.1 Foretelling @ 87.2 Meditation (the "Oneness") and Temperature Insensitivity 87.3 "Sensing" 87.4 Sniffing 87.5 Ta'veren and Sensing Ta'veren 87.6 Treesinging 87.7 Viewing @ 88.0 WOLFBROTHERS AND WOLVES @ 88.1 Wolfbrother Abilities 88.2 Wolves 88.3 Wolf Language @ 89.0 UNUSUAL OBJECTS 89.1 Cuendillar (Heartstone) 89.2 The Dagger of Shadar Logath 89.3 Waygates 90.0 THE HUNT AND THE HORN OF VALERE @ 90.1 The Heroes 90.2 The Hunters of the Horn 91.0 DREAMS AND TEL'ARAN'RHIOD 91.1 Channelers, Dreaming and Tel'aran'rhiod 91.2 Dreamers and Dreamwalkers @ 91.3 Properties of Tel'aran'rhiod @ 91.4 Dangers of Tel'aran'rhiod 92.0 THE EYE OF THE WORLD Appendix 1 Publishing Information +Appendix 2 Chapter-Page Information 0.0 INTRODUCTORY NOTES ~~~~~~~~~~~~~~~~~~ 0.1 Version and Copyright - PLEASE READ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Version 3.1 of the Wheel of Time Concordance was released in . This is an addendum to the third publicly available version of the concordance, no new books were added, _Eye of the World_ information has been expanded, over twice the number of entries has been added; expansions of novels will include glossaries. Version 3.1 references include _New Spring_ and up to _A Path of Daggers_. Expect future versions with additions and modifications. Version 3.0 of the Wheel of Time Concordance was released in. Version 2.0 of the Wheel of Time Concordance was released in December, 1995. Version 1.0 of the Concordance was released in June, 1995. The sources used are the Wheel of Time novels by Robert Jordan. Publishing information is available in Appendix 1, at the end of this document. ALL ideas, plots and characters from those novels belong to Mr. Jordan, and his publishing company, Tor Books. Any errors, inaccuracies or other foolishness should be attributed to Ms. Peters, not to Mr. Jordan or Tor Books. Additional material was added from the roleplaying game published by Wizards of the Coast. Direct quotations from the source material are copyright of Robert Jordan and Tor Books. Direct quotations from the Wheel of Time Roleplaying Game is copyright Wizards of the Coast, Robert Jordan, and Tor. Contributors to the Concordance are recognized in Section 0.7 below. All other material, up to book VI, including the format, content and text of this document, is copyright of Rhonda Peters, 1995. All other content, including minor changes in format and the addition of books VII and up, including New Spring and the Wizards material, is copyright Robert Popa, 2002. Permission is granted to copy, FTP, Web-link, print and share this document, in whole or in part, for INDIVIDUAL and NON-PROFIT use. THIS COPYRIGHT NOTICE MUST BE MAINTAINED. Please contact Rhonda Peters PRIOR to use if you wish to use any of this material, in whole or in part, for PUBLICATION or PROFIT. 0.2 What is the Wheel of Time Concordance? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Wheel of Time Concordance is a set of references of setting details from the Wheel of Time novels, organized into various topics. Each piece of information from the novels is summarized in a short note, and followed by a book/page reference for those who want to go to the source. The information currently includes: * geography, culture and political structure of nations * regional clothing, food, speech and other customs * recreation and leisure activities * economy, merchants * plants, animals and herbal remedies * song, story and book titles * river and sea boats * sword forms * general information on the One Power and Channeling * specific incidences of Channeling * notations on special abilities such as Sniffing, Viewing and Wolf Brothers * much, much more In the future, the Concordance will be expanded to include: * historical references * information on creatures of the Dark, including Forsaken * general prophecy * much, much more * material from the RPG and other material will also be added, though nothing system specific. * though plot/character specific prophesies will not be included, they may be mentioned as examples of a talent or ability The Concordance does NOT include, and will likely never include, the following type of information: * information about specific characters from the novels * plot details of the novels * specific prophecies relating to plot or character * theorizing on use of the One Power, etc. * much, much more The above elements are examined in extensive detail in the lengthy and thoughtful FAQ (frequently-asked questions) document of the rec.arts.sf.written.robert-jordan newsgroup, as well as on the newsgroup itself. I recommend anyone interested in these elements to consult those excellent sources. The following Web page has a link to the FAQ, and other materials related to the Wheel of Time novels on the Internet: http://crux2.cit.cornell.edu/~ptk3/WOTindex.html 0.3 How to use the Wheel of Time Concordance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If the Wheel of Time novels themselves are the "Bible" of Wheel of Time fandom, this document is intended to be a "concordance" to details of the setting, gathering together information on like topics, and pointing the reader towards page references for exact quotations. Several conventions have been used throughout the Concordance, these are explained below: * I, II, III, IV, V VI and VII are short-forms for which of the novels the note comes from. I is _The Eye of the World_, VI is _Lord of Chaos_. Following the novel number is the page number(s). So (II: 18) would mean the notation comes from the 18th page of The Great Hunt. Additional short forms are listed in Appendix I, in short: NS: Legends 3: New Spring, WT: The World of Robert Jordan's Wheel of Time, WTRPG: Wheel of Time Role Playing Game, and WTPD: Wheel of Time: Prophesies of the Dragon. Throughout the version 3.x series, references to hardcover and paperback versions will be added. The version number indicates which book has been reviewed and had both formats included (i.e., 3.1 has _Eye of the World_ done, 3.2 will have _The Great Hunt_ done). * Since there are some titles which do not follow the notation above a new way was needed to refer to them, a full listing is in the appendices, but since there is only one used in the references now it is: Legends: New Spring, it is abbreviated NS. See Appendices 1 and 2 for versions of the novels, and chapter-page guides for various editions. * there are numerous notations with the form of "desc of ____". This is a short-form for an extensive description of an area or other element. In many cases, the references are based on statements from the novel's characters, or inferred from their comments and descriptive passages. As such, there are many potential inaccuracies: the compiler could have misinterpreted the inference; the characters of the novels are not omniscient, so their statements could be inaccurate or incomplete. I have tried to organize this wealth of information in as logical a manner as possible, but there were many different potential ways to organize the material. The Table of Contents should help guide the reader towards the desired information. If you are searching for particular references, I recommend using a word processing program with search capabilities to find all applicable references. For instance, if you're searching for all the information about inns, a search for "inn" will point to the general information on inns, the names and descriptions of inns in each town/city, and any miscellaneous inn references. NOTE: Some references are duplicated, as they fit in to more than one topic section. 0.4 Origin and History of the Wheel of Time Concordance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Wheel of Time Concordance was "born" in the Spring of 1994, when several others and I began work on Tales of Ta'veren MUSH. A MUSH is a multi-user game on the Internet, and Tales of Ta'veren MUSH is a role-playing game set in the Wheel of Time universe. (For those interested, you can telnet to Tales of Ta'veren at fly.ccs.yorku.ca 4201, or Web to http://fly.ccs.yorku.ca/mush/tav.html for more information) As I thought about how we could recreate the setting for our game, I began to wish I had a comprehensive guide to the setting elements of the novels. Such a guide would also be of use to the other people who would help us create the world of the game. After some thought, I realized that such a guide might be welcomed by the rest of Jordan fandom, as well. Having compiled similar notes for one of Anne McCaffrey's books, I decided to try it with the Robert Jordan books. I sat down to reread the Wheel of Time novels, taking hand-written notes each time I read something I felt applied to the setting. (For those who are interested, I took about 42 pages of notes on _The Eye of the World_, and 70 or so on _Fires of Heaven_, with the other books falling in between that range.) Then came the monumental task of typing those notes up (a task I'm still working on, the current Concordance consists of maybe four-fifths of my total notes, though virtually complete on the topics it encompasses.) Once I had the typing done, I then had to try and organize the references in some sort of (hopefully) coherent way. It is my hope that these notes will be as useful to others as they are to myself. Continuation of Concordance by Robert Popa I was using the Concordance as one of my primary resources for a Wheel of Time based table top RPG adaptation, since v2.0 was quickly becoming out of date I started to look for a more recent version, and I could not find one. Rhonda's page was down, and I could not find any newer versions anywhere on the web, so I decided to take-over updating. As I continued to update, I found information I needed but that the concordance was lacking. Knowing that this information was in a number of the books, I decided to find the missing information. 0.5 Contacting the Concordance Compiler ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Since Rhonda's e-mail is no longer current, and I have not received a reply to any of the alternate addresses I have tried; general comments, as well as error corrections or additions should be directed to: r-popa@juno.com. If you know Rhonda Peters, please have her contact me. There are several ways interested people can contribute to the Concordance: * Appendix 2 contains copies of the table of contents chapter-page references used by the compiler. As other editions of the novels are available, the chapter-page reference should help those who are not using the same editions. People with other editions are invited to submit chapter-page references from those editions, for the ease of others. Since Version 1.0 was released, several people have submitted chapter-page information for other editions, see Appendix 2. * Several of the notations consist of something like "desc of ___" (a city scene, etc.) because I did not want to write out entire portions of the novels and slow down my note-taking even more. It will be a considerable period of time before I can go back to the books and make summaries of the "desc of ____" passages. I would be most grateful to anyone who would like to take the time to do that so the summaries can be added to the Concordance. * I have no doubt that I have missed references to material that may be of interest. If you catch one of these and would like to see it added, please send a summary of the reference(s) and book and page numbers to the above email address. 0.6 Spoiler Warning - PLEASE READ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The word "spoiler" was coined by Internet users to describe a piece of information that would likely ruin someone's enjoyment of a book or a movie. For instance, telling someone who hasn't seen _The Empire Strikes Back_ who Luke Skywalker's father is would be a definite spoiler. Version 1.0 of the Concordance contained no spoiler warning. While I think most people would enjoy learning the details from the novels rather than reading the dry recitations of the Concordance, I don't think anything in Version 1.0 (now PART I: CULTURE AND GEOGRAPHY) would actively ruin the enjoyment of the books for most people. However, some of the material in PART II: UNUSUAL ABILITIES AND OBJECTS contains spoilers. Those sections that contain elements I would consider _serious_ spoilers are marked with a @ in the Table of Contents. Sections so marked include references to plot or character developments you should read in the novels, not in the Concordance. If you're the kind of person who likes to find more general information out through reading the stories, you might also want to avoid reading the following sections: * any of PART II until you've finished The Lord of Chaos (VI) * sections 3.* until you've finished The Shadow Rising (IV) * sections 38.* and 66.0 until you've finished The Great Hunt (II) 0.7 Concordance Contributors ~~~~~~~~~~~~~~~~~~~~~~~~ Rhonda originally thanked the following people, and I would like to continue to show my appreciation for their contributions to the Concordance. Most of the e-mails are out of use, and a few of them have left the Wheel of Time community: "Jak" (JacOShadow@aol.com) - expanded numerous "desc of ___" entries, indicated with (Jak) following the book-page reference Keith Edward Casner (diomedes@uclink.berkeley.edu) - which adages are Lini's, and additional Lini and Tairen sayings Emma Pease (emma@kanpai.stanford.edu) - the list of chapter icons in Appendix 2, and the chapter-page information for The Shadow Rising (IVa) Terry Miles (jtmiles@erinet.com) - the chapter-page info in Appendix 2 for the following editions: I, Ib, IIa, IIb, IIIa, IVb, Va Michael K. Kremer (splan1@d.umn.edu) - a wonderful HTML version of Version 1.0 of Concordance. He plans to update this to Version 2.0, keep your eye on the following site: http://www.d.umn.edu/~splan1/WoTSetting/wotsettingToC.htm Burr Gaidin Rutledge (rutlew@vccnorth01.its.rpi.edu) - additional references related to ages of Aes Sedai and other channelers ******************************************************************************* 1.0 GENERAL CULTURAL NOTES ~~~~~~~~~~~~~~~~~~~~~~ - reaction to hearing of Darkfriends in a quiet village (I: 421; Ia: 502) - 2 paces to the span, 1000 spans to the mile, 4 miles to the league (I: 432; Ia: 514) - winter curtains are heavier then spring and summer curtains (I: 580; Ia: 691) - a league equals four miles (I: 665; Ia: 793) - people know many ways to make fire, including a firebow (I: 276; Ia: 328) - knowledge of magnets and iron filings (I: 529; Ia: 631) - a mile equals one thousand spans (I: 665; Ia: 794) - four miles make one league (I: 665; Ia: 794) - a span equals two paces (I: 667; Ia: 796) - a thousand spans make a mile (I: 667; Ia: 796) - there is a Village Council in most villages (I: 669; Ia: 798) - the Council is a group of men, selected by the townsfolk and headed by the Mayor (I: 669; Ia: 798) - the Council is responsible for making decisionswhich affect the village as a whole (I: 669; Ia: 798) - the Council is also responsible for negotiating with other Councils over matters which affectthe villages jointly (I: 669; Ia: 798) - the Councils are often at odds with the Women's Circle (I: 669; Ia: 798) - the conflict between Council and Circle exists in so many villages that it is seen as almost traditional (I: 669; Ia: 798) - the Women's Circle is a group of women elected by the women of the village (I: 670; Ia: 800) - the Circle is responsible for deciding such matters asas are considered solely women's responsibility (I: 670; Ia: 800) - some examples of the Women's Circles responsibilty: when to plant the crops, when to harvest, selecting the Wisdom (I: 670; Ia: 800) - the Women's Circle is equal to the Village Council (I: 670; Ia: 800) - there are clearly defined areas of responsibility for the Council and the Circle (I: 670; Ia: 800) - the Women's Circle is often at odds with the Village Council (I: 670; Ia: 800) - the actual washing is done with a bucket and a dipper, a bather lathers up, and uses the dipper to wash away the soap and grime (I: 163; Ia: 194) - the tubs are used to soak in (I: 163; Ia: 194) - respect, caution, awe or fear are all good reasons for a king to step aside for an Aes Sedai (NS: 18) - Flame and the Void (I: 5; Ia: 5-6) - gleemen wear patched cloaks (I: 14; Ia: 16) - men stand when a woman enters the room (I: 17; Ia: 21) - there are some people who can't stand the sight of blood, even an animals (I: 49; Ia: 58) - chores (I: 53-54; Ia: 63-64) - collecting eggs (I: 53; Ia: 64) - wells have been poisoned before (I: 53; Ia: 63) - candles (I: 54; Ia: 65) - farmers make much of their own furniture, if they have any skill for it (I: 54; Ia: 65) - big kettles used to heat water for baths (I: 55; Ia: 66) - heron marked sword, sword of blademaster (I: 56; Ia: 66-67) - most soldiers and guards have plain, rough blades (I: 56; Ia: 66) - coppers (coins) (I: 56; Ia: 67) - men knuckle their foreheads as gesture of respect to their betters. (I: 160; Ia: 191) - most people bathe fairly frequently. (I: 162; Ia: 194) - yellow soap in an inn. (I: 162; Ia: 194) - people shake hands when greeting/meeting. (I: 284; Ia: 338) - desc of measurement? (I: 432; Ia: 514) - the highborn or wealthy travel about in sedan chairs carried by bearers. (I: 449; Ia: 535) - good money for cats in hard times. (I: 519; Ia: 619) - not everyone can read. (I: 532; Ia: 634) - almost all the rulers in the world have an Aes Sedai councilor, though not all openly admit to it. (II: 56) - nobles are expected to know the Old Tongue, but many learn only enough to impress people with, and have no true understanding. (II: 386) - desc of telescope - looking glass (II: 418) - silk comes from the land beyond the Aiel Waste. (II: 452) - pigeons are used to send messages. (III: 96) - leather folder lined with silk used to store papers safely. (III: 237) - dogs are placed in wicker wheels to turn kitchen spits. (III: 331) - major cities have moneychangers open at all hours. (III: 343) - smith makes and sells metal puzzles. (III: 389) - nobles write in ciphers and codes as part of Daes Dae'mar. (III: 463) - hotter countries sometimes have slatted doors on rooms to allow air to flow and cool. (III: 492) - desc of fireworks and how they work. (III: 472-473, 516-517) - people often assume technological objects are the work of Aes Sedai or the Power. (III: 517) - a skilled player of Daes Dae'mar will recognize something is written in a code/cipher, even if he/she can't decode it. (III: 520) - fossils have been found in the Mountains of Mist. (III: 533) - women curtsey, and men bow. (IV: 18) - noble children usually have a nanny or nurse. (IV: 58) - no one, not even the Aes Sedai, seems to know what a dragon is, or that it is the creature represented on the Banner. (IV: 180) - the messenger pigeons carry slips of paper in bone tubes. (IV: 290) - the Sea Folk make the best looking glasses and burning lenses off on one of their islands. Spectacles are very rare. (IV: 317) - the sources of ivory and silk are not known in the known part of the world, even to the Sea Folk who trade for them. (IV: 331) - people also send letters via messengers and traders, but their delivery is not always reliable. (IV: 471) - most villages have a sickhouse, where contagious sick people are tended by the local Wisdom. (IV: 484) - the Women's Circles of most areas would work with Aes Sedai if called upon to do so? (IV: 490) - people get very excited over the visit of Hunters of the Horn. (IV: 526) - drunks are relatively rare? (IV: 766) - it is not the tradition in every land that the wife takes the husband's name. (IV: 923) - desc of the strongest oath (V: 39) - people take oaths seriously, and there are varying degrees of oaths. One in particular is so strong that breaking it is considered close to committing murder in severity. (V: 39) - a Lady would never travel without at least one maid. (V: 183) - merchants try and mimic their betters, but only to a certain extent, mimicking the nobility too closely would be dangerous. (V: 237) - desc of merchant's house, pretence of noble's manor (V: 237-238) - black is the merchants' color and livery, as any other color would be the same as one adopted by _some_ lord. (V: 238) - the law will hold people to the strongest oaths. (V: 337) - most merchant/peddler wagons are fitted with stoves? (V: 345) - most places have something like the Women's Circle, even if it's not a formal body, or is called something else. (V: 439) - nobles usually make up cavalry units, and commoners infantry. (V: 459) - there is at least one non-Sea Folk craftsman who makes lenses and looking glasses. (V: 463) - nameday surprise - like a surprise birthday party? (V: 485) - some people, particularly lords, duel at times. (V: 487) - desc of military formation of hedgehog (V: 488) - deals are sealed with a handshake. (V: 489) - people brush their teeth with a twig and salt and soda. (V: 535) - traders carry documents to show where they have paid duties already. (V: 564) - each noble house has a High Seat of the House? (V: 621) - reference to a printer (V: 652) - the Women's Circle punishes women, and sometimes men who break law or deeply offend custom. (V: 667) - part of the compact between noble and commoner is that the noble provides the commoner with safety and security. (VI: 36) - usually an army is raised and led by individual captains and/or Lords who gather men loyal to them. (VI: 126) - clerks are hired to do extensive document copying. (VI: 167) - the bone tubes carried by messenger pigeons indicate for whom the message is intended and its status. (VI: 183) - ciphers are used to code messages. (VI: 185) - printing presses exist. (VI: 296) - names and descs of constellations: Haywain, Five Sisters, Three Geese (points north), Archer, Plowman, Blacksmith, Snake (called the Dragon by the Aiel), the Shield (also called Hawkwing's Shield), the Stag, the Ram, the Cup, and the Traveller (with staff standing out sharp) (VI: 340) - example of Daes Dae'mar (VI: 404) - some streets have signs? (VI: 484) - people spit on their palms and shake hands to seal a bargain. (VI: 489) - a nobleman could not stand to be under the command of a commoner in battle. (VI: 501) - people keep song birds in wicker cages. (VI: 531) - a Nashan draft horse is a big horse. (VI: 564) - desc of libraries (VI: 581) - any largish army gathering or passing through will attract the interest of local nobles. (VI: 647-648) - when nobles marry, they decide together into which House each marries. (VI: 658) - 10,000 people make up a fair-sized army. (VI: 659) - pacing horses (VII: 104-105) - scrubbing teeth with salt (VII: 204) - white feathers are sign of truce (VIII: 319) 1.0.1 Gems ~~~~~~~~~~~~~~~~~~~~~~~~~ - opals in Kandor(NS: 40) - gem: firedrop (opal?) (IV: 437) - mother-of-pearl (V: 432) - firedrops (V: 433) - sunstones (V: 604) - greenstone (jade?) (VI:500) - lapis (VI: 539) - ruby size of hens egg (VII: 28) - red and green stones, firedrops and emeralds (VII: 263) - moonstone (VII: 336) - moonstone (VIII: 269) - pearl (VIII: 424) - rubies (VIII: 424) 1.0.2 Time ~~~~~~~~~~~~~~~~~~~~~~~~~ - Dates and Calendars (I: 658; Ia: 783) - times of day? High, Noon, Trine, Full (II: 355, 356, 365) - clock (II: 448; III: 466) - time: bell rings First in the morning. (III: 273) - time: Midmorning Bell (III: 288) - time: Prime (III: 321) - time: Second (IV: 773) - time: second even - dinnertime? (V: 606) - time: bell sounds High (VI: 440) - Case Clock commisioned by an Amyrlin (VII: 15) - Second Low is early morning/late night (VII: 505) 1.1 Age of Legends References ~~~~~~~~~~~~~~~~~~~~~~~~~ - the Breaking of the World - when Lews Therin Telamon (the Dragon) resealed the Dark One's prison, the counterstroke tainted saidin. Eventually every male Aes Sedai went insane. In their madness, they changed the face of the earth. causing earthquakes, leveling mountain ranges, raising new mountains, lifting dry land where there had been sea, made the ocean cover dray. Many parts of the world were completely depopulated, and the survivors were scattered like dust on the wind. This destruction is remembered in stories, legends and history as the Breaking of the World (I: 660; Ia: 786) - an attempt to free the Dark One brought about the War of Shadow, the tainting of saidin, the Breaking of the World, and the end to the Age of Legends (I: 661; Ia: 788) - the Dragon: the name by which Lews Therin Telemon was known during the War of Shadow (I: 662; Ia: 788) - since the Time of Madness, no man has been able to channel without eventually going mad (I: 666; Ia: 794) - the War of the Shadow is also known as the War of Power (I: 669; Ia: 799) - the War of Power ended the Age of Legends (I: 669; Ia: 799) - the War of the Shadow started with the attempt to free the Dark One (I: 669; Ia: 799) - the One Power was used as a weapon during the War of Power (I: 669; Ia: 799) - the War of the Shadow ended when the Dark One's prison was resealed (I: 669; Ia: 799) - since the beginning of the Time of Maddness, saidin has been tainted by the Dark One's touch (I: 668; Ia: 798) - Lews Therin Telamon -- LOOZ THEH-rihn TEHL-ah-mon; the Dragon (I: 668; Ia: 797) - Age of Legends was ended by the War of the Shadow and the Breaking of the World (I: 659; Ia: 784) - during the Age of Legends Aes Sedai performed wonders now only dreamed about (I: 659; Ia: 784) - the Hundred Companions were one hundred male Aes Sedai (I: 665; Ia: 792) - the Hundred Companions were among the most powerful of the Age of Legends (I: 665; Ia: 792) - the Hundred Companions were led by Lews Therin Telamon to seal the Dark Ones prison (I: 665; Ia: 792-793) - the Hundred Companions were the first to go mad, and to begin the Breaking (I: 665; Ia: 793) - At the moment of Creation, the Creator bound the Dark One away from the world of humankind (NS: 5) - Over 3000 years ago Aes Sedai unknowingly bored into that prison outside of time (NS: 5) - the Bore allowed the Dark One to touch the world lightly (NS: 5) - the Bore was sealed over, but the Dark One's taint settled on Saidin. (NS: 5) - due to the taint, eventually every male Aes Sedai went mad & broke the world (NS: 5-6) - during the Breaking of the World, civilization was destroyed and the face of the earth was changed (NS: 6) - first amoung the Servants (Aes Sedai) (men only?) wears the Ring of Tamyrlin and sits in the High Seat (I: xi; Ia: xi) - the High Seat (?) (of Aes Sedai [AoL]) (I: xi; Ia: x) - Ring of Tamyrlin, worn by a male channeler in the AoL (I: xi; I: x) - Hall of Servants (I: xi; Ia: xi) - Gates of Paaran Disen (I: xi; Ia: xi) - reference to Nine Rods of Dominion (ter'angreal) from before Breaking of World. (I: xi; Ia: x) - the War of Power lasted 10 years (I: xii; Ia: xii) - creation of the island of Tar Valon & Dragonmount (I: xiii; Ia: xiv) - Avendesora; it's said it makes no seed (I: 73; Ia: 87) - Avendesora is also called the Tree of Life (I: 73; Ia: 87) - the Tree of Life is supposed to have all sorts of miraculous qualities (I: 73; Ia: 87) - none of the stories mention saplings of Avendesora (I: 73; Ia: 87) - Avendesora is said to belong to the Green Man (I: 73; Ia: 87) - Whitebridge is on the east bank of the Arinelle and is named for the milky white bridge that spans the river. The bridge is twice as high as a tall mast, looks like glass, can't be marred by chisels and doesn't get slippery when wet. It is rumored to be a remnant from the Age of Legends. (I: 320, 323; Ia: 375, 380) - everything made from heartstone is recorded in the White Tower. (II: 67) - the records say Aes Sedai could fly in the Age of Legends, but don't say how they did it. (II: 277) - the Talents of flying and making oneself invisible are known from writings from the Age of Legends. (III: 96) - there's a fragment from the Age of Legends about Wolfbrothers. Some Wolfbrothers lose themselves to the wolf half of their nature. Wolves live half in the World of Dreams, and half in the real world. (III: 123) - Aes Sedai lived a long, long time in the Age of Legends. (IV: 428) - ancient Aes Sedai could sense whether or not someone had the ability by the time they were ten years old. (IV: 433) - Moghedien says the Aes Sedai of the Age of Legends would have cured Nynaeve's block "however she howled". (IV: 758) - Moghedien was 200 years old when she was sealed in the Dark One's prison, still young for an Aes Sedai of the Age of Legends. (IV: 909) - reference to the Aes Sedai of the Age of Legends traveling to other worlds. (IV: 909) - in the Age of Legends, ter'angreal were minor objects used for the purpose of teaching students. (VI: 163) - zara - a strange, evil game from Age of Legends. (VI: 346) - Warder bond did not exist in the Age of Legends (VII: 143) - Age of Legends saying?: only a fool thinks a lion or a woman can truly be tamed (VII: 321) - Age of Legends saying: A woman who knows the danger and isn't afraid is a treasure only a madman would spurn (VII: 327) - darath, in moult? (VII: 415) - Mia'cova: One Who Owns Me, or My Owner (VII: 416) - Tai'daishar 0T- Lord of Glory (VII: 531) - gholam were created in the middle of the War of the Power, during the Age of Legends. (VII: 606) - nar'baha - fool box - ancient artifact in Black Hills: a slender spire like a column gleaming golden lace lay slanting and partly buried in the bare hillside, a good seventy paces of it showing above the treetops. Every child in the Black Hills knew of it, but there was not a villiage within 4 days travel, nor would anyone come within ten miles of it willingly. the stories of this place spoke o mad visions, of the dead walking, and death at touching the spire. (VIII: 18) - 33 red pieces & 33 green pieces arrayed across a playing surface of 13 by 13 recreates the early stages of a famous game of Sha'rah. The most important piece, the Fisher, black and white like the playing surface, starts on the center square. (VIII: 42-43) - Sha'rah is a complex game, ancient long before the War of Power. Other variations are tcheran and no'ri, in the present age it is simply called stones. sha'rah is more complex then the others, the first object is to capture to Fisher. Only then did the game truly begin (VIII: 43) - there are several pieces with varying moves, but only the Fisher's attributes altered according to where it stood (VIII: 43) - Fisher: on a white square, weak in attack, yet agile and far-ranging in escape; on black, strong in attack but slow and vulnerable. (VIII: 43) - when masters played, the Fisher changed sides many times before the end of the game (VIII: 43) - The green-and-red goal-row that surrounded the playing surface could be threatened by any piece, but only the Fisher could move onto it. Not that he was safe, even there; the Fisher was never safe. (VIII: 43) - When the Fisher was yours, you tried to move him to a square of your color behind your opponents end of the board. That was victory, the easiest way, but not the only one (VIII: 43) - When your opponent held the Fisher, you attempted to leave him no choice for the Fisher to move onto your color. Anywhere at all along the goal-row would do (VIII: 43) - holding the Fisher could be more dangerous then not (VIII: 43) - there's a third way to win sha'rah, if you took it before letting yourself be trapped. The game always degenerated in a bloody melee, then, victory coming only with the complete annihilation of your enemy (VIII: 43) - the Fisher was always worked as a man, a bandage blinding his eyes and one hand pressed to his side, a few drops of blood dripping through his fingers. The reasons, like the source of the name, were lost in the mist of time (VIII: 44) - transcriber (AoL) (VIII: 260) - glowbulbs (VIII: 260) - courtesy of AoL: before opening a gateway fully, one wishing to Travel sounds a chime (with One Power), and waits for an answering chime (VIII: 262) 1.2 Clothing ~~~~~~~~ - pockets in coats (I: 175; Ia: 209) - contents of contry boys pockets: few coppers, pocket knife, sharpening stone, spare bowstrings, other odds and ends (I: 175; Ia: 209) - divided skirts for riding astride instead of sidesaddle (I: 117; Ia: 140) - skirts make stalking more difficult (I: 266; Ia: 316) - shoes made of soft leather (I: 120; Ia: 144) - sky-blue velvet (I: 22; Ia: 27) - necklace of heavy gold links (I: 22; Ia: 27) - belt of woven gold (I: 22; Ia: 27) - silver embroidery (I: 22; Ia: 27) - The Great Serpent, a serpent biting it's own tail, is an even older symbol for eternity than the Wheel of Time (I: 23; Ia: 27) - gleemen wear patched cloaks. (I: 39; Ia: 46) - a stylized heron is marked onto the swords of master swordsmen. (I: 89; Ia: 106) - underwear is called "small clothes". (II: 14) - silk comes from the land beyond the Aiel Waste. (II: 452) - wheelwrights and blacksmiths wear long aprons. (II: 628) - women wear divided dresses for riding. (III: 131) - "fancy" clothes might include embroidery, lace, colored ribbons or fringed scarves. (III: 381) - merchants dress in plain clothes of the finest cloth. (III: 410) - the poor use ties on their clothes instead of buttons. (III: 614) - white Jaerecruz lace is prized. (IV: 15, V: 193) - lace also made in Marada. (VI: 597) - sailors wear wide leather trousers. (IV: 173) - undermerchants wear thin silver chains across their coat fronts. (IV: 173) - sailors wear oiled coats. (IV: 231) - This passage depicts the scene in the Maule, the riverfront of the port of Tear. (IV: 229) (Jak) "The serving maids in dark, ankle-length dress with necks up to the chin and short, white aprons (..served.) Barefoot leather-vested dockmen mixed with fellows with coats tight to the waist and bare-chested men with broad, colorful sashes to hold their baggy breeches up. So close to the docks, vestments of outlanders were everywhere among the crowd; high collars from the north and long collars from the west, silver chains on boots, necklaces or earrings on men, lace on coats or shirts." - people use cosmetics to enhance or alter their appearance. (IV: 282) - women carry small pouches in which they carry such things as handkerchiefs, coins and sewing kits. (IV: 759) - portable cosmetics box with mirror and rabbit hair brushes, and a curling iron. (V: 33) - people use hair dye. (V: 170) - more minor lords wear yellow embroidery instead of gold thread, and wool instead of silk. (V: 601) - a servant would not wear a dress divided for riding (VII: 51) 1.3 Crime and Punishment ~~~~~~~~~~~~~~~~~~~~ - there are bandits. (I: 352; Ia: 419) - most men are loath to harm a woman. (III: 519) - thief takers are in the service of a lord/ruler, but also hire out independently. (III: 556) - thief-catchers charge one tenth of the value of objects recovered, or a silver mark to find one person. (III: 568) - thief-catchers have a brotherhood in Tear? That sets prices? (III: 569) - executions are commonly by hanging or decapitation. (IV: 16) - road brigands try and steal horses as well as valuables. (IV: 18) - the law will hold people to the strongest oaths. (V: 337) - the Women's Circle punishes women, and sometimes men who break law or deeply offend custom. (V: 667) - magistrates sit at trials. (VI: 422) - there are professional headmen. (VI: 655) 1.4 Economy and Merchants ~~~~~~~~~~~~~~~~~~~~~ - Merchants from Cairhien used to cross the Waste, before the Tree, and the Aiel War (I: 315; Ia: 374) - sky-blue velvet (I: 22; Ia: 27) - necklace of heavy gold links (I: 22; Ia: 27) - belt of woven gold (I: 22; Ia: 27) - silver embroidery (I: 22; Ia: 27) - The Great Serpent, a serpent biting it's own tail, is an even older symbol for eternity than the Wheel of Time (I: 23; Ia: 27) - silver penny (I: 25; Ia: 30) - a large silver coin would buy a good horse in the Two Rivers. (I: 25; Ia: 30) - Tar Valon coins have woman balancing a flame on her palm. (I: 25; Ia: 30) - traveling peddlers as valued for the news they bring as for their goods in isolated areas and villages. (I: 25; Ia: 32) - peddlers wagon (I: 26-27; Ia: 31-33) - goods that peddlers sell include: pins, lace, books, needles, tea, pots (I: 27, 32; Ia: 32, 38) - merchants travel with guards (I: 33; Ia: 39-40) - few farmers in the Two Rivers could make do without both wool and tabac to sell when the merchants came (I: 52; Ia: 62) - candles (I: 54; Ia: 65) - farmers make much of their own furniture, if they have any skill for it (I: 54; Ia: 65) - few peddlers carry more than a handfull of books (I: 55; Ia: 65) - shuttered lantern (I: 65; Ia: 77) - mirrors (I: 76; Ia: 90) - long-stemmed pipe (I: 82; Ia: 97) - after hard winter, it costs a few coppers for a dozen apples or some turnips in Baerlon. (I: 183; Ia: 217) - people weigh coins to get exact amount of worth. (I: 262; Ia: 311) - the price of river passage for three to Whitebridge is two large silvers, with coppers in change back. Thom considers that expensive. (I: 262; Ia: 311) - only gleemen, Tinkers and peddlers can freely enter the Waste. (I: 315; Ia: 374) - most people outside of Tar Valon get rid of Tar Valon marks as soon as possible. (I: 379; Ia: 452) - most people try and get rid of Tar Valon marks. (I: 379; Ia: 452) - tabac -- tah-BAHK (I: 667; Ia: 797) - tabac is a weed, widely cultivated (I: 667; Ia: 797) - tabac leaves are dried and cured, and are burned in pipes, the fumes are inhaled (I: 667; Ia: 797) - 1000 gold is more than river ship captain Bayle Doman would clear in three years. The commissioned voyage from Illian to Mayene and back would normally cost 200 gold. (II: 158) - merchants travel with guards, but no more than five or six. (II: 438) - prices rise after the Seanchan come. (II: 591) - a fine Domani carpet is worth the price of a farm. (III: 218) - the ruby on the end of Mat's dagger worth the price of a dozen farms. (III: 220) - after the civil war in Cairhien, a room in Aringill costs more than a good horse would in the Two Rivers. (III: 328) - Andoran marks weigh more than Illian coins, and are worth more. (III: 344) - minor merchants from the smaller merchant houses. (III: 351) - tavern/inn staff refer to most patrons as Master and Mistress. (III: 352) - a gold crown fee to sleep on the deck and eat with the crew is an outrageous price, because of the war. (III: 362) - the cost is 10 gold crowns for a cabin. (III: 363) - Faile was charged just under three silver marks for river passage from Remen to Illian? (III: 402) - merchants dress in plain clothes of the finest cloth. (III: 410) - a fringed Taraboner carpet is worth a purse of silver. (III: 535) - shops use universally-understood symbols instead of letter names. (III: 557) - the price of four pieces of heartstone would buy a trading ship. (III: 565) - there are bankers and moneylenders, people use letters-of-rights to "bank" from one land to another? (IV: 314) - undermerchants wear thin silver chains across their coat fronts. (IV: 173) - the "vast" sum of 3000 gold is considered necessary to convince a Sea Folk Sailmistress to change her sail plans, enough money to buy at least one ship, and probably more. (IV: 314) - the Aiel don't use a lot of currency, rather they trade with nuggets of gold and silver, or valuable goods. They are skilled at assessing an object's value and bargain hard. (IV: 605) - peddlers in the Waste find the following popularly-sought goods: lace, velvet, ribbon, needles, pins, perfume, tabac, bath salts, wine, brandy. But they have little interest in the following: silk (cheaper to buy it to the east), ivory, pots and knives (Aiel smiths are very skilled). (IV: 605) - merchants try and mimic their betters, but only to a certain extent, mimicking the nobility too closely would be dangerous. (V: 237) - desc of merchant's house, pretence of noble's manor (V: 237-238) - black is the merchants' color and livery, as any other color would be the same as one adopted by _some_ lord. (V: 238) - most merchant/peddler wagons are fitted with stoves? (V: 345) - traders carry documents to show where they have paid duties already. (V: 564) - the sum of 3000 is also considered enough to buy a village or two. (VI: 316) - the price of goods varies with the size of a village/town/city, how much trade they get, and the availability and demand for goods. While a large silver coin could buy a good horse in the Two Rivers, it is the price of passage on a trading ship elsewhere in Andor. (I: 25; Ia: 30) - Case Clock commisioned by an Amyrlin (VII: 15) - Old Ivory figures: Cat, woman with monkey on shoulder, fish, (VII: 22) - looking glasses (VII: 51) - Westlanders have access to quite a bit of silk through the Atha'an Miere, not everyone wears it, but it is there (VII: 255) - sigil ring inside a border of large crescents, a running fox seemed to have startled two birds into flight (VII: 300) - painted ivory miniatures of family (VII: 511) - queens have been ransomed for less then 100,000 gold crowns (VII: 554) - Laborers and workmen at mason site illiterate (VII: 14) - Masons have a wooden "working model" made from their plans, they are large enough for a man to enter while crouching and see every detail, where every stone goes (VII: 14) - The "working Model" for the Amyrlins palace was as big as some manor houses (VII: 14) - things cost fives times what it used to; it's be more next month (I: 418; Ia: 497) - even the meanest (worst) shop has cats lurking around (I: 508; Ia: 606) - contents of contry boys pockets: few coppers, pocket knife, sharpening stone, spare bowstrings, other odds and ends (I: 175; Ia: 209) - bull's-eye lantern (I: 259; Ia: 308) - pewter mugs (I: 325; Ia: 386) - hemp rope (I: 473; Ia: 563) - tin plates (I: 568; Ia: 676) - big wooden maul used to drive spigots into casks (I: 109; Ia: 129) - tabac -- tah-BAHK (I: 667; Ia: 797) - tabac is a weed, widely cultivated (I: 667; Ia: 797) - sling wraped around waist (I: 276; Ia: 328) - some people carry snarelines with them (I: 276; Ia: 328) - battle axe (I: 116; Ia: 138) - anything can be a weapon, if the man or woman who holds it has the nerve and will to make it so (I: 116; Ia: 139) - martial arts techniques are known (I: 479; Ia: 571) - armor & weapon racks (I: 585; Ia: 696) - knowledge that one wears a Heron-Marked sword is enough to put armsmen and soldiers on their guard (I: 512-513; Ia: 612) - flint and steel used to start fires (I: 281; Ia: 334) 1.5 Festivals and Celebrations ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Sunday is a festival in midsummer, widely celebrated (I: 667; Ia: 796) - new spring comes before Bel Tine (NS: 10) - spring starts a month before Bel Tine (I: 1; Ia: 1) - Bel Tine comes in the spring (I: 3; Ia: 3) - Sunday comes in summer (I: 3; Ia: 3) - reference to the First Day. (I: 287; Ia: 341) - people celebrate their namedays. (IV: 286) - people give alms to the poor on Firstday, which is long past in Summer/Fall. (V: 560) - the Feast of Lights occurs in Autumn? (VI: 497) - Feast of Lights is a two-day celebration starting on the shortest day of the year, which marks the end of the year. (VI: 653) - all lights are lit for the duration of the Feast, which is also celebrated with dancing and other festivities that vary locally. (VI: 654) - attacks by criminals and footpads are unusual during the Feast. (VI: 656) - no one begins to travel soon before or during the Feast of Lights. (VI: 670) 1.6 Food ~~~~ - hot mutton pie (I: 126; Ia: 150) - trail food: flatbread, cheese, dried meat, tea, water (I: 149; Ia: 178) - beef broth (I: 99; Ia: 118) - beef broth (I: 104; Ia: 124) - crusty bread (I: 104; Ia: 124) - meat and cheese on bread (I: 104; Ia: 124) - tea (I: 126; Ia: 150) - roast chickens (I: 166; Ia: 198) - cheese (I: 166; Ia: 198) - chicken soup for colds (I: 186; Ia: 222) - hot stew and bread (I: 207; Ia: 246) - milk stored in stone crocks (I: 208; Ia: 247) - travel rations are kept in oiled paper packets (I: 277; Ia: 330) - some packages of travel rations are tight enough to keep out water (I: 277; Ia: 330) - rabbit (I: 281, 284; Ia: 334, 337) - tubers that taste like turnips (I: 306; Ia: 363) - roast lamb (I: 387; Ia: 461) - bread cheese pickles and lamb (I: 387; Ia: 461) - roasted potatoes and hot beef (I: 390; Ia: 465) - beef (I: 399; Ia: 475) - potato (I: 399; Ia: 475) - apple (I: 432; Ia: 514) - thin slices of gravy-covered beef (I: 458; Ia: 542) - mustard greens (I: 458; Ia: 542) - bread cheese & tea, trail rations (I: 483; Ia: 576) - ale (Two Rivers) (I: 5; Ia: 5) - pastries (Two Rivers) (I: 7; Ia: 9) - meatpies (Two Rivers) (I: 7; Ia: 9) - honeycakes (Two Rivers) (I: 7; Ia: 9) - mulled wine (Two Rivers) (I: 14; Ia: 17) - brown ale, made by innkeeper (Two Rivers) (I: 16; Ia: 19) - crusty loaves, pickles & cheese (Two Rivers) (I: 17; Ia: 20) - honeycakes (I: 17; Ia:20) - brandy (I: 17; Ia: 21) - cider (I: 17; Ia: 21) - ale (I: 17; Ia: 21) - wine (I: 17; Ia: 21) - clotted cream (Two Rivers) (I: 18; Ia: 21) - mulled cider (I: 18; Ia: 22) - apple cakes (I: 23; Ia: 28) - smokehouse (I: 53; Ia: 63) - well (I: 53; Ia: 63) - collecting eggs (I: 53; Ia: 64) - beans (I: 54; Ia: 64) - pea (I: 54; Ia: 64) - beets (I: 54; Ia: 64) - cabbage (I: 54; Ia: 64) - stew (I: 54-55; Ia: 64-65) - tea (I: 55; Ia: 66) - canister used to store tea (I: 56; Ia: 67) - lamb stew (I: 70; Ia: 84) - wild tuber (I: 282; Ia: 335) - young shoots (I: 282; Ia: 335) - Queen's Crowns mushrooms (edible) (I: 282; Ia: 335) - sweetcakes (II: 109) - mulled wine (II: 607) - beef tea, sweetbreads, mustard, horseradish, pickles, spiced wine (III: 217) (Tar Valon?) - oatcakes (III: 333, 446) - people sometimes take honey in their tea. (III: 563) - pudding (III: 625) - cookies (IV: 289) - candies (IV: 746) - sweet red candies (V: 568) - hash. (V: 646) - cooled mint tea. (VI: 106) - honey bread. (VI: 356) - plum punch. (VI: 377) - stewed pears. (VI: 477) - spiced, honeyed wine. (VI: 477) - berry tea, blueberry tea (VI: 548, 550) - melon punch (VI: 567) - food delicacies: pickled quail eggs, honey-smoked tongue, potted larks, goose-liver pudding, kippered eel. (VI: 588) 1.7 Inns and Taverns ~~~~~~~~~~~~~~~~ - not unusual for patrons of inn to be up and about early in the morning (I: 554; Ia: 659) - some inns have hidden gates (I: 159; Ia: 190) - yellow soap in an inn. (I: 162; Ia: 194) - a Gleeman can double an inn or taverns cutomers just by being there (I: 324; Ia: 386) - an honest innkeeper gives a gleeman room and board, and a bit beside, in return for the custom he brings by performing. (I: 324; Ia: 386) - some villages have more than one inn (note is of area between Whitebridge and Four Kings, but would apply anywhere) (I: 391; Ia: 466) - innkeeper in Four Kings locks his door (I: 403; Ia: 480) - innkeeper in four kings backhands waitress. (I: 394; Ia: 470) - not unusual for patrons of inn to be up and about early in the morning (I: 554; Ia: 659) - people dice in the common rooms. (III: 343) - women often sing in taverns. (III: 344) - inns often have sawdust on their floors. (III: 488) - once all inns had 2 or 3 Ogier rooms. (VI: 326) - there are taverns and gambling dens. (VI: 511) - taverns often have to amuse patrons, like the three interlocked metal rings and such. (VI: 614) 1.8 Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - some people think the White Tower is the next thing to Shayol Ghul (I: 117; Ia: 139) - many believe that the Aes Sedai are not to be trusted (I: 200; Ia: 238) - the Wheel weaves as the Wheel wills (I: 654; Ia: 779) - the Dragon's Fang is a stylized mark, usually black, in the shape of a teardrop balanced on its point (I: 662; Ia: 789) - the Dragon's Fang is drawn or scratched onto a door or building to accuse the people inside of evil (I: 662; Ia: 789) - Naming the Dark One: saying the true name of the Dark One draws his attention, inevitably bringing ill-fortune at best, disaster at worst. For that reason many euphemisms are used (I: 661; Ia: 788) - Aes Sedai are tricksome; they don't lie, not right out, but the truth an Aes Sedai tells you is not always the truth you think it is (I: 106; Ia: 126) - Aes Sedai do things for their own reasons, and those are not always the reasons you think (I: 106; Ia: 126) - blood and ashes (I: 107; Ia: 127) - it is part of the Pattern (I: 119; Ia: 142) - mud-footed villager (I: 149; Ia: 177) - snoring like a saw cutting an oak knot (I: 152; Ia: 181) - those from south of Baerlon are refered to as 'downcountry folk', the land south of Baerlon is refered to as 'downcountry' (I: 156; Ia: 186-187) - people with hay in their hair (I: 156; Ia: 186-187) - blood and ashes (I: 164; Ia: 196) - blood and ashes (I: 178; Ia: 211) - blood and ashes (I: 186; Ia: 221) - blood and ashes (I: 192; Ia: 229) - only a fool puts his hand in a hornet nest until he absolutely has to (I: 192; Ia: 229) - blood and ashes (I: 208; Ia: 247) - blood and ashes (I: 223; Ia: 265) - War cry: For the Seven Towers (I: 223; Ia: 265) - War cry: Mantheren! Manetheren! (I: 223; Ia: 265) - War cry: Carai an Caldazar! Carai an Ellisande! Al Ellisande! (I: 223; Ia: 265) - War cry: Carai an Caldazar, Carai an Ellisande, Al Ellisande -Old Tongue For the honor of the Red Eagle, For the honor of the Rose of the Sun, The Rose of the Sun; ancient warcry of Manetheren, and the warcry of it's last king, Eldrene was called the Rose of the Sun (I: 228; Ia: 271) - blood and ashes (I: 226; Ia: 269) - the Shepherd of the Night swallow her/him/them up (I: 265; Ia: 315) - Light help (me/you/him/her/them) (I: 295; Ia: 351) - burn me (I: 301; Ia: 358) - open that basket of snakes (I:305; Ia: 362) - blood and ashes (I: 330; Ia: 392) - Light burn you (I: 334; Ia: 398) - blood and ashes (I: 336; Ia: 400) - face red as a beet (blushing) (I: 340; Ia: 404) - blood and ashes (I: 341; Ia: 406) - blood and ashes (I:356; Ia: 424) - the Light blind [me] (I: 361; Ia: 431) - blood and ashes (I: 359; Ia: 428) - blood and ashes (I: 370; Ia: 441) - blood and ashes (I: 368; Ia: 439) - blood and ashes (I: 385; Ia: 459) - blood and ashes (I: 406; Ia: 484) - I'll lay oath on it (I: 418; Ia: 497) - blood and ashes (I: 421; Ia: 502) - rumor of encounter with darkfriends (I: 422; Ia: 502) - blood and ashes (I: 429; Ia: 511) - Light send it so (I: 439; Ia: 522) - Light Illumine (her) (I: 440; Ia: 524) - Light blast you (I: 442; Ia: 527) - Light blind you (I: 446; Ia: 530) - Light help us (I: 446; Ia: 530) - blessing me out (scoulding) (I: 449; Ia: 533) - Light illumine the Queem (I: 450; Ia: 535) - you look as if your bellies are gnawing at your backbones (I: 455; Ia: 541) - Light send (I: 467; Ia: 556) - thank the Light (I: 482; Ia: 374) - the Lght send they are well (I: 482; Ia: 575) - blood and ashes (I: 488; Ia: 582) - thank the Light (I: 500; Ia: 596) - it's a courtesy to exchange names (I: 503; Ia: 599-600) - Light send that day is far off (I: 504; Ia: 602) - nothing bothers a cat for long, not even someone trying to stick him in a sack (I: 519; Ia: 619) - blood and ashes (I: 520; Ia: 620) - Light help me (I: 520; Ia: 620) - the Light illumine you (I: 522; Ia: 623) - the Light illumine me (I:524; Ia: 624) - blood and ashes (I: 175; Ia: 208) - blood and ashes (I: 536; Ia: 639) - the Wheel weaves as the Wheel wills (I: 510, 515; Ia: 610, 614) - An Aes Sedai never lies, but the truth she speaks may not be the truth you think you hear (I: 540; Ia: 644) - the Wheel weaves as the Wheel wills (I: 592; Ia: 705) - no man can stand in the Shadow so long that he cannot find the Light again (I: 598; Ia: 712) - Carai -- cah-REYE (I: 661; Ia: 787) - an -- ahn (I: 661; Ia: 787) - Caldahzar -- cal-dah-ZAHR (I: 661; Ia: 787) - light Illumine you (I: 556; Ia: 661) - blood and ashes (I: 559; Ia: 664) - It will be as the Wheel weaves (I: 566; Ia: 674) - blood and ashes (569; Ia: 678) - Light illumine and protect us (I: 573; Ia: 683) - Bloody Light (I: 573; Ia: 683) - burn [you] (I: 358, 359; Ia: 427) - burn me (I: 278; Ia: 330) - blood and ashes (I: 580; Ia: 690) - blood and bloody ashes (I: 580; Ia: 690) - blood and ashes (I: 178; Ia: 211) - blood and ashes (I: 595; Ia: 708) - Light Protect us (I: 599; Ia: 713) - all women are Aes Sedai (I: 615; Ia: 732-733) - the Light blind you (I: 629; Ia: 749) - the Light burn you (I: 632; Ia: 753) - the Light wills it (I: 637; Ia: 758) - the Wheel weaves as the Wheel wills (I: 644; Ia: 767) - Burn me (I: 648; Ia: 772, 773) - the Wheel weaves as the Wheel wills (I: 654; Ia: 779) - Shai'tan is the name of the Dark One and a dangerous name to say aloud (I: x; Ia: x) - women referred to as goodwife or Mistress. (I: 6; Ia: 7) - The Light shine on [me/you/etc.]. (I: 7; Ia: 8, 81) - the Light shine on me (I: 10; Ia: 12) - belief & saying of many southern people "The Dark One and all of the Forsaken are bound in Shayol Ghul, beyond the Great Blight, bound by the Creator at the moment of Creation, bound until the end of time. The hand of the Creator shelters the world, and the Light shines on us all" (I: 12; Ia: 14) - Shepherd of the Night, aka the Dark One (I: 12; Ia: 14) - may the Light shine on you (I: 13; Ia: 16) - Burn [me/you/etc.] [for a fool]. (I: 11; Ia: 13, 427) - blood and ashes (I: 12; Ia: 14) - nervous as a cat in a dog run (I: 20; Ia: 23) - naming the Dark One (I: 30; Ia: 36) - burn me (I: 34; Ia: 40) - Light (benidiction) (I: 34; Ia: 40) - blood and ashes (I: 35; Ia: 41) - staring like a moonstruck lamb (I: 35; Ia: 42) - stop acting like a black-veiled Aiel (I: 46; Ia: 54) - burn me (I: 46; Ia: 54) - careful as a mouse exploring a hawks nest (I: 61; Ia: 73) - frozen like a rabbit that's seen a hawk's shadow (I: 68; Ia: 81) - the Aiel were believed to be savages, and still are by many (I: 70-71; Ia: 84) - someone who seems to be inviting ill fortune is often said to be "Naming the Dark One" (I: 661; Ia: 788) - Aes Sedai saying (women) "There is no rock so strong that water or wind cannot wear it away, no fire so fierce that water cannot quench it or wind snuff it out" (I: 663; Ia: 791) - The Wheel weaves as the Wheel wills. (I: 78; Ia: 92) - Dragon's Fang, a teardrop balanced on it's point, used to accuse someone of being evil or to bring bad luck (I: 80; Ia: 96) - men referred to as Goodman or Master. (I: 83; Ia: 99) - burn me (I: 83; Ia: 98) - ran like chickens with a fox in the henyard (I: 83; Ia: 99) - help from an Aes Sedai was sometimes worse than no help at all (I: 84; Ia: 99) - Aes Sedai gifts always had hooks in them (I: 84; Ia: 99) - [He/She/etc.] has the Dark One's own luck. (I: 91; Ia: 109) - Aes Sedai do what they do for reasons of their own, and they aren't always the reasons others think (I: 84; Ia: 100) - is there a story with a Aes Sedai where she isn't a villian (I: 85; Ia: 102) - The Light consume you. (I: 101; Ia: 120) - The truth an Aes Sedai tells you is not always the truth you think it is. (I: 106; Ia: 126) - No use trying to put a broken egg back in the shell. (I: 107; Ia: 127) - The Light willing. (I: 107; Ia: 128) - Care and a long life go together. (I: 115; Ia: 137) - What is done is already woven in the Pattern. (I: 118; Ia: 140) - Better to spit in a wolf's eye than to anger an Aes Sedai. (I: 139; Ia: 166) - Light-blinded fool (I: 150; Ia: 179) - wool-headed (I: 150; Ia: 179) - In the name of the Light (I: 153; Ia: 183) - The Light send that [whatever]. (I: 191; Ia: 228) - Sometimes you have to grab the wolf by the ears. (I: 196; Ia: 232) - When you have a wolf by the ears, it's as hard to let go as it is to hang on. (I: 196; Ia: 232) - Whether the bear beats the wolf or the wolf beats the bear, the rabbit always loses. (Two Rivers) (I: 199; Ia: 236) - Men think with the hair on their chests. (I: 200; Ia: 239) - If you watch the wolf too hard, a mouse will bite you on the ankle. (I: 267; Ia: 318) - If wishes were wings, sheep would fly. (I: 276; Ia: 328) - Teach him how you will, a pig will never play the flute. (I: 318; Ia: 378) - No eye can see the Pattern until it is woven. (I: 351; Ia: 418) - No one is so lost he cannot be brought to the Light. (I: 380; Ia: 454) - good-riddance and soonest-mended (I: 390; Ia: 465) - the price of Aes Sedai is always smaller than you can believe, always greater than you can imagine (I: 426; Ia: 507) - The Light blind [me/you/etc.]. (I: 434; Ia: 517) - Even a blind pig finds an acorn sometimes. (I: 441; Ia: 525) - bloody (I: 473; Ia: 561) - blood-be-damned (I: 490; Ia: 584) - What is already woven cannot be undone. (I: 559; Ia: 665) - An Aes Sedai's gift is bait for a fish. (II: 34) - Talk shears no sheep. (II: 34, VI: 941) - May you shelter in the palm of the Creator's hand. (II: 524) - A south wind brings a warm guest, a north wind brings an empty house. (II: 34) - A pig painted gold is still a pig. (II: 34) - A fool's words are dust. (II: 34) - A bird cannot teach a fish to fly, nor a fish teach a bird to swim. (II: 126) - The best of men are not much better than housebroken. But then, the best of them are worth the trouble of house-breaking. (II: 139) - Patience is a virtue that must be learned. (II: 335) - A stick and honey always work better than a stick alone. (II: 553) - Let's see how the shoe nails on your foot. (III: 48) - Be on them like a duck on a beetle. (III: 51) - For the Love of the Light. (III: 53) - Better ten days of love than years of regretting. (III: 57) - When Whitecloaks give a gift, search for the poisoned needle in it. (III: 61) - Better to embrace the sun than to anger an Aes Sedai. (III: 89) - Men are too blind to see what a stone could see, and too stubborn to be trusted to think for themselves. (III: 98) - To anger an Aes Sedai is to put one's head in a hornet's nest. (III: 98) - Always plan for the worst and all your surprises will be pleasant ones. (III: 143) - Go in the Light. (III: 151) - Should and would build no bridges. (Lini) (III: 164) - A man is the easiest animal to put on a leash, and the hardest to keep leashed. (III: 214) - the greasy end of the stick (short end of the stick) (III: 218) - out of round (out of joint) (III: 248) - taken by the Dragon (crazy) (III: 273) - like a bear with a sore tooth (angry) (III: 293) - build a bridge of straw (III: 293) - A stone wall stops a blind woman as surely as one who can see it. (III: 318) - as tricksome as a cat (III: 324) - If you want the fun of the jig, you have to pay the harper sooner or later. (III: 326) - as healthy as a bull (III: 327) - black-veiled Aiel (someone violent) (III: 383) - It's better to be the hammer than the nail. (III: 442) - jump like a frog on a hot rock (III: 506) - make calf-eyes at (moon over) (III: 526) - Pull wool and scratch gravel (bow and scrape) (III: 530) - six up, half-dozen down (III: 531) - tiptoeing on eggs (walking on eggs) (III: 545) - Do not cut off your ears because you do not like your earrings. (III: 557) - A man will cut off his own hand to get rid of a splinter before asking help from an Aes Sedai. (IV: 16) - bless [you/him] out (chew [you/him] out) (IV: 95) - You can weave silk from pig bristles before you can make a man anything but a man. (Lini) (IV: 122) - A weeping woman is a bucket with no bottom. (Lini) (IV: 125) - A hard patch to hoe. (IV: 126) - Burn my soul. (IV: 165) - If wishes were wings, pigs would fly. (VI: 233) - Ogier's oath on it. (IV: 244) - Ogier oathbreaker (oxymoron) (IV: 246) - getting under my coat (getting under my skin) (IV: 251) - Poke the meekest dog too often, and he will bite. (IV: 271) - To anger the Ogier and pull the mountains down on your head. (IV: 303) - Smooth words make smooth companions. (IV: 325) - Borrow trouble, and you repay tenfold. (IV: 325) - pull [his/her] bacon off the coals (IV: 397) - putting [your/his] horse at a ten-foot fence (IV: 338) - caught between two millstones (between a rock and a hard place) (IV: 503) - tug [your/one's] forelock (IV: 530) - to set the sun afire (raging anger) (IV: 542) - chew rocks (lecture) (IV: 554) - Believe nothing you hear, and only half of what you see. (IV: 601) - Swing a hammer in haste, and you usually hit your own thumb. (IV: 680) - Wanting won't make a stone cheese. (IV: 702) - ride [you/one] out of town on a rail (V: 37) - juicier than a fiddler's whelp (drunk) (V: 81) - A spoonful of hope, and a cup of despair. (V: 134) - A man is a man, on a throne or in a pigsty. (Lini) (V: 150) - A shoat squealing under the fence just attracts the fox, when it should be trying to run. (V: 157) - Not thinking about a thorn doesn't make it hurt your feet less. (V: 163) - A fool puts her hand into a hollow tree without finding out what's inside first. (Lini) (V: 184) - If you don't look for snakes, you cannot complain when one bites you. (Lini) (V: 196) - It will snow in Tear before... (V: 203) - fools whistling in a high wind (V: 204) - He who strains to hear a whisper who refuses to hear a shout. (V: 211) - Promises buy small cups of wine. (V: 231) - A gnarled old branch dulls the blade that severs a sapling. (Lini) (V: 249) - When the honey's out of the comb, there's no putting it back. (V: 250) - Better to face the bear than run from it. (Lini) (V: 250) - Men are only good for three things, though very good for those. (one of those things is dancing.) (V: 253) - A fool puts a burr under the saddle before [he/she] rides. (Lini) (V: 254) - Dragging feet never finish a journey. (Lini) (V: 256) - You cannot hold the sun at dawn. (Lini) (V: 387) - Who reaches for the sun will be burned. (V: 396) - Even a queen stubs her toe, but a wise woman watches the path. (Lini) (V: 398) - As tight as the skin on an apple. (cheap) (V: 423) - A man is an oak, a woman a willow. (V: 437) - crack [your/one's] teeth (open [your/one's] mouth) (V: 474) - The fox often offers to give the duck its pond. (V: 518) - The louder a man tells you he's honest, the harder you must hold on to your purse. (V: 518) - Waiting turns men into bears in a barn, and women into cats in a sack. (Lini) (V: 540) - An open sack hides nothing, and an open door hides little, but an open man is surely hiding something. (Lini) (V: 563) - the last brick on the cart that broke the axle (the straw that broke the camel's back) (V: 568) - chasing a wild horse (wild goose chase) (V: 575) - "Wish" and "want" trip the feet, but "is" makes the path smoother. (Lini) (V: 598) - The Creator made women to please the eye and trouble the mind. (V: 625) - A clean wound heals quickest and hurts shortest. (V: 636) - It's too late to change your mind after you've jumped off the cliff. (Lini) (V: 685) - A slow horse does not always reach the end of the journey. (VI: 48) - The right medicine always tastes bitter. (VI: 52) - Dance with her, and she will forgive much; dance well, and she will forgive anything. (VI: 111) - What cannot be changed must be endured. (VI: 145) - A lion survives by being a lion, and a mouse by being a mouse. (VI: 155) - The pig does not ask the frog's permission before dining. (VI: 157) - turn and turn about (turn about's fair play) (VI: 204) - head too big for his cap (too big for his britches) (VI: 215) - sweating like a horse (sweating like a pig) (VI: 222) - cracking pecans with a sledgehammer (VI: 226) - What you need isn't always what you want. (VI: 243) - sure as a duck has feathers (does a bear s**t in the woods) (VI: 245) - jumpy as a cat in a dogyard (VI: 249) - don't care a twig (don't give a hoot, don't care a fig) (VI: 301) - apple or the whip (carrot or the stick) (VI: 369) - meek as milk (VI: 469) - You can't put the honey back in the comb. (Lini) (VI: 489) - cutting the fool (playing the fool) (VI: 507) - jump out of the tree, and into the bear pit (out of the frying pan, into the fire) (VI: 507) - stick a pole through the spokes (put a fly in the ointment) (VI: 509) - Fools only listen to themselves. (VI: 511) - mudfoot (country bumpkin) (VI: 531) - A goose walked over my grave. (shivers) (VI: 550) - If you pursue two hares, both will escape you. (VI: 550) - easy as stealing a pie (easy as taking candy from a baby) (VI: 560) - have a bee in [one's] ear (have a bee in [one's] bonnet) (VI: 560) - Cheer the bull, or cheer the bear; cheer both, and you will be trampled and eaten. (VI: 570) - have a bee up [one's] nose (have a bee in [one's] bonnet) (VI: 633) - make a bull out of a mouse (make a mountain out of a molehill) (VI: 598) - lightskirt (a kept woman/mistress/slut?) (VI: 626) - The only man completely at peace is a man without a navel. (VI: 674) - A young lion charges quickest, and when you least expect it. (Lini) (???) - There's no point letting honey age too long before you eat it. (Lini) (???) - ganser - old man? (VII: 61) - give an Aes Sedai a finger, and she took your whole arm, unless she decided to take more (VII: 74) - Lie like wool merchants (VII: 168) - like pulling a back tooth (VII: 171) - the weak must be bold cautiously (VII: 173) - if you believe a servant knew twice what he should, you only knew half the truth (VII: 174) - bucket of horse sweat (curse?) (VII: 176) - pluck the goose that's in front of you (VII: 179) - caution until you're sure, and then a little more caution (an old saying) (VII: 229) - An ignorant woman who keeps her mouth shut will be thought wise (old saying) (VII: 231) - Keeping the first secret always means keeping ten more (old saying) (VII: 231) - if you wish to see what a man is made of, push him from a direction he doesn't expect (VII: 337) - Love of the Light (VII: 368) - everyone knew that a man did not achieve his proper wit, such as they were, until ten years later than a woman (VII: 369) - I doubt nine feather dancers with a shipload of brandy could corrupt him, they wouldn't know where to begin (VII: 369) - the blindest are those who keep their eyes shut (Quote, from where?) (VII: 401) - only fools kiss hornets or bite fire (VII: 425) - you can never put honey back in the comb (VII: 482) - blood and fire (VII: 563) - women keep promises in their own way (VII: 580) - there are only two time when a woman admitted she was wrong: when she wanted something, and when it snowed at midsummer (VII: 595) - love of the Light (VII: 604) 1.9 Recreation and Leisure Time ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - a good host tries to engage thier guests (I: 589; Ia: 701) - men smoke pipes (I: 5; Ia: 5) - farmers make much of their own furniture, if they have any skill for it (I: 54; Ia: 65) - bowls and spoons are wooden (carved during free time)(I: 55; Ia: 66) - playing tag (learning stalking) (I: 61; Ia: 73) - picnics in the Westwood (I: 118; Ia: 141) - men smoke in Baerlon (I: 176; Ia: 210) - tabac -- tah-BAHK (I: 667; Ia: 797) - tabac is a weed, widely cultivated (I: 667; Ia: 797) - tabac leaves are dried and cured, and are burned in pipes, the fumes are inhaled (I: 667; Ia: 797) - desc of game? (V: 229) - there are fairs, with games like the shells and pea con. (VI: 439) - there are "gambling dens" (VI: 511) - taverns often have to amuse patrons, like the three interlocked metal rings and such. (VI: 614) 1.9.1 Art and Literature ~~~~~~~~~~~~~~~~~~ SEE ALSO: 57.3 SONGS & 57.4 STORIES - books are hard to come by (I: 55; Ia: 65) - few peddlers carry more than a handfull of books (I: 55; Ia: 65) - some books are wood-bound (I: 55; Ia: 65) - not everyone can read. (I: 532; Ia: 634) - painting on stretched canvas is a new fashion. (V: 17) - reference to a printer (V: 652) - printing presses exist. (VI: 296) - Fan talk: closed fan tapped on wrist: I am giving your suggestion serious thought (VII: 130) 1.9.2 Board and Tile Games ~~~~~~~~~~~ - spin, an ancient game played with tiles? (V: 389) - desc of Snakes and Foxes game (VI: 456) - dominoes is played. (VI: 613) 1.9.3 Card Games ~~~~~~~~~~ - few who are not wealthy or noble play cards. (III: 522) - cards are the game of the upper class, dice the game the lower. (IV: 61-62) - desc of card deck - rulers are the best card, the deck has five suits, cards are hand-painted (IV: 61-62) - one card game is chop, five cards are dealt out. (IV: 62) - cups is the highest suit - the ruler of cups is portrayed as the ruler of nation where the deck is made/played. (IV: 64) - 5 of a kind is the highest hand. (IV: 64-65) - in chop, you buy a card or "stack" (fold?). (IV: 69) - the suit of Flames is the lowest suit, depicted (in Tear, at least), as the Amyrlin with a flame on the palm of her hand. (IV: 70) - other suits are Rods, Coins and Winds. (IV: 71-72) 1.9.4 Dice Games ~~~~~~~~~~ - people game with one of two sets of five dice, one with numbered pips, the other with symbols (including crowns). The second set is more popular. (III: 228) - people dice in the common rooms. (III: 343) - dice games played with 2 -3 dice: crowns, fives, maiden's ruin (III: 343) - throwing 5 crowns equals a king? (III: 344) - dice games - Crowns, with crowns and roses on the dice, played with five dice - Compass, played with four dice, 6's are high. (III: 580) - weighted dice are known to exist. (III: 580) - dice are usually made from bone or wood. (III: 581) - the six die has spots in a circle, not our 2x3 pattern. (III: 581) - rolling 13 is nearly as unlucky as rolling 2 (Dark One's Eyes) in most dice games. (VI: 619) - dice are marked with crowns, stars, cups, roses and rods. (VI: 640) - 3 crowns, rose, rod beats 2 crowns, 2 stars and cup (VI: 641) 1.9.5 Fireworks ~~~~~~~~~ - description of fireworks and how they work: (III:472-473) (Jak) "Each pocket held a wax-coated cylinder of paper just long enough for it's end, trailing a dark cord, to stick out..... "'Attend me first, I say! These smallest, the will make a loud bang, but no more.' There were the size of his little finger. "'These next, they will make a bang and a bringt light. The next, they make the bang, and the light, and many sparkles. The last' -- these were fatter than his thumb -- 'make all of those things, but the sparkles, they are of many colors. Almost like a nightflower, but not up in the sky.' "'You must be especially careful of these. You see, the fuse, it is very long.' she saw his blank look, and waggled one of the long, dark cords at him. 'This, this!' "'Where you put the fire. I know that.' "'Where you put the fire. Yes. Do not stay close to any of them, but these largest, you run away from when you light the fuse. You comprehend me? Remember, you must never put this close to fire. Fire will make them all explode. So many as this at once, it could destroy a house, maybe. And there is one last thing, which you may have heard. Do not cut open any of these, as some great fools do to see what is inside. Sometimes when what is inside touches air, it explode without the need of fire. You could lose fingers, or even a hand.'" - description of fireworks: (III: 516-517) (Jak) "...he slit along the length of the tube. It _was_ a tube, and of paper, as he had thought--he had found bits of paper on the ground after fireworks were set off, back home--layers of paper, but all that filled the inside was something that looked like dirt, or maybe tiny gray-black pebbles and dust. 1.9.6 Gleemen ~~~~~~~ SEE ALSO: 57.0 MUSIC AND LITERATURE - gleeman (I: 39-45; Ia: 45-53) - gleemen wear patched cloaks. (I: 39; Ia: 46) - gleemen know slight of hand tricks (I: 40-44; Ia: 48-) - gleemen know tumbling (I: 43; Ia: 50) - gleemen know juggling (I: 43; Ia: 50-51) - 6 ball circle (I: 43, 44; Ia: 51) - 3 balls in each hand (I: 43, 44; Ia: 51) - 6 ball loop (I: 44, 51) - gleemen eat fire (I: 45; Ia: 53) - harp (I: 45; Ia: 53) - flute(I: 45; Ia: 53) - gleeman know slight of hand tricks and can handle knives (I: 134; Ia: 160) - Gleemen seen more often in cities (I: 176; Ia: 210) - bards and gleemen know three ways to tell most stories: High Chant, Plain Chant and Common (I: 177; Ia: 210-211) - bards and gleemen don't like to use Common, as it is like passing information, and has little drama (I: 177; Ia: 210-211) - lessons for an apprentice gleeman: playing flute, learning stories, tumbling, juggling, handstands (I: 298-299; Ia: 354-355) - only gleemen, Tinkers and peddlers can freely enter the Waste. (I: 315; Ia: 374) - an honest innkeeper gives a gleeman room and board, and a bit beside, in return for the custom he brings by performing. (I: 324; Ia: 386) - there hasn't been a gleeman in Whitebridge in some time (I: 324; Ia: 385) - a Gleeman can double an inn or taverns cutomers just by being there (I: 324; Ia: 386) - an honest innkeeper gives a Gleeman room and board and a good bit besides (I: 324; Ia: 386) - most villages in Andor don't even see a Gleeman once a year. (I: 391; Ia: 466) - there are no known female gleemen. (II: 382) - gleemen tricks also include eating fire or sleight-of-hand like pulling a scarf from the air. (III: 581) - gleemen gear - hoops, firewands, items for sleight-of-hand tricks. (IV: 106) - gleemen also perform backsprings, handstands and flips. (IV: 106) - a gleeman is a traveling storyteller, musician, juggler, tumbler, and all-around entertainer (I: 664; Ia: 791) - gleemen are known by their trademark cloaks of many-colored patches (I: 664; Ia: 791-792) - gleemen perform mainly in villages and smaller towns (I: 664; Ia: 792) - larger towns have entertainment other than gleemen (I: 664; Ia: 792) 1.9.7 Music and Dance ~~~~~~~~~~~~~~~ SEE ALSO: 57.2 MUSICAL INSTRUMENTS & 57.3 SONGS - fiddle (I: 127; Ia: 152) - flute (I: 127; Ia: 152) - harp (I: 45; Ia: 53) - flute(I: 45; Ia: 53) - desc of dance and jig (I: 206-207; Ia: 244-245) - 12-string bittern. (II: 156) - desc of instruments (II: 462) - dances include jigs and reels. (III: 324) - instruments - bittern, flute, harp, hammered dulcimer (III: 343) - women often sing in taverns. (III: 344) - kettle drum (IV: 159) - zither (V: 169) - harp (VI: 614) - line-dance. (VI: 653) 1.9.8 Shows ~~~~~ - juggling: fountains, figure-eights six-ball circle (I: 389; Ia: 463) - people in the big cities in the south (Tear, Illian, Ebou Dar) like tightrope walkers and slackwire artists (I: 303; Ia: 360) - juggling: triple crossover (I: 304; Ia: 361) - juggling 6 ball circle (I: 43, 44; Ia: 51) - juggling 3 balls in each hand (I: 43, 44; Ia: 51) - juggling 6 ball loop (I: 44, 51) - tumblers hire out as entertainers. (II: 147) - a stage magician is passed off as an Aes Sedai in the entertainments of Foregate. (II: 376) - the idea of actors (called players) performing a story, rather than someone narrating it, is quite new. (II: 383) - performers juggle with hoops, as well as balls. (II: 460) - tumblers perform in groups, oil their bodies? (II: 461) - there are street performers, including jugglers. (III: 487) - numerous traveling menageries, which might have lions, bears, a capar, birds and other animals. (V: 185) - a highwalker in the menagerie. (V: 232) - horse handlers in the menagerie are general labor and have no performing talent. (V: 234) - court fools paint their faces, one of the menageries comes up with the idea of circus clowns. (V: 412) - raree shows. (V: 469) 1.9.9 Sports and Games of Skill ~~~~~~~~~~~~~~~~~~~~~~~~~ - pins are used in the game of bowls. (III: 471) - people fly kites? (IV: 111) - game of beating stuffed bladder along ground with sticks. (V: 31) - game of Bounce, the object is to keep a wooden ball bouncing on a paddle. (V: 184) - people race horses and bet on the races. (VI: 110) - flip is an Aiel game of tossing knife into the ground. (VI: 305) - zara - a strange, evil game from Age of Legends. (VI: 346) - game of rolling hoops (VI: 540) 1.9.10 Stones and Tcheran ~~~~~~~~~~~~~~~~~~ - game of stones (I: 10; Ia: 11) - stones (I: 520; Ia: 620) - stones are placed on cross-hatchings of board. (III: 527) - stones placed on intersection of lines. (III: 529) - description of a game of stones: (III: 573) (Jak) "...he set a white stone on the intersection of two lines; in three moves, he would capture nearly a fifth of Thom's black stones." "...Mat reached for another stone from the pile at his elbow, then blinked and let it lie. In the same three moves, Thom's stones would surround over a third of his." - black goes first in stones. (IV: 107, 111) - tcheran (chess?) - a game from the Age of Legends - (VI: 143) - pieces on a board - Counselors and Spires are high-ranked pieces - a daring way to capture opponent's High Counselor and turn it to your side is to sacrifice your Spires in a false attack - Game of stones (VII:43) - Stones board (VII: 365) 1.9.11 Toys ~~~~ - children play hide and seek. (I: 339; Ia: 403) - Kiss the Daisies is a village kissing game. (IV: 65) - toys - dolls, hoops, carved horses, doll with a glass face. (IV: 683) 1.10 References to Dead Nations and Countries ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SEE ALSO: 10.8 SHADAR LOGOTH; 28.0 & 29.0 MALKIER - the War of the Hundred Years is a series of overlapping wars amoung constantly shifting alliances (I: 669; Ia: ) - the wars started with the death of Artur Hawkwing and the struggle for his empire (I: 669; Ia: 798) - the wars lasted from FY 994 to FY 1117 (I: 669; Ia: 798) - the wars depopulated large parts of the lands originally controlled by Hawkwing (I: 669; Ia: 798) - there are very few records from during the war (I: 669; Ia: 799) - the wars ended with Hawkwings empire being pulled apart, forming the nations that presently stand (I: 669; Ia: 799) - the Trolloc Wars started about 100 AB and lasted more than 300 years (I: 668; Ia: 797) - History: Artur Hawkwing (I: 366-367; Ia: 436-438) - Manetheren was a thorn to the Dark One's foot (I: 235; Ia: 279) - the Ogier tried to get to Manetheren, to help (I: 465; Ia: 552) - Waygate at Manetheren (I: 571; Ia: 680) - Manetheren is remembered in the Borderlands (I: 600; Ia: 715) - Carai -- cah-REYE (I: 661; Ia: 787) - an -- ahn (I: 661; Ia: 787) - Caldahzar -- cal-dah-ZAHR (I: 661; Ia: 787) - Carai an Caldahzar - (Old Tongue) "For the honor of the Red Eagle", battle cry of the last king of Manetheren (I: 661; Ia: 787) - Carai an Ellisande - (Old Tongue) "For the honor of the Rose of the Sun", battle cry of the last king of Manetheren (I: 661; Ia: 787) - Covenant of the Ten Nations: a union formed in the centuries after the Breaking (circa 200 AB) (I: 661; Ia: 787) - the Covenant of the Ten Nations was dedicated to the defeat of the Dark One (I: 661; Ia: 787) - the Covenant of the Ten Nations was broken by the Trolloc Wars (I: 661; Ia: 787) - Manetheren -- mahn-EHTH-ehr-ehn (I: 665; Ia: 793) - Manetheren was one of the Ten Nations that made the Second Covenant (I: 665; Ia: 793) - Manetheren was also the name of the nations capital (I: 665; Ia: 793) - both city and nation of Manetheren were destroyed in the Trolloc Wars (I: 665; Ia: 793) - Mantheren held for ten days against forces that should have overwhelmed them in an hour (I: 111-112; Ia: 133) - in the end, Mantheren fell because the help they were promised did not come (I: 112; Ia: 133) - the Mantheren army, bolstered by volunteers, men and women, where driven back to where Emond's Field (I: 112; Ia: 133-1334) - when the army finally lost, Aemon, the king, was killed; in vengence, Eldrene slew the Dreadlords with the One Power, she drew so much it consumed her and the city of Mantheren (I: 112-113; Ia: 134) - War cry: Mantheren! Manetheren! (I: 223; Ia: 265) - War cry: Carai an Caldazar! Carai an Ellisande! Al Ellisande! (I: 223; Ia: 265) - War cry: Carai an Caldazar, Carai an Ellisande, Al Ellisande -Old Tongue For the honor of the Red Eagle, For the honor of the Rose of the Sun, The Rose of the Sun; ancient warcry of Manetheren, and the warcry of it's last king, Eldrene was called the Rose of the Sun (I: 228; Ia: 271) - the blood of Arad's line is still strong in the Two Rivers (I: 228; Ia: 271) - Dal Calain was a nation (?) before the Trolloc Wars (VII: 299) - Tovans were a stark and disapproving people, abstemious to the point of pain; at least they had been, a thousand years gone and more. (VII: 363) - Barashandan pledge: Honor's Truth -- Accepted by Barashandan lord: The Honor of blood; the truth of blood (VII: 615) 1.11 River and Sea Boats ~~~~~~~~~~~~~~~~~~~ - using a tallowed lead to check depth of a river (I: 296; Ia: 352) - sailor wearing hair in pigtail (I: 298; Ia: 353) - sailor with blue star tattooed on cheek (I: 298; Ia: 353) - tasks on board a river boat: coiling line, cleaning pots, crawling into the bilges to look for leaks (I: 298; Ia: 354) - trader's boats tie up for the night (I: 257; Ia: 305) - the River Spray is 80 feet long, and was not made to carry horses. (I: 257; Ia: 305) - the Spray has six oars to a side, and a steering oar. (I: 260; Ia: 308) - riverboats use oars as well as sails (I: 260; Ia: 308) - riverboat use a stearing oar instead of a rudder (I: 260; Ia: 308) - captain's cabin on Spray (I: 260-261; Ia: 309) - the largest cabin in the Spray is in the stern, the width of the boat. (I: 260-261; Ia: 309) - the Spray has sails. (I: 296; Ia: 352) - sailors go barefoot for sure purchase on the decks. (I: 298; Ia: 353) - sailor wearing hair in pigtail (I: 298; Ia: 353) - sailor with blue star tattooed on cheek (I: 298; Ia: 353) - tasks on board a river boat: coiling line, cleaning pots, crawling into the bilges to look for leaks (I: 298; Ia: 354) - smoothstones are used to scrub the decks. (I: 301; Ia: 358) - mast on the Spray is fifty feet high (I: 301; Ia: 357) - oilskin bags stuffed with wool are used to protect ships from the docks. (I: 319, 320; Ia: 379, 381) - Spray is the first boat down from Saldaea this year (I: 321; Ia: 382) - sailors use short bows to protect the ship when necessary. (I: 322; Ia: 382) - 1000 gold is more than river ship captain Bayle Doman would clear in three years. The commissioned voyage from Illian to Mayene and back would normally cost 200 gold. (II: 158) - description of the River Spray: (II: 160) (Jak) "Spray was eighty feet long, with two masts, and broad in the beam, with room for deck cargo as well as in the holds." - ships used by the Aes Sedai, and how they're loaded up and such (II: 212) - Seanchan ships are tall and boxy. (II: 419) - Seanchan ships have wooden towers at the bow and stern. (II: 420) - the Spray has triangular sails. (II: 420) - Seanchan ships are as large as those of the Sea Folk. (II: 424) - the ships of Toman Head have sharp bows and slanted sails. (II: 424) - the Grey Gull - three-masted ship (III: 359) - ship is 15-20 spans long, with a flat, railed deck. (III: 360) - the Grey Gull has triangular sails, slanted booms and sweep oars. (III: 360) - the captain's cabin is the width of the stern. (III: 362) - a gold crown fee to sleep on the deck and eat with the crew is an outrageous price, because of the war. (III: 362) - the cost is 10 gold crowns for a cabin. (III: 363) - there are six passenger cabins, one for the captain, and one for the mate. (III: 363) - below-decks is a narrow hallway lined with doors. (III: 364) - it has two small windows, and a pair of lamps on the wall. (III: 365) - the Snow Goose is a two-masted river ship. (III: 402) - Faile was charged just under three silver marks for river passage from Remen to Illian? (III: 402) - the Blue Crane, a river ship, has square sails (III: 420) - the Darter is twice as wide as the Blue Crane. (III: 459) - description of boats: (III: 461) (Jak) "...nearly a dozen vessels were under way in sight, ranging from a long, sharp-prowed splinter darting upriver against the current, pushed by two triangular sails, to a wide, bluff-bowed ship with square sails, still wallowing along well to the north. - the price of four pieces of heartstone would buy a trading ship. (III: 565) - sailors wear wide leather trousers. (IV: 173) - description of a Sea Folk raker ship: (IV: 307) (Jak) "The Sea Folk raker was easily a hundred paces long, half again as large as the next vessel in sight, with three great towering masts at the stern." - Sea Folk ships are very narrow for their length. (IV: 309) - Sea Folk ships are the only ships that use a steering wheel instead of a tiller to steer. (IV: 310) - the interior of the Sea Folk ship is larger than usual. (IV: 311) - desc of Seanchan ships - they have ribbed sails (IV: 312) - the "vast" sum of 3000 gold is considered necessary to convince a Sea Folk Sailmistress to change her sail plans, enough money to buy at least one ship, and probably more. (IV: 314) - the Sea Folk raker has square and triangular sails. (VI: 326) - it takes 7-10 days for an Sea Folk raker to sail to Tanchico from Tear, an unbelievable speed for any other type of ship. The next fastest ship would take 15 days, and a coasting craft could take up to 100. (IV: 335) - half of the crew of a Sea Folk ship is female. (IV: 569) - desc of longboat and use (VII: 532-533) 1.12 Sicknesses and Diseases ~~~~~~~~~~~~~~~~~~~~~~~ SEE ALSO: 57.1 HERBAL REMEDIES - chicken soup for colds (I: 186; Ia: 222) - yellow eye fever (I: 34, 484; Ia: 41, 577) - cut from Trolloc blade can poison, causing a fever hot enough to kill or cripple (I: 67; Ia: 78) - makeshift litter (I: 68-69; Ia: 81-82) - breakbone fever (I: 270; Ia: 321) - rabies (II: 461) - most villages have a sickhouse, where contagious sick people are tended by the local Wisdom. (IV: 484) - fevers and worms. (V: 568) - beggers use flour paste dyed with bluewort to immitate scars (VII: 392) 1.13 Spirituality and Superstition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - many believe that the One Power is a filthy thing (I: 348; Ia: 414) - ta'maral'ailen -- tahn-MAHR-ahl-EYE-lehn (I: 668; Ia: 797) - ta'maral'ailen - Old Tongue; Web of Destiny (I: 668; Ia: 797) - the dead can be reborn, or take a living body (I: 235; Ia: 278) - the Old Blood is like a line running from a parent back, a persons roots (sometimes memories come up these lines, follows sex of person?) (I: 235; Ia: 278) - the Way of the Leaf: "The leaf lives its appointed time, and does not struggle against the wind that carries it away. The leaf does no harm, and finally falls to nourish new leaves." it means that no man should harm another for any reason whatsoever. There is no excuse for violence. (I: 312; Ia: 370) - some find the Way of the Leaf difficult (I: 314; Ia: 373) - ta'veren (I: 466; Ia: 554) - the Pattern is not fixed, often the pattern allows people to live their lives; but sometimes the Wheel forces a change, the life used to force the change is ta'veren (I: 466; Ia: 554) - the Web caused by the creation of a ta'veren is called ta'maral'ailen, it can last weeks or years, take in a town or the whole pattern (I: 466; Ia: 556) - Randomness of the Pattern only seems random (I: 486; Ia: 580) - Great Web what some call the Lace of Ages (I: 486; Ia: 580) - Ta'veren become central to the pattern, and life-threads bend around them, marking them; and the stronger the Ta'varen, the more threads that lead to them, making it easier for the Dark One to find them (I: 539; Ia: 643) - sometimes being ta'veren means the Pattern is forced to bend to you, and sometimes it means the Pattern forces you to the needed path (I: 541; Ia: 644) - the old blood, split out like a river breaking into a thousand times a thousand streams, but sometimes streams join together to make a river again (I: 604; Ia: 719) - the old blood of Manetheren is strong and pure [in Two Rivers] (I: 604; Ia: 719) - Age Lace also called Pattern of an Age (I: 659; Ia: 784) - Naming the Dark One: saying the true name of the Dark One draws his attention, inevitably bringing ill-fortune at best, disaster at worst. For that reason many euphemisms are used (I: 661; Ia: 788) - the Wheel of Time weaves the Pattern of the Ages into the Great Pattern (I: 664; Ia: 792) - the Great Pattern is the whole of existance and reality, past, present and future (I: 664; Ia: 792) - the Great Pattern is also known as the Lace of Ages (I: 664; Ia: 792) - the Great Serpent is a symbol for eternity, ancient before the Age of Legends began, consisting of a serpent eating its own tail (I: 664; Ia: 792) - the Wheel weaves the threads of human lives into the Pattern of an Age, which forms the substance of reality for that Age (I: 666; Ia: 795) - a ta'veren is a person around whom the Wheel of Time weaves [all, in the glossary] surrounding life-threads (I: 668; Ia: 797) - when the Wheel weaves life-threads around a ta'veren it forms a Web of Destiny (I: 668; Ia: 797) - a Web of Destiny is a great change in the Pattern of an Age, centered around one or more people who are ta'veren (I: 669; Ia: 799) - the Wheel of Time is a wheel with seven spokes (I: 669; Ia: 799) - each of the spokes is an Age (I: 669; Ia: 799) - as the Wheel turns, the Ages come and go (I: 669; Ia: 799) - each Age leaves memories that fade to legend, then to myth, and are forgotten by the time the Age comes again (I: 669; Ia: 799) - the Pattern of an Age is slightly different each time an Age comes, and each time it is subject to greater change, but each time it is the same Age (I: 669; Ia: 799) - soothsayers who interpret omens. (I: 10, 186-187; Ia: 12, 222) - parents scare bad children into behaving with threats of the Forsaken coming to take them. (I: 12; Ia: 14) - The Great Serpent, a serpent biting it's own tail, is an even older symbol for eternity than the Wheel of Time (I: 23; Ia: 27) - the world would end, so some said, when the real Dragon was born again (I: 30; Ia: 35) - men who can channel the Power always go mad then waste away and die (I: 31; Ia: 37) - "the Dragon may have started it [the Breaking], but it was the the Aes Sedai who broke it" (I: 33; Ia: 39) - the Dragon would be reborn in mankind's greatest hour of need, and save us all (I: 33; Ia: 39) - fools believe that the Dragon will save the world (I: 33; Ia: 39-40) - discussion of the Aes Sedai, the Breaking and whom the Aes Sedai serve (I: 34; Ia: 40) - it is considered bad luck to name the Dark One by his true name. (I: 34; Ia: 40) - stories say Fades are twenty feet tall, with eyes of fire, and they ride shadows like horses. When a Fade turns sideways, it disappears, and no wall could stop them. (I: 64; Ia: 76) - gravestones. (I: 116; Ia: 139) - the Way of the Leaf: "The leaf lives its appointed time, and does not struggle against the wind that carries it away. The leaf does no harm, and finally falls to nourish new leaves." it means that no man should harm another for any reason whatsoever. There is no excuse for violence. (I: 312; Ia: 370) - some find the Way of the Leaf difficult (I: 314; Ia: 373) - hawkers sell "relics" of False Dragons. (I: 450; Ia: 535) - most people believe that the Light shields madmen. (I: 590; Ia: 703) - Tinkers follow a totally pacifist philosophy called the Way of the Leaf (I: 669; Ia: 798) - reference to graves. (II: 2, 11) - most men would not recognize the Dragon's banner. (III: 41) - there's never been a shortage of followers for any man claiming to be the Dragon Reborn. (II: 49) - the serpent is an older symbol for eternity than the Wheel of Time. (III: 58) - some people want to kill the Dragon Reborn because they mistakenly think that will prevent Tarmon Gai'don. (IV: 34) - those who move with too much knowledge of the future find disaster, either from their efforts to change the future, or complacency in accepting that what was seen in the future will happen without effort. (IV: 387) - many believe that all are born and reborn as the Wheel turns. (V: 27) - happenstance and coincidence are part of the Pattern. (V: 476) - everyone reborn as the Wheel turns. (V: 615) - everybody was someone reborn, a hundred someones, a thousand, more. That was how the Pattern worked; everyone died and was reborn, again and again as the wheel turned, forever without end. (VII: 140) - the True Source is the driving force of the universe (I: 668; Ia: 798) - the True Source turns the Wheel of Time (I: 668; Ia: 798) - the True Source is divided into a male half (saidin) and a female half (saidar) (I: 668; Ia: 798) - the two halves of the True Source work with and against each other at the same time (I: 668; Ia: 798) - only a man can draw on saidin (I: 668; Ia: 798) - only a woman can draw on saidar (I: 668; Ia: 798) - what seems like chance is often the Pattern (I: 546; Ia: 649) 1.14 Transportation and Travel ~~~~~~~~~~~~~~~~~~~~~~~~~ - wagon drawn by eight horses (I: 26; Ia: 31) - wagon with canvas cover (I: 26; Ia: 31) - ash used for axles (I: 65; Ia: 78) - riding bareback (I: 120; Ia: 144) - horses not used to saddles (I: 120; Ia: 144) - desc of horseshoe (I: 277; Ia: 329) - hiding campsites (I: 355; Ia: 423) - many ride bareback (I: 482; Ia: 575) - branches used as cover (I: 275; Ia: 327) 1.15 Wisdoms ~~~~~~~ SEE ALSO: 57.1 HERBAL REMEDIES - some examples of the Women's Circles responsibilty: when to plant the crops, when to harvest, selecting the Wisdom (I: 670; Ia: 800) - Wisdoms seldom marry. (I: 37; Ia: 43) - not all Wisdoms can listen to the wind, even if they say they do (I: 37; Ia: 43) - the Mayor and Wisdom seldom agree... It's the same in every village (I: 46; Ia: 54) - villages north of the Taren always chose a Wisdom from away. They think it stops her from having favorites amoung the villiage folk. (I: 37; Ia: 44) - a Wisdom's weather knowledge is called listening to the wind. (I: 269; Ia: 320) - a Wisdom feels a great responsibility to look after "her" people. (I: 274; Ia: 326) - called Mother near and in Caemlyn. (I: 425; Ia: 506) - Mother in Caemlyn tells fortunes, as well as the usual Wisdom activities. (I: 489; Ia: 583) - in villages, a woman is often chosen by the Women's Circle to sit in the Circle for her knowledge of such things as healing and foretelling the weather, as well as good common sense, and is appointed Wisdom (I: 670; Ia: 800) - the Wisdom is a position of great responsibility and authority, both actual and implied (I: 670; Ia: 800) - the Wisdom is considered equal to the Mayor, and in some villages is his superior (I: 670; Ia: 800) - unlike the Mayor, the Wisdom is chosen for life, and it is very rare for a Wisdom to be removed from office before her death (I: 670; Ia: 800) - the Wisdom is almost traditionally in conflict with the Mayor (I: 670; Ia: 800) - Wisdoms in a city hang herbs in the window or display another prominent sign of their craft to advertise. (III: 563) - Wisdoms rarely practice the craft far from where they are born. (III: 563) - those Wisdoms who can't channel to "listen to the wind" study the natural world to predict the weather, studying the clouds, bird and insect behavior, etc. (VI: 35) 2.0 GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~ - shallows along Arinelle (I: 262; Ia: 311) - river froze early and the ice broke late (I: 263; Ia: 312) - most villages are markets and gathering places for farmers in the area (I: 392; Ia: 467) - the Spine of the World is a towering mountain range, with only a few passes, which seperates the Aiel Waste from the lands to the west (I: 667; Ia: 796) - red star low in the eastern sky is visible with the naked eye (I: 249; Ia: 295) - villages are often a day away from each other (riding in wagons & walking) (I: 391; Ia: 466) - most villages are markets and gathering places for farmers in the area (I: 392; Ia: 467) - sun sets in the west (I: 307; Ia: 365) - desc of Blasted Lands and Shayol Ghul (I: 100-101; Ia: 119-120) - there are villages and town scattered across the Caralain Grass. (III: 132) - names of constellations: Plowman, Haywain, Archer, Five Sisters (III: 236) - the Sea Folk know little of the lands beyond the Aiel Waste, as they are only allowed to dark in certain harbors, which are walled and heavily guarded. Only the Sea Folk are allowed into these harbors, any other ship, or any Sea Folk who go where they're not permitted, disappear. (IV: 331) - the Cairhienin were treated the same way when they were allowed to trade overland, all the trade was conducted through a single, walled town. (IV: 331) - the Sea of Storms is aptly named. (IV: 333) - the country of Shara lies beyond the Aiel Waste, though few know of it. (IV: 332) - the Spine of the World is also referred to as the Dragonwall. (IV: 411) - deepest part of the known sea is near the Aile Somara. (IV: 921) - desc of Pit of Doom (V: 46) - desc of Thakan'dar (V: 260) - desc of Shayol Ghul, Pit of Doom, Bore (VI: 13-15) - the area between Cairhien and Tar Valon is windswept grasslands. (VI: 42) - dung is burned for fuel on the Plains of Maredo. (VI: 97) - the Haddon Mirk is a huge, tangled forest without villages, roads or paths. The northernmost part of the Mirk has a choppy, mountainous terrain. (VI: 101) - rolling Plains of Maredo extend a little way into Illian, thin forested hills to the Manetherendrelle, known as the Doirlon Hills. (VI: 102) - it would take 12-13 days for an army to cross the Plains of Maredo. (VI: 103) - desc of areas in Plains of Maredo - 50 foot tall hill, thicket and forest (VI: 103) - villages on Plains of Maredo are few and far between, as there's barely enough land to feed the people living there. (VI: 104) - Doirlon Hills contain farms and vineyards. (VI: 104) - desc of lands beyond Aiel Waste, their government, how they handle Channeling (VI: 130-131, 136) - Cairhien is more than 600 miles from Caemlyn. (VI: 282) - desc about Shara a.k.a. Shamara (VI: 288) - desc of Great Rift, Cliffs of Dawn - near Shara? (VI: 289) - Amador, Chachin, Shol Arbela, Fal Moran and Bandar Eban are newish cities? (VI: 321) - 2 stedding, Chander and Sherandu, have been swallowed by the Blight. (VI: 323) - Barashta is Ogier-built. (VI: 324) - it's about 20-22 days from Maerone to Tear. (VI: 336) - it's about 10-20 days from Altara to Tanchico. (VI: 439) 3.0 AIEL - GENERAL CULTURAL ~~~~~~~~~~~~~~~~~~~~~~~ - Merchants from Cairhien used to cross the Waste, before the Tree, and the Aiel War (I: 315; Ia: 374) - the Aiel were believed to be savages, and still are by many (I: 70-71; Ia: 84) - field at Marath (?) (I: 71; Ia: 84) - the Aiel gave Cairhien a sapling of Avendesora called Avendoraldera (I: 73; Ia: 87) - Cairhien had peace with the Aiel for five hundred years while Avendoraldera (the sappling of Avendesora) (I: 73; Ia: 87) - blood was the price for cutting down Avendoraldera (the sappling of Avendesora) (I: 73; Ia: 87) - Aiel women fight alongside the men (I: 73; Ia: 87) - adopting an Aiel orphan (I: 73; Ia: 87-88) - Merchants from Cairhien used to cross the Waste, before the Tree, and the Aiel War (I: 315; Ia: 374) - young Aiel often travel to the Blight to hunt Trollocs, including women, who join the Maidens of the Spear. (I: 315; Ia: 374-375) - Aiel loath Tinkers (I: 316; Ia: 375) - Aiel call Tinkers the Lost Ones. (I: 316; Ia: 375) - Aielmen think the oddest things are funny (I: 465; Ia: 552) - Aiel -- eye-EEL (I: 659; Ia: 784) - Aiel live in the the Aiel Waste (I: 659; Ia: 784) - Aiel are fierce and hardy (I: 659; Ia: 784) - Aiel are also refered to as Aielmen (I: 659; Ia: 784) - Aiel viel their faces before they kill (I: 659; Ia: 784) - the Aiel practice of vieling before killing gave rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent (I: 659; Ia: 784) - Aiel are deadly with weapons or with nothing but their bare hands (I: 659; Ia: 784) - Aiel will not touch a sword (I: 659; Ia: 784) - Aiel have pipers who play them into battle with the music of the dances (I: 659; Ia: 784) - Aiel refer to battle as "the Dance" (I: 659; Ia: 784) - Aiel Waste is harsh, rugged and all-but-waterless (I: 659; Ia: 784) - Aiel Waste lies esat of the Spine of the World (I: 659; Ia: 784) - few outsiders venture into the Waste (I: 659; Ia: 784) - the Aiel consider themselves at war with all other peoples and do not welcome strangers (I: 659; Ia: 784) - Cairhien was burned and looted during the Aiel War (976-978 NE) (I: 660; Ia: 786-787) - an Aiel can run 50 miles and fight a battle once he gets there. (II: 170) - silk comes from the land beyond the Aiel Waste. (II: 452) - Aiel feel like they're literally "breathing water" in the wetlands. (IV: 296) - the water oath is the most binding oath between Aiel. (IV: 360; V: 350) - when traveling, the Aiel shelter in low, open-sided tents that blend easily with the terrain. (IV: 368) - the tents rise to a peak around a hole, with barely enough room to stand. Bright cushions and rugs decorate the tent. (IV: 381) - *in seems to be a popular suffix for Aiel names. (IV: 414) - on meeting an innkeeper's wife, an Aiel treated her like a roofmistress, giving her a guest gift for entry to her roof. (IV: 471) - the Aiel have their own histories and stories. (IV: 557) - no Aiel had crossed the Dragonwall since they first came to the Waste, up until the Aiel War. (IV: 562) - some Aiel take on the role of mediators, known as peacetalkers. (IV: 578) - the bloodprice is an Aiel penalty for death? (IV: 583) - the Aiel don't use a lot of currency, rather they trade with nuggets of gold and silver, or valuable goods. They are skilled at assessing an object's value and bargain hard. (IV: 605) - peddlers in the Waste find the following popularly-sought goods: lace, velvet, ribbon, needles, pins, perfume, tabac, bath salts, wine, brandy. But they have little interest in the following: silk (cheaper to buy it to the east), ivory, pots and knives (Aiel smiths are very skilled). (IV: 605) - the Aiel herd sheep, goats and a pale, long-horned cattle. (IV: 800) - those Aiel who haven't been to Rhuidean are more likely to honor Aes Sedai. (IV: 811) - each warrior society has a roof within each Hold. (IV: 819) - merchants set up pavilions at the fair, sell goods like rugs, pottery, jewelry, silk and ivory. (IV: 945) - when Aiel Clans meet: (IV: 947) "If two Aiel from different clans meet, they discuss water. Three from three clans, and they discuss water and grazing." "And four?" "Four will dance the spears." - the Aiel have groups of men and women similar to the Women's Circle and the Men's Council, with a similar relationship. (IV: 947) - the Aiel take a very dim view of thievery and harshly punish thieves. (IV: 976) - the Aiel sometimes sell uninvited visitors "like animals" to Shara, or kill them. (V: 64) - Aiel Pledge: (V: 64) (Jak) PLEDGE: Till Shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder's eye on the Last Day. RESPONSE: By my honor and the Light, my life will be a dagger in Sightblinder's heart. FURTHER RESPONSE: Until the Last Day, to Shayol Ghul itself. - some Aiel are traders. (V: 82) - the Aiel are not mindless killers. (V: 268) - during the water oath, each person holds a cup for the other to drink. (V: 350) - there are no taxes among the Aiel. (V: 355) - the Aiel grow their own tabac in the Waste. (V: 620) - while every Aiel Clan, Society and all Aiel in general have hand signals, but only the Maidens have made a full language of these gestures. (VI: 198) - an Aiel suffers more from shame and embarrassment than he/she would from physical pain. (VI: 294) - the Aiel have long been Waterfriends with the Ogier, and often go to the stedding to trade. (VI: 317) - the Aiel never use maps, they claim not to need them. (VI: 321) - no Aiel turns away from a possible fight. (VI: 327) - most Aiel feel uncomfortable in cities. (VI: 351) - desc of types of tests administrated by Wise Ones to determine health (VI: 357) - Aiel are unused to sitting in chairs. (VI: 522) - the Aiel commonly raid the Border Reaches of Shienar. (VI: 585) - Aiel duel?? (VI: 675-676) - Aiel warriors carry a round bull-hide buckler and 3 or 4 short spears and wear gray-and-brown cadin'sor, and a shoufa (VII: 27) - five miles across low rolling hills is not a long run for any Aiel (VII: 30-31) - black hair rare among Aiel (VII: 36) - Aiel and Cairhienin hated each other about as hard as it was posible to hate (VII: 65) - 1000 Aiel who followed Rand died at Dumai's Well (VII: 68) - 151 Maidens of the Spear died at Dumai's Well (VII: 72) - a Maiden would give up her spear to marry a toad before teaching their handtalk to a man (VII: 76) - not all of the Maidens treat the Car'a'carn the same (VII: 141) - Aiel response to sea water (VII: 251) - Aiel had died for a pool they could step across (VII: 251) - Aiel concider silk precious and rare, a woman might have a scarf of silk to be worn on feastdays, and envied by others. Few women had two. (VII: 253) - desc of Atha'amn Miere from an Aiel view (VII: 260-261) - desc of Aiel camp (VIII: 25) - Aiel have problems seeing servants as guests, as they equate them to gai'shain (VIII: 47) - Aiel dispise Cairhien as Oathbreakers and Treekillers (VIII: 48) - wetlanders show too much bosom, in Aiel opinion (VIII: 48) - Wetlanders spluttered at the mention of a sweat tent or being naked in front of gai'shain, then walked about half-exposed where any stranger could see (VIII: 49) - Aiel response to using first names (VIII: 52) - Aiel believe that wetlander women simper (at least, the Maidens do) (VIII: 55) - honor earned through years determines rank of Aiel (VIII: 58) - the heat seems to touch the Aiel as much as it does Aes Sedai (VIII: 160) - smoldering splinters used by Aiel in torture (VIII: 243) - Aiel torture (VIII: 251-252) 3.1 Aiel Clans ~~~~~~~~~~ - the Aiel attitude towards their chiefs is not the "fawning deference" wetlanders show towards their lords. Rather, the chiefs are shown respect, and given an obedience between equals. (IV: 360) - the septs sometimes raid one another and steal goats or cattle. (IV: 360) - description of the dragon marks gained in Rhuidean: (IV: 551) (Jak's) "Around his forearm would a shape like that on the Dragon banner, a sinuous golden-manned form scaled in scarlet and gold." "The thing looked like a part of his skin, as though that nonexistent creature itself had settled into him. His arm felt different, yet the scales sparkled in the sunlight like polished metal; it seemed if he touched that golden mane atop his wrist, he would surely feel each hair." - whenever two or more clan chiefs meet, the accompanying Aiel get together a sort of fair. (IV: 804) - description of chief's chair: (IV: 810) (Jak's) "Rand saw only one chair, tall-backed and lacquered red and gold, with a look of not much use, the chief's chair, Aviendha called it." - description of how chiefs would travel to meet Rand: (IV: 814) (Jak) "...each clan chief would bring a few warriors to the Golden Bowl, for honor, and each sept chief, as well. Added together, it meant perhaps a thousand men from each clan." - no known way to imitate the marks of Rhuidean. (IV: 815) - if a chief dies, his wife leads until a new chief is chosen. (IV: 815) - when there are too many people for the size of a Hold, the sept must divide. (IV; 856) - a clan or sept chief comes to a meeting with other chiefs with guards from his warrior society. (IV: 944) - merchants set up pavilions at the fair, sell goods like rugs, pottery, jewelry, silk and ivory. (IV: 945) - roofmistresses meet sometimes. (IV: 947) - Aiel group by warrior societies, rather than clans, at large meetings, to keep the peace. (IV: 953) - young clan chiefs are rare. (IV: 955) - at least one clan chief has tried to unite the clans. (V: 61) - marriage between members of feuding clans is very rare. (V: 78) - the chief and/or battle leader of an Aiel army gets one tenth of the fifth. (V: 355) - the clan chiefs are all equal to each other, and don't worry about status or precedence amongst themselves. (V: 477) - while every Aiel Clan, Society and all Aiel in general have hand signals, but only the Maidens have made a full language of these gestures. (VI: 198) - the clan chiefs rarely speak of or display their Rhuidean markings. (VI: 290) - the only chairs in the Waste belong to the clan chiefs, and are only used for three reasons: 1. when being acclaimed chief, 2. to accept the submission of an enemy with honor, 3. to pass judgment (VI: 535) - Aiel don't wear rings (VII: 28) - Aiel do not hand rank down to their children (VII: 28) - Sevanna was 16 when she married the clan chief (VII: 37) - Aiel and Cairhienin hated each other about as hard as it was posible to hate (VII: 65) 3.1.0 Chareen ~~~~~~~ - Cosaida sept of the Chareen clan (VII: 655) - Cosaida Chareen (VIII: 289) 3.1.1 Codarra ~~~~~~~ 3.1.2 Daryne ~~~~~~ - Bent Peak sept of the Daryne (VIII: 566) 3.1.3 Goshien ~~~~~~~ - the Goshien and Shaarad clans have blood feud. (IV: 297) - the Shaarad dislike the Goshien, the Taardad and the Nakai dislike the Shaido. (IV: 360) 3.1.4 Jenn ~~~~ - the Jenn Aiel is the thirteenth clan. (II: 410) 3.1.5 Miagoma ~~~~~~~ - Smoke Water Miagoma (VIII: 288) 3.1.6 Nakai - the Shaarad dislike the Goshien, the Taardad and the Nakai dislike the Shaido. (IV: 360) 3.1.7 Reyn ~~~~ - Musara Reyn (VIII: 288) 3.1.8 Shaarad ~~~~~~~ - the Goshien and Shaarad clans have blood feud. (IV: 297) - the Shaarad dislike the Goshien, the Taardad and the Nakai dislike the Shaido. (IV: 360) 3.1.9 Shaido ~~~~~~ - the Shaarad dislike the Goshien, the Taardad and the Nakai dislike the Shaido. (IV: 360) - Shaido refuse to let outworn custom and stale tradition tie thier hands (VII: 27)- Shaido take wetlanders as gai'shain (VII: 629) - Shaido make wetlanders gai'shan (VII: 28) - Shaido have over 200 Wise Ones (VIIa: 29) - 6 or 7 Shaido Wise Ones can wield the One Power for every 1 Aes Sedai around Rand (at Dumai's Well) (VII: 30) - Shaido Wise Ones fight (VII: 30) - Sevanna sees Wise Ones being the route to power for Aiel women, As wife of a clan chief (at 16) she had power when Maidens were barely trusted with a spear, or an apprentice Wise Ones trusted to carry water (VII: 33) - Shaido take wetlanders as gai'shain (VII: 629) - Moshaine a sept of Shaido, near 6000 in sept (VII: 633) - Jumai another sept of Shaido (VII: 635) - Shaido are two days west of Amador (VIII: 244) - Jumai is a sept of the Shaido (VIII: 247) - the Shaidos Oath Rod is marked 111 (VIII: 253) 3.1.10 Shiande ~~~~~~~ 3.1.11 Taardad ~~~~~~~ - the Shaarad dislike the Goshien, the Taardad and the Nakai dislike the Shaido. (IV: 360) 3.1.12 Tomanelle ~~~~~~~~~ 3.2 Clothing and Appearance of Aiel ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aiel wear shoufas on their heads. (I: 517; Ia: 617) - Aiel viel their faces before they kill (I: 659; Ia: 784) - the Aiel practice of vieling before killing gave rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent (I: 659; Ia: 784) - shoufa -- SHOO-fah (I: 667; Ia: 796) - a shoufa is an Aiel garment (I: 667; Ia: 796) - a shoufa is a cloth, normally the color of sand or rock; it wraps arounfd the head leaving the head and neck, leaving only the face bare (I: 667; Ia: 796) - the Aiel are tall. (II: 408) - Aiel hair color ranges from reddish brown to platinum blonde. (II: 506) - the Aiel are naturally pale, but usually tanned because of the sun in the Waste. (III: 671) - Aviendha has a store of feminine accoutrements. (IV: 141) - only certain Aiel may wear the cadin'sor. (IV: 215) - the Wise Ones wear bulky brown skirts, loose white blouses and brown shawls, as well as jewelry if they wish, the dress of most Aiel women. (IV: 217) - Aiel hair color ranges from white blonde to red, to darker. (IV: 368) - no Aiel have dark eyes. (IV: 407) - young girls wear short skirts and braided pigtails. (IV: 574) - there are no fat Aiel? (IV: 951) - the Aiel don't dress with sex appeal in mind. (IV: 955) - women traders wear twice as much jewelry as the average women. (V: 130) - Aiel women (except for Maidens and gai'shain) wear multiple bracelets and necklaces. (V: 130) - Aiel women are rarely without their shawls. (VI: 259) - gai'shain wear sandals and hooded white robes. (IV: 381) - the Aiel knit. (VI: 383) - gai'shain are only supposed to wear white. (VI: 383) - Aiel men always go clean-shaven. (VI: 583) - Aiel can have green eyes (VII: 27) - Aiel don't wear rings (VII: 28) - black hair rare among Aiel (VII: 36) - Aiel concider silk precious and rare, a woman might have a scarf of silk to be worn on feastdays, and envied by others. Few women had two. (VII: 253) - Wise Ones were soft knee high boots (VII: 626) - wetlanders show too much bosom, in Aiel opinion (VIII: 48) - Aiel eye color ranges from pale sky blue to purple twilight, though some have sharp green (VIII: 213) - Black hair is rare amoung Aiel (VIII: 215) 3.2.1 Clothing and Appearance of Warriors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aiel viel their faces before they kill (I: 659; Ia: 784) - the Aiel practice of vieling before killing gave rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent (I: 659; Ia: 784) - Aiel are deadly with weapons or with nothing but their bare hands (I: 659; Ia: 784) - Aiel will not touch a sword (I: 659; Ia: 784) - shoufa -- SHOO-fah (I: 667; Ia: 796) - a shoufa is an Aiel garment (I: 667; Ia: 796) - a shoufa is a cloth, normally the color of sand or rock; it wraps arounfd the head leaving the head and neck, leaving only the face bare (I: 667; Ia: 796) - warriors wear clothing in natural colors, short spears, short bows, hide bucklers and long knives. (II: 408) - description of Aiel: (III: 432) (Jak) "...her hands were empty, and she wore no visible weapon. Blue-green eyes and reddish hair cut short except for a narrow tail that hung to her shoulders; soft, laced knee-boots and close-fitting coat and breeches all in the shades of earth and rock.....this woman was Aiel." - warriors wear a shoufa with a black veil attached. (IV: 818) - most Maidens are slim-chested. (V: 347) - the cadin'sor is not identical for all warriors - the cut of the coat indicates the wearer's clan and warrior society. (VI: 314) - Aiel warriors carry a round bull-hide buckler and 3 or 4 short spears and wear gray-and-brown cadin'sor, and a shoufa (VII: 27) 3.3 Aiel Customs and Taboos ~~~~~~~~~~~~~~~~~~~~~~~ - the Aiel practice of vieling before killing gave rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent (I: 659; Ia: 784) - Aiel viel their faces before they kill (I: 659; Ia: 784) - the Aiel practice of vieling before killing gave rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent (I: 659; Ia: 784) - Aiel will not touch a sword (I: 659; Ia: 784) - most Aiel disapprove of public displays of affection like kissing? (VI: 666) - the Aiel disapprove of the excessive revelry in Cairhien during the Feast of Lights. (VI: 666) - Aiel are buried standing upright, facing the sunrise (VII: 68) - Aiel funeral dirge: (VII: 68-69) Life is a dream -- that knows no shade. Life is a dream -- of pain and woe. A dream from which -- we pray to wake. A dream from which -- we wake and go. Who would sleep -- when the new dawn waits? Who would sleep -- when the sweet wind blows? A dream must end -- when the new day comes. This dream from which -- we wake and go. - Aiel do not seem to care whether they live or die (VII: 69) - Aiel are fatalistic as wolves (VII: 83) - the fifth (VII: 155) - Wetlanders have a strange sense of humor; they found strange things funny and missed the best (VII: 260) - Aiel are scandalized by the sight of someone sitting in water (VII: 527) - Wetlanders spluttered at the mention of a sweat tent or being naked in front of gai'shain, then walked about half-exposed where any stranger could see (VIII: 49) - honor earned through years determines rank of Aiel (VIII: 58) - Aiel see no shame in knowing fear (VIII: 65) - Aiel badgering (VIII: 222) - Aiel call Tinkers the Lost Ones. (I: 316; Ia: 375) - Aiel will not ride horses or use swords. (II: 170) - the Aiel will not destroy a book. (II: 259) - an Aiel will not strike any woman who is not a warrior, except to save a life. (II: 411) - nakedness is not a taboo, or much of a social concern, even between the sexes. (IV: 175) - Aiel don't like sitting in chairs, they prefer cushions on the floor. (IV: 175) - the Aiel consider bathing shocking because of the waste of dirtying so much water simply to clean the body. (IV: 175) - the Aiel have a very negative attitude towards spies, or even people trying to pry. (IV: 348) - Aiel welcome: We offer water and shade. (IV: 381) - given the shortage of wood, dung is burned as a source of fuel. (IV: 572; V: 88) - the Aiel use sweat tents for cleaning, and gathering there is also an important social ritual. (IV: 577) - the Aiel always travel with scouts, who are often members of the Society of Maidens of the Spear. (IV: 587) - Aiel are not forbidden to ride horses, but feel contempt for those who do not use their own legs to get somewhere. (IV: 788) - while in the Waste, a gleeman will be allowed anything short of murder by the Aiel. (IV: 797) - one must enter a Hold with face uncovered and making noise, to make it clear that you're not trying to sneak in for attack. (IV: 802-803) - ceremony to request entry to a Hold: (IV: 806) (Jak) CLAN CHIEF REQUEST: I ask leave to enter your hold, roofmistress. RESPONSE: You have my leave, clan chief. GENERAL REQUEST: Roofmistress, I ask leave to come beneath your roof. RESPONSE: You have my leave, . Beneath my roof, there is water and shade for you. RESPONSE TO A STRANGER: You have my leave, to step beneath my roof. Water and shade will be found for you. - most Aiel ceremonies are short and to-the-point? (IV: 806) - beggars are granted shelter at Holds on request? (IV: 807) - guests to the roof give a gift to the roofmistress. (IV: 810-811) - guests are presented with towels to wash and a silver cup of water as a formal greeting. (IV: 812) - Aiel eat stretched out on the floor in whatever position is most comfortable. (IV: 812) - the Aiel believe a forced apology is no apology at all. (IV: 821) - even non-warrior Aiel take up arms to defend their Hold when it's attacked. (IV: 830) - Aiel group by warrior societies, rather than clans, at large meetings, to keep the peace. (IV: 953) - an Aiel would literally rather die than touch a sword. (V: 48) - the Aiel consider spying a violation of honor. (V: 63) - staera are slim, curved pieces of bronze used to scrape and clean the skin within the sweat tents. (V: 99) - no Aiel would touch a sword, even to remove gems set into it. (V: 275) - the Aiel never waste any potable beverage. (V: 520) - the Aiel don't seem to understand the custom of knocking. (VI: 290) - both sexes of Aiel share the same sweat tents. (VI: 301) - desc of misc. Aiel rules (VI: 313) - the Aiel feel it's shaming to refuse an offer of hospitality, even if issued by a blood enemy. (VI: 361) - laying a knife at another's feet declares a personal feud with that person. Anyone can declare a feud with anyone else, other than a Wise One or a blacksmith. (VI: 384) - although most people think the Aiel show no emotion, they're just very reserved. (VI: 399) - even the Aiel have moments where they fail to hide their emotions. (VI: 522) - most Aiel disapprove of public displays of affection like kissing? (VI: 666) - the Aiel disapprove of the excessive revelry in Cairhien during the Feast of Lights. (VI: 666) - Aiel don't wear rings (VII: 28) - Aiel do not hand rank down to their children (VII: 28) - Aiel think wetlander reaction to the naked gai'shan funny, even hilarious (VII: 59) - Aiel display little affection in public (VII: 79) - Aiel are fatalistic as wolves (VII: 83) - the fifth (VII: 155) - Aiel are scandalized by the sight of someone sitting in water (VII: 527) - Aiel see no shame in knowing fear (VIII: 65) - touching anothers cheek and pressing fingertips is the Aiel equvalent of a kiss and a hug (VIII: 117) - even Aiel lovers do not kiss where others can see them (VIII: 153) 3.4 Aiel Familial Relations ~~~~~~~~~~~~~~~~~~~~~~~ - any child born of a Maiden is given to another woman to raise, in such a way that none know who the mother is (I: 663; Ia: 790) - children of Maidens are treasured, for it is prophesied that a child born of a Maiden will unite the clans and return the Aiel to the greatness they knew during the Age of Legends (I: 663; Ia: 790) - father-sister - the fathers are brothers. (IV: 221) - sister-wife - two women who share the same husband. (IV: 221) - the practice of two women marrying the same man arose to preserve the bonds between women. The man can say no to the arrangement, but if he wants to marry one, he must accept both. (IV: 222) - in the Aiel culture, it is traditional that the women make the marriage proposals. (IV: 222) - Aiel have the practice of the bride-gift? (IV: 384) - second-mother - mother-in-law (IV: 384) - in the Aiel culture, the land and the roof (housing) belong to the women, not the men. (IV: 790) - description of Aiel marriage customs and the roof in marriage: (IV: 790) (Jak) "When a woman is to marry, if she does not already own one, her family builds one for her. On her wedding day her new husband carries her away from her family across his shoulder, with his brothers holding off her sisters, but at the door he puts her down and asks her permission to enter. The roof is _hers_." - members of one society feel so "familial" towards each other that sometimes they won't even marry someone too closely related to another of their society. (V: 63) - people often marry those they've come to be close to as gai'shain, but only once the term of service is up. (V: 78) - marriage between members of feuding clans is very rare. (V: 78) - desc of regard-gift practice (V: 85) - desc of Aiel flirtation techniques (VI: 106-107) - when a woman lays a bridal wreath at the feet of the man she wants to marry. He can either pick it up to accept the proposal, or step on it to refuse her. (V: 107) - women exchange gifts to seal their decision to consider each other near-sisters. (V: 131) - when a second woman marries a man, she becomes first-sister to his first wife, and both are equally important parts of the ceremony. (V: 270) - the man knows nothing of the wedding until the bride lays the bridal wreath at his feet? (V: 276) - the flowers and plants used to make a bridal wreath have significance as to the woman's intentions for the nature of the marriage. (V: 277) - desc of Aiel wedding - vows, then Wise Ones give blessings, kin surround the bride and groom and he fights his way to her, then she fights him. (V: 277) - speaking of an Aiel's in-law (second-father or second-mother) is a hostile act, which can lead to fighting or someone being taken as gai'shain. (VI: 286) - people who are married can still become gai'shain. (VI: 302) - Aiel mothers kiss their children on their foreheads and cheeks. (VI: 355) - the father-brother is one's uncle? (V: 364) - sister-wives raise their children together as members of one family. (VI: 385) - it takes time for two women to learn about each other and decide if they'd make suitable first-sisters. (VI: 523) - most Maidens of the Spear are willing enough to take lovers, but some men find it offensive that they won't give up the spear to marry. (VI: 566) - most Aiel disapprove of public displays of affection like kissing? (VI: 666) - Aiel do not hand rank down to their children (VII: 28) - Sevanna was 16 when she married the clan chief (VII: 37) - Aiel display little affection in public (VII: 79) - How Aiel love & marriage works ? (VII: 102-103) - sister-wifes (VII: 147) - using first names feels like using honey-names to some Aiel (VII: 253) - Honey-names are names for lovers (endearments) (VII: 253) - there is a difference between friends and near-sisters (VIII: 50) - Aiel response to using first names (VIII: 52) - touching anothers cheek and pressing fingertips is the Aiel equvalent of a kiss and a hug (VIII: 117) - even Aiel lovers do not kiss where others can see them (VIII: 153) - how Maidens treat first-brothers who dishonor them (VIII: 532) 3.5 Aiel Food ~~~~~~~~~ - dried goat, hard flatbread, hard blue-veined white cheese with a tart taste - traveling food. (III: 458) - the Aiel prefer strong ale to drink. (IV: 604) - goat roasted with dried peppers, and a spicy, flecked yellow mush. (IV: 609) - spicy goat and pepper stew, peas, squash, bread of zemai flour, long bright red and green beans, zemai with chunks of t'mat, and tough-skinned, sweet bulbous fruit from the kardon plant (cactus). (IV: 812) - Aiel eat stretched out on the floor in whatever position is most comfortable. (IV: 812) - desc of Aiel meal customs (IV: 813) - the Aiel drink dark-brewed tea. (IV: 819) - oosquai (made from zemai), has a brownish tinge and little taste, but is very potent alcohol. (IV: 944) - olives are rare in the Waste. (V: 62) - pea soup (V: 67) - flat, pale bread made from zemai, gara and bloodsnake. (V: 276) - the Aiel never waste any potable beverage. (V: 520) - the Aiel grow their own tabac in the Waste. (V: 620) - porridge with dried fruit is a popular morning food. (VI: 308, 360) - motai - a sweet and tasty grub. (VI: 650) 3.6 Gai'shain ~~~~~~~~~ - gai'shain are summoned by striking a small brass gong. (IV: 382, 558) - the gai'shain are not servants. (IV: 383) - desc of how one becomes gai'shain (IV: 383-384) - no one would ask to be made gai'shain to a wetlander or anyone who didn't understand the principles of ji'e'toh. (IV: 385) - people often marry those they've come to be close to as gai'shain, but only once the term of service is up. (V: 78) - gai'shain have their own quarters? (V: 273) - sometimes when a man romantically desires a Maiden, he will arrange to be taken gai'shain to her, though the plan rarely works. This is the origin of the phrase "teach him to sing". (V: 277) - battle prisoners are initially held naked. (V: 523) - killing a gai'shain is like killing a defenseless child, and such a murderer would be struck down by another Aiel, even his own kin. (VI: 259) - speaking of an Aiel's in-law (second-father or second-mother) is a hostile act, which can lead to fighting or someone being taken as gai'shain. (VI: 286) - people who are married can still become gai'shain. (VI: 302) - gai'shain aren't greeted with usual pleasantries. (VI: 302) - it's shaming to speak of a gai'shain's life before or after the wearing of the white. (VI: 303) - if a Maiden is attacked by and defeats a non-Maiden woman, the Maiden could make her a gai'shain or demand the right to beat her before her clan members. (VI: 315) - gai'shain should not be addressed as members of their former station, dishonors the person who does so. (VI: 327) - gai'shain are only supposed to wear white. (VI: 383) - Aiel think wetlander reaction to the naked gai'shan funny, even hilarious (VII: 59) - da'tsang -- dispised one (VII: 628) - da'tsang are shamed with useless labor (VII: 629) - Shaido take wetlanders as gai'shain (VII: 629) - Aiel have problems seeing servants as guests, as they equate them to gai'shain (VIII: 47) - wetlanders view the tasks given to da'tsang as torture (VIII: 251) - da'tsang (VIII: 559) - you cannot make gai'shan those who do not follow ji'e'toh (VIII: 585) 3.7 Ji'e'toh, Aiel Crimes and Punishments ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - blood was the price for cutting down Avendoraldera (the sappling of Avendesora) (I: 73; Ia: 87) - the bloodprice is an Aiel penalty for death? (IV: 583) - while in the Waste, a gleeman will be allowed anything short of murder by the Aiel. (IV: 797) - the Aiel take a very dim view of thievery and harshly punish thieves. (IV: 976) - the Aiel consider spying a violation of honor. (V: 63) - the Aiel sometimes sell uninvited visitors "like animals" to Shara, or kill them. (V: 64) - lying costs one toh, Aviendha asks to be switched as punishment for lying. (V: 103) - Maidens punish a thief by forcing her to go naked, wearing only the things she stole. (V: 105) - punishment for intrusive person - shave head and beat with stinging nettles. (V: 347) - battle prisoners are initially held naked. (V: 523) - killing a gai'shain is like killing a defenseless child, and such a murderer would be struck down by another Aiel, even his own kin. (VI: 259) - speaking of an Aiel's in-law (second-father or second-mother) is a hostile act, which can lead to fighting or someone being taken as gai'shain. (VI: 286) - an Aiel suffers more from shame and embarrassment than he/she would from physical pain. (VI: 294) - if a Maiden is attacked by and defeats a non-Maiden woman, the Maiden could make her a gai'shain or demand the right to beat her before her clan members. (VI: 315) - desc of misc. Aiel rules (VI: 313) - gai'shain should not be addressed as members of their former station, dishonors the person who does so. (VI: 327) - if you lie, you incur toh to the person you've lied to. (VI: 362) - Maidens, Stone Dogs and Black Eyes are particularly touchy about ji'e'toh. (VI: 403) - under ji'e'toh, there are no excuses. (VI: 403) - there are few ways to incur ji'e'toh towards a gai'shain, one is reminding them of their previous lives. (VI: 403) - it is insulting to tell someone he has toh towards you. (VI: 403) - even though there are times when surrender would lose less du and toh than the alternatives, very few Aiel would consider the alternatives. (VI: 451) - only you know the worth of your honor (i.e., how much you need to do to atone for incurred toh?) (VI: 461) - it is a specific spoken lie that incurs toh. (VI: 461) - toh no longer exists once it has been met, and the incident won't be referred to or held against you. (VI: 462) - after incurring toh by sleeping with Rand, Aviendha says Elayne may choose either to beat or kill her. (VI: 523) - killing a Wise Ones ranks with killing a pregnant woman, a child, or a blacksmith (VII: 30) - Aiel are scandalized by the sight of someone sitting in water (VII: 527) - da'tsang -- dispised one (VII: 628) - da'tsang are shamed with useless labor (VII: 629) - Shadowrunners (Darkfriends) are killed as soon as found, and not clan, sept, society or first-sister will raise a hand in protest (VII: 366) - honor earned through years determines rank of Aiel (VIII: 58) - a Maiden who betrayed her spear-sisters did not die quickly or unshamed (VIII: 59) - Aiel see no shame in knowing fear (VIII: 65) - smoldering splinters used by Aiel in torture (VIII: 243) - Aiel torture (VIII: 251-252) - how Maidens treat first-brothers who dishonor them (VIII: 532) - to Aiel betrayal by kidnapping is far worse then beating the Car'a'carn (VIII: 559) 3.8 Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - til shade is gone, til water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder's eye on the Last Day (I: 464; Ia: 551) - Leafblighter & Sightburner are Aiel names for the Dark One (I: 316, 661; Ia: 375, 788) - desc of Aiel oath (I: 464; Ia: 552) - Aiel refer to battle as "the Dance" (I: 659; Ia: 784) - My water is yours. (II: 409, III: 394) - wetlanders (non-Aiel) (III: 394) - May you always find water and shade. (III: 396) - Death comes for us all, we can only choose how to face it when it comes. (III: 433) - oath-breaking treekillers (Cairhienin) (III: 436) - shadowrunners (Darkfriends) (III: 444) - watersharers (former name for Cairhienin) (III: 445) - A man caught between his wife and a Wise Woman often wishes for a dozen old enemies to fight instead. (III: 456) - armcry (raise an alarm) (III: 634) - Greed kills more men than steel. (IV: 353) - May I never know shade if I do. (oath) (IV: 362) - shade of my heart (term of endearment) (IV: 370) - desc of welcome ritual (IV: 382) - I see you. (welcome/acknowledgement) (IV: 410) - When you choose the fight, you must take the consequences, win or lose. (IV: 444) - As well try to understand the sun as a woman. (IV: 445) - If you plan for the worst, all surprises are pleasant. (IV: 456) - If a Maiden loves you, you cannot escape her, however you run. (IV: 468) - Your honor is mine. (IV: 471) - I ask leave to defend your roof and your hold. (IV: 471) - If you ask the lion to protect you from wolves, you have only chosen to end in one belly instead of another. (IV: 478) - When the boar breaks cover, there's only you and your spear. (IV: 596) - A Myrddraal has less cunning than a woman, and a Trolloc fights with more honor. (IV: 693) - dogrobbers (insult) (IV: 946) - Killing is as easy as dying, any fool can do both. (V: 268) - Sleep well and wake. (goodnight) (V: 278) - The Breaking of the World killed the weak, and the Three-Fold land killed the cowards. (V: 362) - Life is a dream. (V: 479) - Shadowsouled (Forsaken) (V: 639) - May you find shade and water this day. (greeting) (VI: 96) - A man's dreams are a maze even he cannot know. (Saying of the Wise One Dreamwalkers) (VI: 250) - Put your soul in a wreath to lay at a man's feet. (Serious insult to a Maiden) (VI: 314) - desc of Aiel saying about men (VI: 355) - Use the weapons you have. (VI: 485) - As fast as a gray-nosed hare that sat on segade spines. (VI: 609) - insult: Has honor gone from the Shaido (VII: 29) - another cord for (his/her) bow (VII: 38) - words will not skin the boar, much less kill it (VII: 350) - (insult?): your tounge tosses bright colors on the wind (VII: 355) - Shadowrunners (Darkfriends) (VII: 366) - Maidens view death as a woman (?, anyone else?) "Had death been a man, she would have been him" (VIII: 48) - Aiel response to using first names (VIII: 52) - Aiel phrase: Scattered to the nine coners of the world (VIII: 258) 3.9 Customs of Rhuidean ~~~~~~~~~~~~~~~~~~~ - Rhuidean, and particularly what happens there, is not to be spoken of to any who have not been there. (IV: 358, 551) - none may shed the blood of one traveling to or from Rhuidean. (IV: 361) - long ago, even the name of Rhuidean wasn't written down, symbols were used to indicate the city instead. (IV: 362) - desc of the ritual of entering Rhuidean (IV: 372) - traditionally, any non-Aiel who approaches Chaendaer is killed. (IV: 372, 381) - those who wish to enter Rhuidean to take the test to become a clan chief must first get the permission of the Wise Ones. (IV: 372-373) - it is considered sacrilege for a non-Aiel to even ask to enter Rhuidean. (IV: 374) - no woman may go to Rhuidean more than twice, no man more than once, and none at all save they have the blood of the Aiel. (IV: 374) - most men who enter Rhuidean do not come back, and some who return come back insane. (IV: 375) - desc of ritual and instructions for entering Rhuidean (IV: 375) - before a woman enters Rhuidean, she discards her old belongings as "trash". When she comes back, she's forced to burn the non-metal belongings, and scatter the ashes. The non-metal is taken to a smith to be reformed into non-weapon objects. (IV: 379) - women entering into Wise One training must first pass the test of passing through a ter'angreal in Rhuidean. (IV: 380) - the ritual for going to Rhuidean is the first step of testing along the way to becoming a Wise One. (IV: 380) - there are certain places that cannot be entered in TAR - Rhuidean, the stedding, and a few others. (IV: 387) - at least four Wise Ones are required to vote yes for someone to enter Rhuidean. (IV: 388) - those who break the Agreement of Rhuidean will be denied shade (shelter), a form of ostracism. (IV: 551) - desc of the dragon marks gained in Rhuidean (IV: 551) - Rand and the others were in Rhuidean for 7 days, no one comes out after 10 days, which is how long those outside will wait for them. (IV: 554) - no man can go twice to Rhuidean. (IV: 565) - those Aiel who haven't been to Rhuidean are more likely to honor Aes Sedai. (IV: 811) - no known way to imitate the marks of Rhuidean. (IV: 815) - less than 1 in 3 men who go to Rhuidean survive, because they cannot face the truth of the memories there revealed. (IV: 960) - the clan chiefs rarely speak of or display their Rhuidean markings. (VI: 290) 3.10 Aiel Recreation and Leisure ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aiel men do not sing after childhood except for battle chants and dirges for the slain. (I: 374; Ia: 374) - Aielmen think the oddest things are funny (I: 465; Ia: 552) - Aiel have pipers who play them into battle with the music of the dances (I: 659; Ia: 784) - how to play the "game" of Maiden's Kiss (IV: 65-66) - the Aiel make wagers with each other. (IV: 142) - the Aiel are not humorless, but what they find amusing is often unusual to non-Aiel. (IV: 175, 474) - most Aiel know how to read. (IV: 605) - the Aiel applaud by drumming their spears on shields, whistling and making ululating cries. (IV: 611) - Aiel knife game involving flipping a knife into the ground. (IV: 718) - the Aiel appreciate art and craftsmanship. (IV: 811) - desc of Aiel singing and music (IV: 950) - "The game was to take a drink, then try to hit a target thrown into the air with a knife." (the targets in this instance were old pieces of wormholed wood.) (V: 80) (Jak) - "The Aiel did not (sing); among them, men did not sing except for battle chants or laments for the slain, and neither did Maidens, except among themselves." (V: 80) (Jak) - the Aiel don't play cards. (V: 80) - Aiel games: cats cradle, stones, Thousand Flowers - tiles laid out in patterns (Mah-jongg?) (V: 87) - the Aiel are fond of making wagers. (V: 285) - Aiel have distinctive/different handwriting. (V: 345) - Aiel dance: play pipes, leap into the air doing high kicks, somersaults and backflips, can break your bones if performed wrong. (V: 509) - Aiel warriors only sing battle hymns. (V: 509) - Aiel enjoy participating in informal "jibe" contests, trying to get the best of each other. (VI: 96) - taunting is almost an art among the Aiel. (VI: 107) - the Aiel seeks after books so avidly because none are manufactured in the Waste. (VI: 287) - the Aiel are great believers in taking exercise. (VI: 301) - flip is an Aiel game of tossing knife into the ground. (VI: 305) - the Aiel knit. (VI: 383) - game of cat's cradle. (VI: 383) - Wetlanders have a strange sense of humor; they found strange things funny and missed the best (VII: 260) - Aiel badgering (VIII: 222) - Aiel finger game: knife, paper, stone (VIII: 530) 3.11 Aiel Spirituality and Superstition ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the car'a'carn is the 'chief of chiefs', a prophesized figure. (IV: 552) - males who develop the ability to Channel go north, a tradition known as "going to kill the Dark One". (IV: 570) - the Aiel bury their dead? (IV: 583) - the Pattern does not see ji'e'toh. (V: 106) - there are darkfriends among the Aiel. (V: 345) - Aiel funeral dirge: (VII: 68-69) Life is a dream -- that knows no shade. Life is a dream -- of pain and woe. A dream from which -- we pray to wake. A dream from which -- we wake and go. Who would sleep -- when the new dawn waits? Who would sleep -- when the sweet wind blows? A dream must end -- when the new day comes. This dream from which -- we wake and go. - Aiel do not seem to care whether they live or die (VII: 69) - Maidens view death as a woman (?, anyone else?) "Had death been a man, she would have been him" (VIII: 48) 3.12 Aiel Warriors and Combat ~~~~~~~~~~~~~~~~~~~~~~~~ - Aiel men do not sing after childhood except for battle chants and dirges for the slain. (I: 374; Ia: 374) - young Aiel often travel to the Blight to hunt Trollocs, including women, who join the Maidens of the Spear. (I: 315; Ia: 374-375) - Aiel viel their faces before they kill (I: 659; Ia: 784) - the Aiel practice of vieling before killing gave rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent (I: 659; Ia: 784) - Aiel are deadly with weapons or with nothing but their bare hands (I: 659; Ia: 784) - Aiel will not touch a sword (I: 659; Ia: 784) - Aiel have pipers who play them into battle with the music of the dances (I: 659; Ia: 784) - Aiel refer to battle as "the Dance" (I: 659; Ia: 784) - the Aiel consider themselves at war with all other peoples and do not welcome strangers (I: 659; Ia: 784) - an Aiel can run 50 miles and fight a battle once he gets there. (II: 170) - Aiel will not ride horses or use swords. (II: 170) - warriors fight to the music of pipers. (II: 409) - an Aiel will not strike any woman who is not a warrior, except to save a life. (II: 411) - non-warriors can challenge each other to fight, even a fight to the death, or a near-relative can make the challenge on a relative's behalf. (IV: 175) - most Aiel warriors can face a Fade without flinching. (IV: 191) - the Aiel have a very negative attitude towards spies, or even people trying to pry. (IV: 348) - when the Aiel take the Hold of an enemy clan in the Waste, they carry away one fifth of all it contains, except food. This custom and law is known as the fifth. (IV: 352-353) - the chief and/or battle leader of an Aiel army gets one tenth of the fifth. (V: 355) - no warrior may shed the blood of another from the same society. (IV: 360) - Aiel warriors are trained in a form of martial arts, unarmed combat with hands and feet. (IV: 544) - some young Aiel go up to the Blight to hunt Trollocs and Myrddraal. (IV: 564) - warriors change tactics according to the circumstances of a fight. (IV: 603) - desc of a battle tactic (IV: 603) - each warrior society has a roof within each Hold. (IV: 819) - even non-warrior Aiel take up arms to defend their Hold when it's attacked. (IV: 830) - Aiel group by warrior societies, rather than clans, at large meetings, to keep the peace. (IV: 953) - members of one society feel so "familial" towards each other that sometimes they won't even marry someone too closely related to another of their society. (V: 63) - desc of the Aiel bow (V: 127) - Aiel use curved horn bows. (V: 269) - the Aiel are not mindless killers. (V: 268) - desc of #'s of Aiel warriors (V: 470-471) - the Wise Ones don't take part in battles, most especially they don't use the OP in a battle. (V: 482) - Aiel dance: play pipes, leap into the air doing high kicks, somersaults and backflips, can break your bones if performed wrong. (V: 509) - Aiel warriors only sing battle hymns. (V: 509) - if a warrior breaks all her spears, he/she is stating that he/she will have no honor in this life. (V: 640) - Aiel like using surprise in battle. (VI: 41) - each warrior society has a leader, and a leader for each specific circumstance. (VI: 95) - while every Aiel Clan, Society and all Aiel in general have hand signals, but only the Maidens have made a full language of these gestures. (VI: 198) - no Aiel turns away from a possible fight. (VI: 327) - most Maidens of the Spear are willing enough to take lovers, but some men find it offensive that they won't give up the spear to marry. (VI: 566) - the Aiel commonly raid the Border Reaches of Shienar. (VI: 585) - the martial arts practiced by the Maidens differs from that of the male warrior societies, and they don't like for men to watch them practice it. (VI: 628) - Aiel duel?? (VI: 675-676) - Aiel warriors carry a round bull-hide buckler and 3 or 4 short spears and wear gray-and-brown cadin'sor, and a shoufa (VII: 27) - five miles across low rolling hills is not a long run for any Aiel (VII: 30-31) - the fifth (VII: 155) - Aiel war song: Wash the spears, while the sun climbs high. Wash the spears, while the sun falls low. Wash the spears; who fears to die? wash the spears; no one I know! (VII: 635) - honor earned through years determines rank of Aiel (VIII: 58) - Aiel badgering (VIII: 222) - Aiel hand-to-hand (VIII: 584) 3.12.1 Aethan Dor (Red Shields) ~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.2 Cor Darei (Night Spears) ~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.3 Duadhe Mahdi'in (Water Seekers) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.4 Far Aldazar Din (Brothers of the Eagles) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.5 Far Dareis Mai (Maidens of the Spear) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aiel women fight alongside the men (I: 73; Ia: 87) - adopting an Aiel orphan (I: 73; Ia: 87-88) - young Aiel often travel to the Blight to hunt Trollocs, including women, who join the Maidens of the Spear. (I: 315; Ia: 374-375) - Far Dareis Mai -- (Old Tongue) Maidens of the Spear (I: 315; Ia: 375) - a group of Maidens killed three times their number in Trollocs before being killed (I: 316; Ia: 375) - Shienarans give much credit to how well Aiel women fight (Maidens) (I: 588; Ia: 699) - Far Dareis Mai -- FAHR DAH-rize MY (I: 662; Ia: 789) - Far Dareis Mai--(Old Tongue) Maidens of the Spear (I: 662; Ia: 789) - Far Dareis Mai is one of the Aiel warrior societies (I: 662; Ia: 789) - Far Dareis Mai admits only women (I: 662-663; Ia: 789) - a Maiden may not marry and remain in the society (I: 663; Ia: 789-790) - a Maiden may not fight while pregnant (I: 663; Ia: 790) - any child born of a Maiden is given to another woman to raise, in such a way that none know who the mother is (I: 663; Ia: 790) - Maiden oath: you may not belong to any man, nor may any man belong to you, nor any child. The spear is your lover, your child, and your life (I: 663; Ia: 790) - children of Maidens are treasured, for it is prophesied that a child born of a Maiden will unite the clans and return the Aiel to the greatness they knew during the Age of Legends (I: 663; Ia: 790) - an Aiel will not strike any woman who is not a warrior, except to save a life. (II: 411) - how to play the "game" of Maiden's Kiss (IV: 65-66) - a Maiden who becomes a Wise One must give up the spear. (IV: 212) - Maidens are often used as scouts. (IV: 301) - many young girls dream of becoming Maidens, and learn the rudiments of bow, spear and unarmed fighting. (IV: 563) - a woman speaks vows to spear upon becoming a Maiden. (IV: 563) - Maidens are forbidden to carry their spear while pregnant. (IV: 563) - the Aiel always travel with scouts, who are often members of the Society of Maidens of the Spear. (IV: 587) - Maidens use hand signals to speak to each other secretly. (IV: 809) - the only men allowed into the Maiden's Roof are gai'shain. (IV: 819) - the Maiden's have a tea ritual to show their approval of Rand trying to attract Aviendha. (IV: 819-820) - when Aviendha gives up the spear for Wise One training, she is made to give up all her weapons, and have non-weapon items made from the former weapons. Three of those items will be given to friends, three to the men she most hates, and three to the women she most hates. (V: 91) - most Maidens are slim-chested. (V: 347) - the child born of a Maiden is believed to be lucky, though none but the adoptive parents know it's not their own. (VI: 93) - while every Aiel Clan, Society and all Aiel in general have hand signals, but only the Maidens have made a full language of these gestures. (VI: 198) - samples of Maiden's handtalk (VI: 314-315) - if a Maiden is attacked by and defeats a non-Maiden woman, the Maiden could make her a gai'shain or demand the right to beat her before her clan members. (VI: 315) - most Maidens of the Spear are willing enough to take lovers, but some men find it offensive that they won't give up the spear to marry. (VI: 566) - the martial arts practiced by the Maidens differs from that of the male warrior societies, and they don't like for men to watch them practice it. (VI: 628) - a Maiden would give up her spear to marry a toad before teaching their handtalk to a man (VII: 76) - not all of the Maidens treat the Car'a'carn the same (VII: 141) - Wary of Asha'man they might be, yet Maidens being Maidens -- Aiel being Aiel -- risk only made taunts more fun. (VII: 144) - Maidens view death as a woman (?, anyone else?) "Had death been a man, she would have been him" (VIII: 48) - Aiel believe that wetlander women simper (at least, the Maidens do) (VIII: 55) - a Maiden who betrayed her spear-sisters did not die quickly or unshamed (VIII: 59) - Aiel see no shame in knowing fear (VIII: 65) - Far Dareis Mai are not allowed to question prisoners until she has been wed to the spear for twenty years, or even to watch until she has carried it ten (VIII: 116) - handtalk: "You startle me" (VIII: 117) - Two Rivers sentries had seen Maidens on occassion (VIII: 192) - the Cha Faile sometimes horrified Maidens with what they believed (VIII: 193) 3.12.6 Hama N'dore (Mountain Dancers) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.7 Mera'din (Brotherless) ~~~~~~~~~~~~~~~~~~~~~~ - mera'din -- brotherless (VII: 635) 3.12.8 Rahien Sorei (Dawn Runners) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.9 Seia Doon (Black Eyes) ~~~~~~~~~~~~~~~~~~~~~~ 3.12.10 Sha'mad Conde (Thunder Walkers) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.12.11 Shae'en M'taal (Stone Dogs) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Stone Dogs take vows not to retreat. (IV: 301) 3.12.12 Sovin Nai (Knife Hands) ~~~~~~~~~~~~~~~~~~~~~~~ 3.12.13 Tain Shari (True Bloods) ~~~~~~~~~~~~~~~~~~~~~~~~ 3.13 Aiel Wise Ones ~~~~~~~~~~~~~~ SEE ALSO: 64.0 AIEL CHANNELERS - a Maiden who becomes a Wise One must give up the spear. (IV: 212) - a Wise One is always safe among the Aiel, regardless even of blood feud. (IV: 371) - those who wish to enter Rhuidean to take the test to become a clan chief must first get the permission of the Wise Ones. (IV: 372-373) - the Aiel consider the Aes Sedai training program "coddling". (IV: 378) - the Wise Ones guide, but they do not tell. (IV: 386) - those who move with too much knowledge of the future find disaster, either from their efforts to change the future, or complacency in accepting that what was seen in the future will happen without effort. (IV: 387) - at least four Wise Ones are required to vote yes for someone to enter Rhuidean. (IV: 388) - there are only four Dreamwalkers among the Aiel at the moment. (IV: 388) - if a Wise One-trainee cannot repeat back a training lecture after one hearing, she is punished. (IV: 388) - the women training to become Aiel Wise Ones do chores as part of their training. (IV: 577) - Wise One punishment: dig holes and fill them back up with earth again. The futility of the task underlines that it's a punishment. (IV: 579) - Aiel Wise One adamant that Maiden who's entered Wise One training must give up the spear and her warrior-like ways except for self-defense. (IV: 827) - when Aviendha gives up the spear for Wise One training, she is made to give up all her weapons, and have non-weapon items made from the former weapons. Three of those items will be given to friends, three to the men she most hates, and three to the women she most hates. (V: 91) - desc of the first test for Aiel Wise Ones (V: 134) - the Wise Ones are fond of assigning useless punishments like burying ashes with a spoon, or piling rocks. (V: 299) - by law and/or custom, the Wise Ones avoid strangers (or only Aes Sedai who might find out that they can Channel?) (V: 330) - the Wise Ones don't take part in battles, most especially they don't use the One Power in a battle. (V: 482) - most Aiel don't even know that Wise Ones can channel, though there are rumors of strange abilities, and some figure what some Wise Ones do is close to channeling. (V: 482) - desc of types of tests administrated by Wise Ones to determine health (VI: 357) - around two thirds of the Wise Ones can Channel. (VI: 362) - the Wise Ones take apprentices. When they're ready, they're eventually "called to a hold of their own". (VI: 382-383) - normally each Wise One has only one apprentice. (VI: 386) - there are less than 1000 Aes Sedai, but there are more channeling Wise Ones than that. (VI: 488) - the Wise Ones decide that Min's ability puts her on an equal footing with them. (VI: 624) - Shaido have over 200 Wise Ones (VII: 29) - 6 or 7 Shaido Wise Ones can wield the One Power for every 1 Aes Sedai around Rand (at Dumai's Well) (VII: 30) - Wise Ones do not take part in battle (VII: 30) - Shaido Wise Ones fight (VII: 30) - Wise Ones keep far from Aes Sedai (VII: 30) - killing a Wise Ones ranks with killing a pregnant woman, a child, or a blacksmith (VII: 30) - Sevanna sees Wise Ones being the route to power for Aiel women, As wife of a clan chief (at 16) she had power when Maidens were barely trusted with a spear, or an apprentice Wise Ones trusted to carry water (VII: 33) - Aiel dreamwalkers concider male dreamwalkers as common as legs on snakes (VII: 200) - Wise Ones pecking order (VII: 213) - Wise Ones were soft knee high boots (VII: 626) - Wise Ones take apart weaves regularly (VIII: 76-77) - The Wise Ones say thet any woman can learn to take apart a weave, some to greater extent than others, but all can learn (VIII: 77) - taking apart a weave leaves no reside that may be read, the larger the weave the longer it is readable, if it only disipates (VIII: 78) - Wise Ones apprentices are apprentices until five Wise Ones agree they are ready to be more (VIII: 217) - Wise One weaves are very different from those taught in the White Tower (VIII: 277) - from Wise One: Learning a second way is hard enough without all the hand-waving you Aes Sedai do (VIII: 277) - Wise Ones do not use hand guestures when weaving (VIII: 278) - Wise One weaves are very different from those taught in the White Tower (VIII: 277) 3.14 Chosen ~~~~~~ - some men go into the Blight alone, thinking they have been called to kill the Dark One (I: 315; Ia: 374) 4.0 THE AIEL WASTE ~~~~~~~~~~~~~~ - in the Waste, you boil by day and freeze by night, and only an Aielman can find water there. (I: 285; Ia: 339) - Merchants from Cairhien used to cross the Waste, before the Tree, and the Aiel War (I: 315; Ia: 374) - only gleemen, Tinkers and peddlers can freely enter the Waste. (I: 315; Ia: 374) - Djevik K'Shar - (Trolloc) the Dying Ground, what the Trollocs call the Waste (I: 316, 662; Ia: 375, 788) - Aiel Waste is harsh, rugged and all-but-waterless (I: 659; Ia: 784) - Aiel Waste lies esat of the Spine of the World (I: 659; Ia: 784) - few outsiders venture into the Waste (I: 659; Ia: 784) - the Aiel consider themselves at war with all other peoples and do not welcome strangers (I: 659; Ia: 784) - the Spine of the WOrld is a towering mountain range, with only a few passes, which seperates the Aiel Waste from the lands to the west (I: 667; Ia: 796) - cattle and goats are herded in the Waste. (II: 170) - the Aiel call the Waste the Three-Fold Land - a shaping stone to make us, a testing ground to prove our worth, and a punishment for our sins. (II: 410) - the Aiel have no cities. (IV: 357) - desc of the heat of the Waste (IV: 366) - the heat of the Waste can actually kill those not accustomed to it. (IV: 371) - there are places where something like the Peace of Rhuidean is in effect, one of them is Alcair Dal, which is near to Cold Rocks Hold and Rhuidean. (IV: 560) - desc of the Waste's terrain (IV: 582) - vehicles like wagons have rough going in the Waste's terrain. (IV: 595) - the Aiel herd goats and sheep. (IV: 598) - Trollocs only a few miles from the Blight south into the Waste. (IV: 599) - how to find water in the Waste (IV: 791) - desc of Waste landscape (IV: 791) - Shiagi Hold (IV: 815) - desc of Waste (IV: 943) - desc of Alcair Dal (IV: 953) - Chain Ridge Stand - between the Goshien and Shaardad territories. (IV: 955) - there is very little wood in the Waste. (V: 59) - the Aiel sometimes sell uninvited visitors "like animals" to Shara, or kill them. (V: 64) - desc of Waste (V: 136) - it has never rained in the Waste? (V: 363) - the Aiel never use maps, they claim not to need them. (VI: 321) - Aiel have died for a pool they could step across (VII: 251) 4.1 Cold Rocks Hold ~~~~~~~~~~~~~~~ - Cold Rocks is 12 days walk from Imre Stand. (IV: 801) - desc of outer area of Cold Rocks (IV: 802) - desc of Hold (IV: 805, 187-818) - Cold Rocks is the size of a fair-sized town. (IV: 805) - children and gai'shain tend roof and terrace gardens of the Hold. (IV: 805) - desc of Hold houses - yellow clay bricks or gray stone, no glass windows, curtains, there's a gong beside the roofmistress' house (IV: 809-810) - desc of inside of house (IV: 810) - it's 3-4 days from Alcair Dal from Cold Rocks. (IV: 815) - desc of Aiel bedroom (IV: 823) - the gong by the Roofmistress' house is an alarm? (IV; 828-829) 4.2 Imre Stand ~~~~~~~~~~ - there is water at Imre Stand. (IV: 595) - Imre Stand is in Taardad land. (IV: 598) - it is made up of a crude stone building built against the base of a butte. It has small arrow slits, with dirt and growth on its roof. It is joined to another structure on a ledge by a crevice. (IV: 598) - the Stand is a shelter for herdsmen, and is entered via a rough wooden door. (IV: 599) - Imre Stand is at least 200 leagues south of Blight. (IV: 613) - there are two other Stands within 12 days walk of Imre Stand. (IV: 800) - Cold Rocks is 12 days walk from Imre Stand. (IV: 801) 4.3 Rhuidean ~~~~~~~~ - Ogier know of Aiel and Avendesora (I: 465; Ia: 551) - the slopes above Rhuidean are called Chaendaer. (IV: 226) - desc of the valley or Rhuidean (IV: 366) - an unnatural fog surrounds Rhuidean, covers the city like a dome. (IV: 390, 392) - the city is on the smallish side, with wide avenues, fountains, statues, huge buildings, palaces of marble, crystal, cut glass and towers. (IV: 392) - the city is unfinished, with the colors red, white and blue prominent. (IV: 392) - there are many stained glass windows, depicting huge people and landscapes. (IV: 392) - the city is utterly arid and waterless, although a veritable ocean of good water lies deep beneath the city. (IV: 392, 394) - the soil of Rhuidean is poor. (IV: 394) - the city stretches out a mile around a huge central plaza. Avendesora is planted in the center of that plaza. (IV: 395) - one feels a sense of peace and well-being beneath the branches of Avendesora. (IV: 396) - Rhuidean is shielded in some way. (IV: 971) - desc of Rhuidean (V: 57) - desc of building in Rhuidean (V: 86-87) - desc of Rhuidean fountains (V: 132) - steddings have a reflection in Tel'aran'rhiod, but they cannot be entered, Rhuidean had been closed also (VII: 190) 5.0 ALTARA - GENERAL CULTURAL ~~~~~~~~~~~~~~~~~~~~~~~~~ - world-renowned lacquer work is made in Altara. (V: 16) - Illian occasionally considers invading Altara. (V: 17) - Altaran women have the reputation of being fierce. (VI: 168) - Altarans give their allegiance to a lord/lady, then their local town, there is very little patriotism left over for the nation as a whole. (VI: 168) - few nobles heed the ruler, or pay their taxes. (VI: 168) - Ebou Dari Wise Women know a lot about herbs and healing because of all the wounds from the constant duels they have to treat. (VI: 244) - Altarans are in the middle in attitude towards Aes Sedai. (VI: 514) - the Ebou Dari are rumored to gamble on horse races. Both men and women will fight duels over the other, the prize willingly going with the winner. During weddings, the groom gives the bride a knife and asks her to kill him if he ever displeases her. A woman killing a man is assumed to be justified unless it is proven otherwise. (VI: 591) - bamboo? (VI: 602) - nobles are dressed by their servants. (VI: 597) - most Altaran rulers have Aes Sedai councilors. (VI: 602) - the Altaran ruler realizes that Altara is a lesser power. (VI: 602) - the Children of the Light are not especially popular in Altara? (VI: 602) - Altaran and Murandian successions are never sure or secure, as the noble Houses are always squabbling and taking power for themselves. Assassination is not uncommon. (VI: 604) - servants are summoned with small silver gongs. (VI: 604) - people are very polite in Ebou Dar. (VI: 641) - few would challenge a lord except another lord, but despite that, Mat gets challenged three times in as many days. (VI: 641) - boys ride the race horses in Altara. (VI: 641) - widows who don't wish to remarry are less likely to be challenged than married women, who are less likely to be challenged than unmarried women. Aged grandmothers are the least likely to be challenged, but they might challenge you. (VI: 644) - intruding in some place where you don't belong is liable to provoke a duel, as is excessive curiosity and questions. (VI: 644) - Ebou Dari raise hands with palms facing towards another to indicate they don't wish to get involved in violence. (VI: 644) - herb healers are accepted in Altara. (VI: 645) - men fight men and women fight women. (VI: 646) - Wisdoms are called Wise Women in Altara. (VI: 696) - Ebou Dari seem to be unable to speak three words without boasting (As seen by Aiel) (VII: 259) - in Ebou Dar, horse racers are all boys (VII: 272) - a few miles inland from Ebou Dar, horse racers are all girls (VII: 272) - Ebou Dari are polite people (VII: 291) - Queen of Altara's power only extends two or three days out of Ebou Dar (VII: 299) - Ebou Dari and duels, and consequences (VII: 302) - the Knitting Circle (VII: 384-385, 394-406, 472-474, 479-481, 496-502 - Ebou Dar call the Thirteen Sins: a man with eyes that nearly filled his face for Envy, a fellow with his tongue hanging to his ankles for Gossip, a snarling , sharp-toothed man clutching coins to his chest for Greed (VII: 393) - in Ebou Dar, when folks were truly trying to be polite, apologies back and forth could flow for an hour. (VII: 394) - Ebou Dari Wise Woman (VII: 396) - there is no honor in fighting beggers (VII: 471) - the Aes Sedai knew about the Knitting Circle, and used this knowledge to find runaways (VII: 475, 479-481 5.1 Clothing and Appearance of Altarans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Altarans have olive skin (NS: 42) - there are dark eyes in Altara. (III: 488) - some men wear their beards cut square, with long moustaches. (VI: 168) - men dress in long vests of bright colors, often with no shirt beneath. (VI: 592) - all women, and most men, wear large hoop earrings, and rings set with colored glass. Both genders wear long, curved knives at their belts. (VI: 592) - Women wear pale dresses with very deep and narrow necklines. Their skirts are gathered up to the knee on one side to expose brightly-colored petticoats. (VI: 592, 600) - hazel eyes are not native to Ebou Dari. (VI: 596) - most have dark hair and nearly black eyes. (VI: 600) - even the livery of house servants has the deep neckline and hem sewn up to the knee on one side. (VI: 600) - men's shirts have wide, pleated sleeves. (VI: 601) - noblewomen's dresses have falls of lace at the wrists and above a woven gold collar, though still cut to have a very low neck. The hem trails a pace or so behind them. (VI: 601-602) - women of all classes wear the marriage dagger. (VI: 602) - desc of the "code" of marriage dagger settings (VI: 603) - upper class men wear vests of bright silk, which is often brocaded, over their pale, wide-sleeved shirts. They wear silk coats slung over their shoulders, with chains of silver or gold strung between the narrow coat lapels, which are embroidered with flowers or animals. The coats are too small to wear as coats, they are worn more like capes. These men often carry long, narrow swords. (VI: 640) - most Altarans are of average height. (VI: 643) - the clothing of commoners is made from wool rather than silk, though it is still embroidered on the sleeves and around the neck. Commoners wear as much jewelry, but theirs is from cheaper metals and set with colored glass rather than gemstones. (VI: 643) - most women wear their hair to their shoulders, or shorter. (VI: 643) - Altarans have a medium skin tone. (VI: 645) - Ebou Dar fashion: skirts drawn up in front to expose layers of petticoats, with creamy lace at wrists and neck. The bodice is tight fitting and missing a narrow oval , revealing cleavage (VII: 254) - palace guards: gilded breastplates over green coats and baggy white trousers stuffed into dark green boots. Green cords secured thick twists of white cloth aroundglittering golden helmets, with the long ends hanging down their backs. Even their halberds and the scabbards of their daggers and short swords shone with gold. Guards for being looked at, not fighting. But then... ,he could see swrodsmen's calluses on their hands. (VII: 291) - Sword-Lieutenant: gold cord as well as green on his pointed helmet signified some rank, and he carried a gilded rod instead of a halberd, with a sharp end and hook like an ox-goad. (VII: 292) - desc of Edou Dari complexion and maids dress (VII: 292) - blue sheath on a marriage knife means woman is looking for a new husband (VII: 459) - Ebou Dari have olive skin and dark eyes (VII: 576-577) 5.2 Altaran Festivals and Celebrations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Ebou Dari have many festivals, some all day (VII: 302-303) - pine branches part of decorations for Swovan Night (VII: 304) - Swovan Night in Ebou Dar (VII: 359- - Swovan Night Revelers wear sprigs of evergreen in their hair (VII: 359) - Feast of the Half Moon (VII: 396) - Festival of Birds (VII: 462, 469) - Feast of Embers two days before Maddin's Day (founder of Altara), then the Feast of the Half Moon (VII: 584) - costumes and masks made of feathers worn on the Festival of Birds (VII: 464, 467-469) - wagons carry setting during the Festival of Birds (VII: 469) - Song (Ebou Dar) I Will Steal Your Breath with Kisses (VII: 451) - Feast of Embers held two nights after Feast of Birds (VIII: 54) 5.3 Altaran Food ~~~~~~~~~~~~ - spicy cake (III: 381) - plum brandy (VI: 594) - mint and cloudberry tea, served cold (VI: 598) - Gilded Fish (VII: 361) - Ebou Dari eat squid and octopus (VII: 451) - lemonade (VII: 455) 5.4 Altaran Guilds ~~~~~~~~~~~~~~ - Ancient and Worshipful Guild of Stablemen (VII: 278) - guild for most things in Ebou Dar (VII: 278) - golden scale and hammer sign of goldsmiths guild (VII: 279) - moneylenders guild sign is an open hand and gold coins (VII: 285) - Ebou Dar has a guild for the men who sweep the squares evey night? (VII: 397) - saltworkers wear a white vest to show that they are part of the guild (VII: 269) - Weavers wear vests with vertical stripes (VII: 269) - printers wear vests with horizontal stripes (VII: 269) - dyers have hands stained to elbows (VII: 269) - tanners have an unpleasent smell (VII: 270) - bookers ritual "As my Lord wishes to wager, so shall I write truly." "The book is open." (VII: 270) - Bookers guild wear a bright red vest with an open book embroidered on the breast (VII: 270) - bookers have a poleman who hold up a slate with the odds writen on it (VII: 270) - the Illustrious and Honored Guild of Bookers always claimed it would take any wager in any amount. They even wagered with ship owners and merchants as to whether a ship would sink or prices change; rather, the guild itself did, not individual bookers. (VII: 271) - a number of iron-strapped chests follow the booker, each carried by two guards in leather vests, armed with brass-bound cudgels (VII: 271) - a man follows the booker who carries token marked with the bookers sigil, each booker has a different sigil (VII: 271) - another person carries a lacquered box holding a fine brush and ink (VII: 271) - the token is marked, by the booker, with the wager, the name of the horse, and a symbol indicating the race (VII: 271) - bookers could be touchy about paying on a token with smeared ink (VII: 271-272) - Ancient and Honorable League of the Nets wear a double earring from their left ear. Stones in lower hoop tell more about wearer; two white stone indicate that wearer owned other boats besides the one he captained (one for each stone??) (VII: 309) - beggers use flour paste dyed with bluewort to immitate scars (VII: 392) - beggers guild wears a brass ring on the little finger; they are called the Fellowship of Alms (VII: 470) 5.5 The Kinswomen ~~~~~~~~~~~~~ - Kin's Knitting Circle (VIII: 57-58) - the Kins store house of objects of Power, and of rumored objects (VIII: 72) - desc of Kin's farm (VIII: 99-102) - Kin's farm is known as a retreat for women (VIII: 99) - the White Tower was unaware of the Kin's farm (VIII: 106) - angreal and ter'angreal taken from the storeroom in Ebou Dar filled five panniers (VIII: 398) - Kinswomen has runaways from the White Tower among their number (VIII: 543-544) 5.6 Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - stab my liver (VI: 602) - Lean back on your knife and let your tongue go free. (Take your ease and speak your mind. The only way to insult someone who says that is to lie.) (VI: 602) - The Light's blessing on all here. (benison) (VI: 641) - son to queen: bow and touch lips with fingers (VII: 302) - queen greeting son: kiss both checks and eyelids (VII: 302) - Ebou Dar saying: A man is a maze of brambles in darkness, and even he does not know the way (VII: 312) - Song (Ebou Dar) I Will Steal Your Breath with Kisses (VII: 451) - you could call any woman in Ebou Dar duckling or pudding all day, and she would smile long, but use her name before she said you could, and you found a hotter reception than you would for goosing a strange woman on the street anywhere else. A few kisses exchanged were never enough for permission, either. (VII: 465) 6.0 GENERAL GEOGRAPHY OF ALTARA ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Altaran villages bordering Amadicia: Salidar in the north, So Eban in the middle, Mosra in the south. (V: 224) - villages in Altara: Marella, Ionin Spring. (VI: 466) - desc of Altaran forest (VI: 493) - desc of Altaran area - low rolling, grassy hills (VI: 562) - after the hills, a forested area. (VI: 587) - beyond the forest is a dirt road, with the remains of paving stones. It curves through increasingly forested hills, some of which are even small mountains. (VI: 590) - farmhouses and barns of pale stone cling to the hills. (VI: 590) - on the third day of the trip, they pass through a village with white-plastered buildings, that have flat roofs of pale reddish tile. (VI: 590) - inn in Altaran village: The Marriage Knife (VI: 591) - the fourth day of the trip, they pass through So Tehar. (VI: 593) - inn in So Tehar: The Southern Hoop. (VI: 593) - five days out, they reach Ebou Dar. (VI: 594) - 200 miles north of Salidar is still Altaran territory? (VI: 647) - desc of farms and villages across Altara (VII: 223) - Nor Chasen is a small village on the coast to the east of Ebou Dar (VII: 310) 6.1 Ebou Dar ~~~~~~~~ - Ebou Dar has quite a rough and tough reputation. (V: 179, 341) - desc of storeroom in Ebou Dar (VI: 240, 242) - desc of Ebou Dar (VI: 241, 243) - Ebou Dar is the only city other than Illian to have so many canals as part of the city structure itself. (VI: 243) - rumors of Ebou Dar: strangers can be killed for a wrong glance, duels can be fought over a word, and even women might fight each other in the street with knives. (VI: 510) - there are villages and farms surrounding Ebou Dar for a distance of 100 miles. (VI: 560) - desc of Ebou Dar (VI: 594) - the ruler reigns from the Tarasin Palace. At this time, the Queen controls maybe 100 miles around Ebou Dar. (VI: 595) - Ebou Dari inn: The Wandering Woman (VI: 596) - Mol Hara Square lies in front of the Tarasin Palace. (VI: 597) - desc of palace rooms - it is typical to have a number of bed chambers surrounding a shared sitting room (VI: 597) - desc of Palace interior (VI: 601) - the Rahad quarter lies across the river from the Palace. Even the Civil Guard steps lightly there, as you can have a knife in your back before you know it. (VI: 604) - thieves in the Rahad Quarter use thin blades to kill you if your clothes are fine, so the clothes aren't damaged. (VI: 604) - fishing is a common occupation in the city. (VI: 641) - desc of the Rahad Quarter (VI: 643) - inns in the Rahad are marked only by blue doors. (VI: 644) - no one in the Rahad Quarter would willingly speak with an Aes Sedai. (VI: 644) - people in the Rahad stop to watch any duels that break out, those who don't stop appear odd and suspicious. (VI: 645) - Ebou Dar fashion: skirts drawn up in front to expose layers of petticoats, with creamy lace at wrists and neck. The bodice is tight fitting and missing a narrow oval , revealing cleavage (VII: 254) - desc of ships in Ebou Dar harbor (VII: 258) - grimiest tavern, smelling of very old fish, in Ebou Dar was named The Queen's Glory in Radiance (VII: 269) - The Golden Crown of Heaven graces a dim hole in the Rahad with only a blue door to mark it, where black stains from old knife fights splotched the grimy floor. (VII: 269) - desc of Silver Circuit in Ebou Dar (VII: 269) - city gate nearest to Silver Circuit (hundred paces or so) is Moldine Gate (VII: 278) - Moldine Gate is a broad pointed arch and is ten spans deep (VII: 278) - desc of Ebou Dar (VII: 278) - desc of Tarasin Palace (VII: 291) - palace guards: gilded breastplates over green coats and baggy white trousers stuffed into dark green boots. Green cords secured thick twists of white cloth aroundglittering golden helmets, with the long ends hanging down their backs. Even their halberds and the scabbards of their daggers and short swords shone with gold. Guards for being looked at, not fighting. But then... ,he could see swrodsmen's calluses on their hands. (VII: 291) - Civil Guard in Ebou Dar (VII: 280) - desc of interior of palace (VII: 292) - Wandering Woman is across the Mol Hara Square from the palace (VII: 304) - Chelsain Palace is by the Three Towers Gate (VII: 306) - Nor Chasen is a small village on the coast to the east of Ebou Dar (VII: 310) - Cache of angreal, ter'angreal, and sa'angreal in Ebou Dar (VII: 316) - The Wandering Woman has a hidding place in the kitchen floor, in front of one of the stoves (just one?) (VII: 361) - alleys in Ebou Dar (VII: 388-390) - morning bustle in Ebou Dar (VII: 390-391) - inn in Ebou Dar: Stranded Goose, three broad stories with an innkeeper who wore large garnets at her ears despite the humble name (VII: 391) - Tarasin Palace (VII: 450-451) - Ebou Dar tavern: The Rose of the Elbar; not far from the waterfront, dented tin cups chained to the bench. across from the dyers shop, the weaver, and the Circles house; has bad tea, poor wine, and ale; fish, oyster stew (VII: 454, 458) - rich races at the Circuit of Heaven, north of the city (VII: 463) - Oarsman's Pride; inn overlooking the docks and the river (VII: 483) - trade winds come into Ebou Dar twice a year, in late winter and late summer, bringing ships from Tarabon and Arad Doman (VII: 590) - peeling blue door of The Golden Crown of Heaven, rough bar? (VII: 591) - room in Ebou Dar palace (VII: 604) - the fountain in the Mol Hara Square is of Nariene, a queen of Ebou Dar, she was noted for her honesty, but not enough to be depicted completely bare-chested (VII: 617) - Maylin is a serving girl at The Old Sheep (south of Mol Hara?) (VII: 618) - Ebou Dar militia (VII: 621) - Ebou Dar (VIII: 46) - flag of Altara is two golden leopards on a field of red and blue (VIII: 46) - banner of House Mitsobar is the Sword and Anchor, green on white (VIII: 46) - Tarasin Palace (VIII: 46-66) - Rhannon Hills lie south of Ebou Dar (VIII: 86) - boulders north of Ebou Dar were once the toes of a statue of a warrior queen nearly 200 feet high (VIII: 95) - the statue had been built by the Shiotans, and records say that it had worn little more than armor, and not a great deal of that (VIII: 95) - statue is within two hours of the Kins farm (VIII: 97) - desc of Kin's farm (VIII: 99-102) - Olive groves in Ebou Dar (VIII: 99, 456) - Venir Mountains run to Arran Head in Altara, along border between Altara and Illian (VIII: 302) - Kabal Deep lies between Illian and Arran Head and is the deeper then Illianers can sound (VIII: 304) - Venir Mountains in Altara (VIII: 426) - statue in the Verin Mountains (VIII: 427) - statue in Verin Mountains may be of a Queen of Shiota, but not older (VIII: 427) - Shiota conquerers are depicted with swords (VIII: 427) - Shiota rulers who expand the borders are depicted with a certain type of crown, crown appears to have swords in it (VIII: 427) 6.2 Remen ~~~~~ - the town is located on the Manetherendrelle. (III: 376) - the people of Remen recognize Ogier by sight. (III: 379) - oared ferries carry people across the river, which is a half-mile wide at Remen. (III: 379) - there is no bridge, but at least six ferries in frequent use. (III: 379) - the ferries and merchants' ships moor at long stone docks, which are separated from the main town by bulky grey stone warehouses. (III: 379) - most of the houses of the town are made of stone, and roofed in tiles with colors ranging from yellow to red to purple. (III: 379) - inn: The Wayman's Forge - purple tile roof, three stories of grey stone, with large windows and scroll-carved doors. (III: 379) - the town is built around a central square, with haphazardly laid-out streets. (III: 379) - the town square is paved with big stone blocks. (III: 380) 7.0 AMADICIA - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aes Sedai are outlawed in Amadicia. (V: 151) - a woman has to be careful about curing people, even being accused of being a Channeler can lead to arson or worse. (V: 161) - there is no name for Wisdom in Amadicia, most women who practice healing do so only as a sideline. (V: 163) - there are hedgedoctors, men who study herbs. (V: 163) - even in Amadicia, it's difficult for the Children of the Light to bring charges against a member of the nobility. (V: 165) - star and thistle are Amadicia's signs. (V: 187) - the king's men and the Children of the Light don't get along very well. - the nobles participate in falconry hunts. (VI: 189) - no woman who has ever trained at the Tower is legally allowed in Amadicia, the law requires that such women be turned in to the army and/or the Children of the Light (V: 222, VI: 49) 7.1 Clothing and Appearance of Amadicians ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - women wear deep bonnets that hide their faces, men wear coats down to the knee. (V: 151) - women favor long curls to their shoulders. (V: 153) - many Amadicians have dark hair? (V: 153) - the bonnets have big velvet bows, also bows on their dresses. (V: 237) - Amadician countrymen wear unrelieved black buttoned to the neck (VII: 269) 7.2 Amadician Crime and Punishment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aes Sedai are outlawed in Amadicia. (V: 151) - a woman has to be careful about curing people, even being accused of being a Channeler can lead to arson or worse. (V: 161) - even in Amadicia, it's difficult for the Children of the Light to bring charges against a member of the nobility. (V: 165) - the Children of the Light are immune to many Amadician laws. (V: 182) - desc of Amadician laws (V: 182) - no woman who has ever trained at the Tower is legally allowed in Amadicia, the law requires that such women be turned in to the army and/or the Children of the Light (V: 222, VI: 49) - thieves keep a low profile in Amadicia, because of the harsh punishments. For the first offence - branding, second offence - amputation of hand, third offence - hanging. (V: 224) 7.3 Amadician Food ~~~~~~~~~~~~~~ - salted ham and peppered beef. (V: 148) - spicy muffins, pears, blue grapes and strawberries. (V: 219) - the king and nobles have snow and ice carted from the Mountains of Mist to cool drinks and for iced foods. (VI: 49) 8.0 AMADICIA - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - smaller villages unfamiliar with sight of Ogier. (III: 377) - towns: Samaha, Tallan, Fyall. (III: 377-378) - the border between Tarabon and Amadicia is only marked by a tall stone pillar to either side of the road. (V: 142) - as you pass from Tarabon to Amadicia, hills gradually rise. (V: 142) - stone-fenced fields and thatched farmhouses. (V: 142) - rolling, forested hills. (V: 182) - desc of lords' structures in Amadicia (V: 182) - Amadacian buildings (VIII: 247, 248) - Abila in Amadicia (VIII: 574) - Abila (VIII: 575-580) - winter in Amadicia is like last days of autumn in Saldaea (VIII: 582) 8.1 Amador ~~~~~~ SEE ALSO: 51.1.1 The Stone of Tear - Amador is the stronghold of the Children of the Light (I: 159; Ia: 190) - Children of the Light based out of Amador (I: 476; Ia: 566) - desc of fanciful topiary at Seranda Palace. (VI: 46) - the Seranda Palace is two miles from Amador. (VI: 47) - desc of Seranda Palace (VI: 47) - Amador inns: the Oak and Thorn, the Golden Hand. (VI: 440) 8.2 Bellon ~~~~~~ - Bellon is 20 miles from the capital, on the Graen River. (V: 183) - inn: the Bellon Ford Inn (V: 183) 8.3 Mardecin ~~~~~~~~ - this is the first village on the road from Tarabon. (V: 141) - a garrison of Children of the Light is stationed there. (V: 141) - the town is a mile wide, straddles a bridged stream between two hills. (V: 142) - the houses have slate and thatch roofs. (V: 142) - well over 50 men in the barracks of the garrison. (V: 148) - granite slabs pave the streets, the buildings are made of brick or stone. (V: 151) - there are at least three inns in the town. (V: 151) - Mardecin lies on a trade route, so is a good place to hear news and gossip. (V: 154) 8.4 Sienda ~~~~~~ - east of Amador (V: 187) - inns: The King's Lancer, The Light of Truth (V: 187,188) - the king's men and the Children of the Light don't get along very well. 8.5 Willar ~~~~~~ - Willar is a very small village, and much of its buildings are empty. Half the population has moved away because the spring in the village common has run dry for the past year, and water must be hauled a mile from a stream. (III: 377) 9.0 ANDOR - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~ - 32 Queen's Guards in a patrol, riding in columns of twos, they patrol as far as Breen's Spring (I: 410-411; Ia: 489) - Andor's symbol is a rampant white lion on a red field. The Queen wears the Rose Crown of Andor. - men smoke pipes (I: 16; Ia: 19) - stones boards (I: 16; Ia: 19) - books in inn (I: 16; Ia: 19) - men stand when a woman enters the room (I: 17; Ia: 21) - the price of goods varies with the size of a village/town/city, how much trade they get, and the availability and demand for goods. While a large silver coin could buy a good horse in the Two Rivers, it is the price of passage on a trading ship elsewhere in Andor. (I: 25; Ia: 30) - few travel even to the next closest villiage (I: 42; Ia: 49) - few, except scholars, know of Trollocs and Myrddraal as anything but stories (Andor and further south) (I: 379; Ia: 452) - some history of Andor (past 50 years or so) (I: 441-442; Ia: 525-526) - desc of Andor's anthem (I: 492; Ia: 587) - snippet of Andorian anthem: Forward the Lion, forward the Lion, the White Lion takes the field. Roar defiance at the Shadow. Forward the Lion, forward, Andor Triumphant. (I: 492; Ia: 587) - there has been a bond between the White Tower and Andor even before there was an Andor. (III: 173) - Andoran coins are the heaviest. (III: 363) - Andor produces high-quality metal goods - steel, bronze, copper. (III: 365) - Andor sells almost as much grain to Cairhien as Tear does. (III: 425) - Andor, and likely other lands, would likely send soldiers to the Two Rivers if they heard of the Trolloc problems, and they wouldn't likely be happy about the amount of Children of the Light there, either. (IV: 517) - the Andoran battlecry is "Forward the White Lion!" (IV: 748) - Andoran soldiers get pensions when they retire from old age. (V: 47) - Andorans salute with fist on heart. (V: 48) - Andorans considered somewhat "prim" by others. (V: 50) - Andor is a wealthy land, almost as wealthy as Tear. (V: 51) - Murandy and Andor have a tense relationship, there have been many border problems over the years. (V: 178) - the last four Queens have had problems holding on to the Mountains of Mist area. (V: 246) - until Tigraine, Andor and Cairhien fought each other in ceaseless wars. (V: 252) - desc of old method of swearing binding oaths - slice self with weapon to indicate you'd shed your own blood before breaking the oath (V: 255) - Andorans are bluff and straightforward, and they dislike being maneuvered or bullied. (VI: 163) - Andorans are mostly straightforward, and are proud of that. (VI: 274) - Andor strongly resents foreign soldiers on its land. (VI: 414) - Andoran seal is a lion surrounded by the Rose Crown in red wax. (VI: 443) - merchants sigil: red heart on a golden hand (VIII: 552) - quivers are worn at the hip in the Two Rivers (I: 1; Ia: 1) - Spears and bows used in Two Rivers (I: 2, 4; Ia: 1, 4) 9.1 Clothing and Appearance of Andorans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - typical dress for men is a pair of trousers, a shirt, coat, a cloak when it's cold, and sturdy boots. Women wear long, demure dresses and shoes, with a cloak for warmth. Class distinctions are shown through the difference in quality of cloth and workman ship. The rich also wear a fair amount of jewelry, including woven-metal belts. Both sexes also dress for their occupations, with aprons, caps or gloves worn when appropriate. - everyone in the Two Rivers had dark eyes, as did most of the merchants, and their guards, and everyone else that had come to the Two Rivers (I: 39; Ia: 46) - ankle-length, fur-lined coats are often worn in Baerlon. (I: 183; Ia: 218) - the gatetenders in Whitebridge wear mail tunics with steal caps, and cheap red coats with white collars. (I: 335; Ia: 399) - Andor Militia wear red uniforms, a peaked helmet and burnished breastplate (I: 353; Ia: 420) - most Andoran villages have a fashion that marks a woman as mature. Some braid the hair, others wear a kerchief or bonnet. Styles and fashions can also differ from village to village, with some noted for preferring striped cloth, for example. Ankle-length coats are popular in Baerlon, and many men wear wide-brimmed hats in Caemlyn. - women in Four Kings wear scarves on their heads. (I: 392; Ia: 467) - the people of Market Sheran have a fondness for striped clothing, and the women wear bonnets and aprons. (I: 409; Ia: 488) - the Queen's Guards wear red cloaks and undercoats, with long white collars, in addition to armor. Golden knots on the shoulder indicate the rank of officers. (I: 410-411; Ia: 489, III: 523) - Caemlyn men favor wide-brimmed hats. (I: 449; Ia: 534) - servants in the Palace wear red livery with white collars and cuffs, and a white lion on the breast. (I: 508; Ia: 606) - high officers wear lion-head spurs. (II: xviii) - one shoulder knot is a Lieutenant? (III: 536-537) - the noblemen wear colorful embroidered coats, the women wide dresses. (III: 538) - 16 years is the average age for braiding hair in the Two Rivers. (IV: 466) - high-crowned, curl-brimmed velvet hats are the latest fashion from Caemlyn. (V: 45) - Andorans are fairly pale-skinned. (V: 430) - women from the Two Rivers wear flowers and ribbons in their hair for weddings. (VI: 650) 9.2 Andoran Crime and Punishment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the Queen's Writ is the law in Caemlyn, upheld by the Guard. (I: 298; Ia: 354) - there are lords who are members of the Queen's Guard. (III: 548) - the penalty for barn-burning in Andor is a public strapping or flogging. (V: 32) - companions of a criminal during a crime are equally culpable under the law. (V: 36) - victim awarded costs and damages, wrongdoer set to work for victim if he can't pay. (V: 38, 46) 9.3 Andoran Familial Relations and Customs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - grown women always wear thier hair braided in the Two Rivers (I: 22; Ia: 27) - girls do not wear their hair in a braid in the Two Rivers (I: 22; Ia: 27) - couples declare betrothals by kneeling and speaking before Women's Circle. (III: 100; IV: 75) - the custom is to wed one year after speaking betrothal. Taking this year is a strong custom, which is designed to ensure the couple get along well together. (IV: 890) - for the wedding, the couple kneel in front of the Women's Circle, with two people standing for each the bride and the groom, who wear flowers in their hair. A red ribbon is wound around the groom's neck, and another through the bride's hair. Then the two pledge vows to each other. (IV: 890-891) - supposed to wear marriage ribbons for 7 days. (IV: 923) - Andorans considered somewhat "prim" by others. (V: 50) - most Andorans would feel that if they had sex with someone, they should immediately marry that person. (V: 363) - women ask the permission of their mothers and the Wisdom before marrying. (V: 363-364) - the Women's Circle makes the decision about when a woman is mature and should change her hair style, the decision is based on maturity, not physical age, though rarely later than 20 years old. (VI: 31) 9.4 Andoran Festivals and Celebrations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - spring starts a month before Bel Tine (I: 1; Ia: 1) - Bel Tine comes in the spring (I: 3; Ia: 3) - Sunday comes in summer (I: 3; Ia: 3) - Bel Tine is a spring feast day, particularly celebrated in the country and smaller villages. The night before Bel Tine is called Winternight, and is also a time of festivity. - on Winternight, families visit from house to house, enjoying food and drink with their neighbors, and exchange small gifts. (I: 11; Ia: 12) - the morning of Bel Tine the single women of the village gather around a shorn fir tree prepared in advance. They dance around the tree and entwine it with colored ribbons while the single men sing. (I: 9; Ia: 10) - the rest of the day and night are taken up with various contests and games, including: foot races, target hitting with sling and bow, solving riddles and puzzles, rope-tugging, lifting and tossing weights, darts, bowls, tag, rolling hoops, sheep shearing, singing, dancing, instrument playing, stones, quarterstaff sparring. (I: 5, 9; Ia: 6, 10; III: 287) - men smoke pipes (I: 5; Ia: 5) - tag & rolling hoops (Two Rivers) (I: 6; Ia: 6) - Bel Tine fires (Two Rivers) (I: 8; Ia: 10) - Spring Pole, ten feet high (I: 8-9; Ia: 10) - people in the Two Rivers need little excuse to sing and dance (I: 9; Ia: 10) - fireworks rare in Two Rivers, ten years since last display (I: 9; Ia: 11) - game of stones (I: 10; Ia: 11) - only two gleemen have been in the Two Rivers in the last 15 years or so (I: 13; Ia: 16) - Winternight visits are a Two Rivers custom (I: 83; Ia: 98) - Sunday is another feast day, presumably in the high Summer. (I: 372; Ia: 443) - unmarried women of marriageable age dance the Spring Pole while the unmarried men sing (I: 36; Ia: 43) - other activities in smaller towns might include harvest dances and picnic gatherings during the shearing. (III: 329) - villagers celebrate the Feast of Lights with dancing. (VI: 653) 9.5 Andoran Food ~~~~~~~~~~~~ - apple brandy (Two Rivers) (I: 3; Ia: 3) - apple cider (Two Rivers) (I: 3; Ia: 3) - ale (Two Rivers) (I: 5; Ia: 5) - pastries (Two Rivers) (I: 7; Ia: 9) - meatpies (Two Rivers) (I: 7; Ia: 9) - honeycakes (Two Rivers) (I: 7; Ia: 9) - mulled wine (Two Rivers) (I: 14; Ia: 17) - brown ale, made by innkeeper (Two Rivers) (I: 16; Ia: 19) - crusty loaves, pickles & cheese (Two Rivers) (I: 17; Ia: 20) - honeycakes (I: 17; Ia:20) - brandy (I: 17; Ia: 21) - cider (I: 17; Ia: 21) - ale (I: 17; Ia: 21) - wine (I: 17; Ia: 21) - clotted cream (Two Rivers) (I: 18; Ia: 21) - mulled cider (I: 18; Ia: 22) - sweetberry (I: 20; Ia: 24) - sweetberry bush (I: 20; Ia: 24) - apple cakes (I: 23; Ia: 28) - chicken (I: 52; Ia: 62) - smokehouse (I: 53; Ia: 63) - collecting eggs (I: 53; Ia: 64) - oat (I: 53; Ia: 63) - beans (I: 54; Ia: 64) - pea (I: 54; Ia: 64) - beets (I: 54; Ia: 64) - cabbage (I: 54; Ia: 64) - stew (I: 54-55; Ia: 64-65) - tea (I: 55; Ia: 66) - green-veined cheese (III: 469) - mutton stew, lentil soup (IV: 484) - kidney pie (IV: 712) - cold, jellied soup, thin beef wrapped around a filling. (V: 385) - youngsters in the Two Rivers drink milk, cider or well-watered wine. (VI: 474) 9.6 Andoran Nobility ~~~~~~~~~~~~~~~~ - Andor's symbol is a rampant white lion on a red field. The Queen wears the Rose Crown of Andor. - the Prince pledges oath to protect queen: "My blood shed before hers; my life given before hers." - women show honor to the Queen by curtseying and bowing at the waist simultaneously. Men drop to their right knee, bow their heads and bend forward to press the knuckles of their right hands to the floor, while resting their left hands on the pommel of sword or dagger. - the custom for 3000 years has been to send the Daughter-Heir to train with the Aes Sedai at the Tower, while her brother, the First Prince of the Sword trains with the Warders. (I: 441-442; Ia: 525-526) - Andor has been a country since the time of the Breaking of the World, and is always ruled by a Queen. If she is married, her husband is called the Prince Consort. Her eldest brother is the Prince Regent, and commands Andor's armies. If there is no brother, the Queen selects another man to be Captain-General. (I: 441-442; Ia: 526, 541) - there are few beggars in Caemlyn because of the custom of the Queen's Bounty. On High Days the Queen hands it out herself. Even a man under warrant can't be turned away while receiving the Bounty, and no one in need is turned away. (I: 489; Ia: 584) - clothing of Daughter-Heir: a deep blue velvet cloak lined with pale fur rested on her shoulders, its hood hanging down behind to her waist with acluster of silver bells at the peak... a silver filingree circlet held her long, red-gold curls, and delicate silver rings hung at her ears, while a necklace of heavy silver links and dark green stones he thought were emeralds lay around her throat. Her pale blue dress... but it was still silk, and embroidered with painstakingly intricate designs, the skirt slashed with inserts the color of rich cream. A wide belt of woven silver encircled her waist, and velvet slippers peeked from under the hem of her dress. (I: 499; Ia: 595) - clothing of the Daughter Heirs brother: His coat and cloak were red and white and gold, embroidered and brocaded, and for a male even more ernate than hers. (I: 499; Ia: 595-596) - the Daughter-Heir trains in medicine. (I: 501; Ia: 597) - the Daughter-Heirs brother must learn the principal products, crafts and customs of all lands. (I: 503; Ia: 600) - the Queen's official title is: , by the Grace of the Light, Queen of Andor, Protector of the Realm, Defender of the People, High Seat of the House (I: 502; Ia: 599) - brother of Daughter Heir is the First Prince of Swords (I: 504; Ia: 601) - Queen's Guards use broadhead shafts (I: 505; Ia: 603) - knot's used to indicate rank (I: 505; Ia: 603) - Queen's Guard salute with an arm across their chest (I: 507; Ia: 604) - by law and custom, guests of the royal family may go armed in the Palace, even in the presence of the Queen. (I: 508; Ia: 607) - Guardsman-Lieutenant rank in Queens Guard (I: 509; Ia: 607) - Guardsman-Lieutenant has one gold knot of rank (I: 509; Ia: 607) - women cutsy and bow from the waist (I: 509; Ia: 607) - Men bow: Down on right knee, head bowed, bending forward to press knuckles of right hand against the floor, left hand resting on end of sword hilt (I: 509; Ia: 607) - four gold knots of rank is a (the) Captain General (I: 509; Ia: 608) - Queen of Andor: Rose Crown of Andor, a long red stole with the Lion of Andor along it's length, over her silk dress of red and white pleats, and an Aes Sedai's ring. (I: 510; Ia: 608) - the First Prince leads the armies of Andor (I: 510; Ia: 609) - The First Prince obeys the Daughter-Heir (I: 510; Ia: 609) - the First Prince is to keep the Daughter-Heir from disaster (I: 510; Ia: 609) - it is a Palace custom to escort guests only as far as the gates of the Palace, but not to watch them leave, as it is the pleasure of the visit that should be remembered, not the sadness of parting. (I: 517; Ia: 616-617) - the sign of Andor is a rampant white lion on a field of red (I: 659; Ia: 785) - Daughter-heir: title of heir to the throne of Andor, eldest daughter of the Queen suceeds her mother on the throne (I: 661; Ia: 788) - if the queen of Andor has no Daughter-Heir, the throne goes to the nearest female blood-relation of the Queen (I: 661; Ia: 788) - First Prince of the Sword: Title normally held by the eldest brother of the Queen of Andor (I: 663; Ia: 790) - the First Prince of Swords is trained from childhood to command the Queen's armies in time of war and to be her advisor in time of peace (I: 663; Ia: 790) - if the Queen has no living brother, she appoints someone to the title (I: 663; Ia: 790) - Mantear -- MAN-tee-ahr (I: 665; Ia: 793) - Mantear is a house of Andor (I: 665; Ia: 793) - House Trakand -- TRAHK-ahnd (I: 666; Ia: 794) - Trakand is a house of Andor (I: 666; Ia: 794) - House Trakands sign is a silver keystone (I: 666; Ia: 794) - the Queen's husband is known as the Prince of Andor, and not all are titled before wedding. (II: 561) - the Andoran nobility doesn't use assassins in politics. (III: 372) - there are country Lords in Andor. (III: 546) - there are lords who are members of the Queen's Guard. (III: 548) - Andoran nobles marry commoners often enough that it occasions no comment within Andor, though not all other nations view it the same way. (IV: 137) - Queen has country estates. (IV: 322) - the Daughter-Heir occasionally makes state visits. (IV: 327) - there are local lords in Andor. (V: 36) - the last four Queens have had problems holding on to the Mountains of Mist area. (V: 246) - a queen has ruled Andor for 1000 years. (V: 249) - Queens of Andor swear oaths with their hands placed on the Lion Throne. (VI: 163) - upon inheritance, the Daughter-Heir isn't TRULY Queen until she's crowned in the Great Hall of the Caemlyn Palace. (VI: 236) - Andoran nobles believe they can play Daes Dae'mar when they have to, but are mere children next to Tairen or Cairhienin nobles. (VI: 274) - Andoran seal is a lion surrounded by the Rose Crown in red wax. (VI: 443) - abdicating the throne of Andor had only occured twice (VII: 435) - Houses of Andor: Coelan, Carand (VIII: 355) - declairing claim for Lion Throne: I am , In the name of House , by right of descent from Ishara, I have come to claim the Lion Throne of Andor, if the Light wills it so (VIII: 548) - tradition and legend say that women who approach the Palace in splendor always failed (to gain the Throne) (VIII: 548) - Taravin, House of Andor (VIII: 550) 9.7 Andoran Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Two Rivers' people can give mules lessons and teach stones. (I: 8; Ia: 9) - We'll survive, the Light willing, (some add:) And if the Light doesn't will, we'll still survive (Two Rivers saying) (I: 6; Ia: 7) - the Light shine on me (I: 10; Ia: 12) - belief & saying of many southern people "The Dark One and all of the Forsaken are bound in Shayol Ghul, beyond the Great Blight, bound by the Creator at the moment of Creation, bound until the end of time. The hand of the Creator shelters the world, and the Light shines on us all" (I: 12; Ia: 14) - Shepherd of the Night, aka the Dark One (I: 12; Ia: 14) - may the Light shine on you (I: 13; Ia: 16) - you've as much trust as a Taren Ferry man (I: 14; Ia: 17) - nervous as a cat in a dog run (I: 20; Ia: 23) - stop acting like a black-veiled Aiel (I: 46; Ia: 54) - burn me (I: 46; Ia: 54) - careful as a mouse exploring a hawks nest (I: 61; Ia: 73) - frozen like a rabbit that's seen a hawk's shadow (I: 68; Ia: 81) - A queen is twice a woman, wed to a man, and wed to the land. (I: 441; Ia: 526) - One pretty woman means fun at the dance. Two pretty women mean trouble in the house. Three pretty women mean run for the hills. (III: 324) - Men believe the worst easily, and women believe it hides something still darker. (VI: 92) - A woman's eyes cut deeper than a knife. (VI: 94) - Even a queen must obey the law she makes, or there is no law. (VI: 366) - A cat for a hat, or a hat for a cat, but nothing for nothing. (VI: 305) 9.8 Andoran Village Life ~~~~~~~~~~~~~~~~~~~~ - braided hair marks a woman in the Two Rivers (I: 36; Ia: 43) - women wear their hair in a long thick braid (I: 6; Ia: 7) - no woman would let Bel Tine come and not have her spring cleaning done (I: 6; Ia: 7) - wicker beaters used to clean rugs hung from a line (I: 6; Ia: 7) - spring cleaning and chores (I: 6; Ia: 7) - Wisdom is women's business (I: 7; Ia: 8) - Women's Circle has control over the Wisdom (I: 7; Ia: 8) - Two Rivers folk have a strong stubborn streak (I: 8; Ia: 9) - silver medallion in form of balance scales is seal of mayors office (I: 10; Ia: 11) - merchants come from Baerlon for wool or tabac (I: 10; Ia: 11-12) - storks nesting in rooftops are a good omen (I: 10; Ia: 12) - men smoke pipes (I: 16; Ia: 19) - stones boards (I: 16; Ia: 19) - books in inn (I: 16; Ia: 19) - the Mayor and Wisdom seldom agree... It's the same in every village (I: 46; Ia: 54) - most villages in Andor don't even see a Gleeman once a year. (I: 391; Ia: 466) - disputes are brought before the Men's Circle and/or the Women's Circle, and the Mayor or the Wisdom pronounces the verdict. (II: 648) - couples declare betrothals by kneeling and speaking before Women's Circle. (III: 100; IV: 75) - for the wedding, the couple kneel in front of the Women's Circle, with two people standing for each the bride and the groom, who wear flowers in their hair. A red ribbon is wound around the groom's neck, and another through the bride's hair. Then the two pledge vows to each other. (IV: 890-891) 9.9 Two Rivers - General Culture ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - killing doesn't happen in the Two Rivers, fighting (fist fights & wrestling) yes, killing no (I: 12; Ia: 14) - brown ale, made by innkeeper (Two Rivers) (I: 16; Ia: 19) - men smoke pipes (I: 16; Ia: 19) - stones boards (I: 16; Ia: 19) - books in inn (I: 16; Ia: 19) - crusty loaves, pickles & cheese (Two Rivers) (I: 17; Ia: 20) - honeycakes (I: 17; Ia:20) - brandy (I: 17; Ia: 21) - cider (I: 17; Ia: 21) - ale (I: 17; Ia: 21) - wine (I: 17; Ia: 21) - men stand when a woman enters the room (I: 17; Ia: 21) - clotted cream (Two Rivers) (I: 18; Ia: 21) - mulled cider (I: 18; Ia: 22) - merchants come to Two Rivers once a year to buy tabac and wool, and peddlers come from time to time (I: 20; Ia: 23) - five years since a stranger had been in the Two Rivers (I: 20; Ia: 23) - Two Rivers boys good at throwing rocks (I: 21; Ia: 26) - grown women always wear thier hair braided in the Two Rivers (I: 22; Ia: 27) - girls do not wear their hair in a braid in the Two Rivers (I: 22; Ia: 27) - apple cakes (I: 23; Ia: 28) - unmarried women of marriageable age dance the Spring Pole while the unmarried men sing (I: 36; Ia: 43) - braided hair marks a woman in the Two Rivers (I: 36; Ia: 43) - few travel even to the next closest villiage (I: 42; Ia: 49) - bad luck to enter the Mountains of Mist (I: 42; Ia: 49) - Two Rivers to arrange watch to be kept (I: 47; Ia: 55) - Two Rivers custom of Winternight visits not done most places (I: 94; Ia: 112) - Trollocs have not been in the Two Rivers for over two thousand years (I: 94; Ia: 113) - Two Rivers folk could fight back if they were attacked, but violence was far from common, and threatening people was foreign to them (I: 108; Ia: 129) - Two Rivers folk are of Aemon's blood (I: 110; Ia: 131) - armor and weapons readily available in the Two Rivers: spears, woodaxes, rusty bills, jerkin sewn with steel discs, some helmets and pieces of armor (I: 122; Ia: 145) - two Dha'vol Trollocs would be able to beat the Two Rivers patrol (I: 122; Ia: 146) - the people of Taren Ferry call the rest of the Two Rivers "the lower villiages" (I: 130; Ia: 156) - if you shook hands with a Teren Ferry man you counted your fingers afterwards (I: 130; Ia: 156) - foundations in Taren Ferry go up as high as a mounted mans head (I: 131; Ia: 156) - the ferry runs during the day, not at night, and not in a fog (I: 131; Ia: 156) - most from Two Rivers not used to long rides (I: 133; Ia: 159) - ferryman has six helpers to pull the ferry (I 134; Ia: 160) - running the ferry (I: 135; Ia: 161-162) - the old blood is strong in the Two Rivers (I: 152; Ia: 181) - people from the Two Rivers have a different accent from those in Baerlon (I: 162; Ia: 194) - some say that the people of the Two Rivers walk around all smiles and politeness, just as meek and soft as butter. On the surface anyway. Underneath, they're all as tough as an old oak root, prod too hard, and you dig up stone. (I: 180; Ia: 214) - some people in Baerlon bear some resemblence to people from the Two Rivers (I: 183; Ia: 218) - there are those in the Two Rivers able to track a Borderlander Warder who has made forays into the Blight (I: 196; Ia: 233) - War cry: Carai an Caldazar, Carai an Ellisande, Al Ellisande -Old Tongue For the honor of the Red Eagle, For the honor of the Rose of the Sun, The Rose of the Sun; ancient warcry of Manetheren, and the warcry of it's last king, Eldrene was called the Rose of the Sun (I: 228; Ia: 271) - the blood of Arad's line is still strong in the Two Rivers (I: 228; Ia: 271) - in the Two Rivers they swim keeping their heads above water (dog-paddle or breast-stroke, 'swimming doggedly' implies dog paddle, though 'face no longer came as far out of the water' sounds more like breast-stroke) (I: 255; Ia: 302) - Two Rivers boys can hit a moving target at 40 paces with a sling (I: 281; Ia: 334) - flint and steel used to start fires (I: 281; Ia: 334) - Two Rivers refer to those outside of the Two Rivers as outlanders (I: 198; Ia: 235) - large bones of unknown animals have been found in the Sand Hills of the Two Rivers area. (I: 300; Ia: 357) - Tinkers don't enter the Two Rivers (I: 308; Ia: 366) - things cost more outside the Two Rivers, even more east of Whitebridge (I: 385; Ia: 459) - most Two Rivers boys are good climbers (I: 495; Ia: 591) - tabac and wool are the principal products of the Two Rivers (I: 503; Ia: 600) - Two Rivers people are said to be stubborn; They can be lead if they think you are worthy, but the harder you try to push them, the harder they dig in (I: 503; Ia: 600) - although the Two Rivers region is technically part of the realm of Andor, it has not seen a tax collector in six generations, or a member of the Queen's Guard in seven. (I: 512; Ia: 611) - people of the Two Rivers are dark of hair and eyes and rarely tall (I: 512; Ia: 611) - custom in the Two Rivers is for a guest to bring a small gift (I: 517; Ia: 617) - Two Rivers tabac is hard to come by in Fal Dara, but worth the cost (I: 589; Ia: 701) - the old blood, split out like a river breaking into a thousand times a thousand streams, but sometimes streams join together to make a river again (I: 604; Ia: 719) - the old blood of Manetheren is strong and pure [in Two Rivers] (I: 604; Ia: 719) - Bel Tine (BEHL TINE) - Spring festival in the Two Rivers (I: 660; Ia: 786) - there probably isn't another place where men live that is as isolated as the Two Rivers. (III: 26) - a woman goes courting by putting flowers in a man's hair on Bel Tine or Sunday, embroidering a shirt for him, or asking only him to dance. (IV: 139) - the dead are buried in graves which the living sometimes visit. (IV: 466) - peddlers come about once a month in good weather. (IV: 469) - a lot of barley is also grown in the Two Rivers. (IV: 469, 883) - crops are barley, oats and hay. (IV: 515) - from 100-200 years since the Queen really ruled the Two Rivers. (IV: 731) - the rest of the Two Rivers keeps somewhat separate from Taren Ferry. (IV: 731) - irrigation techniques are unknown in the Two Rivers. (VI: 35) - the Two Rivers is full of both types of women - those who can be trained, and those who will be wilders. (VI: 210) - the Aes Sedai found four girls who could be trained to Channel in Watch Hill, and perhaps one with the ability in-born, but at only 12, it was hard for them to be certain. They found no girls who could Channel in Taren Ferry. (IV: 495) - Two Rivers men try not to see or mutter about naked Aiel (gai'shan) (VII: 58) - 300 men from the Two Rivers follow Perrin (VII: 62) - It's possible to live by hunting alone in the Two Rivers (VII: 63) - in the Two Rivers a man would put himself at risk to protect a woman as far as she allowed; whether he liked her or even knew her was beside the point. (VII: 63) - 19 Two Rivers men died at Dumai's Well (VII: 68) - the banner of Manetheren was as good as an act of rebellion for an Andorman (VII: 91) - Two-River Archers readying for posssible encounter (VII: 91-92) - it's always a man's fault (Two Rivers saying) (VII: 446) - Men teach cats curiosity, but cats keep sense for themselves (Two Rivers) (VII: 450) - swimming is learned in the Two Rivers (I: 4; Ia: 5) - travelling to next village is a big event for most Two Rivers folk (I: 4; Ia: 5) 10.0 ANDOR - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~ - north side of the Arinelle is sparsley forested (I: 276; Ia: 329) - Ruins of a fortress and a tower in the Caralain Grass (I: 282; Ia: 336) - not a house within fifty miles of a 4 day walk from the Arinelle (I: 285; Ia: 339) - Arien is a full days walk from Grinwell farm (I: 390; Ia: 465) - night wind comes out of the east (Caralain Grass) (I: 368; Ia: 439) - village: Arien (I: 390; Ia: 465) - one inn in Arien (I: 390; Ia: 465) - villages are often a day away from each other (riding in wagons & walking) (I: 391; Ia: 466) - Market Sharen is better then a day east of Four Kings (walking & riding) (I: 415-416, 418; Ia: 496, 498) - one inn in Market Sharen, it's a sprawling one-story building, with rooms added haphazardly; innkeeper is Rulan Allwine (I: 417; Ia: 496, 497) - town with buildings of red brick covered with vines, between Four Kings and Caemlyn; villiagers favor stripes, & women wear bonnets; two days walk from Caemlyn, next village is Carysford, a half days walk away (I: 409, 411; Ia: 487-488, 489) - the Goose and Crown is the inn the town before Caemlyn (I: 446; Ia: 531) - 2 villages within a days walk of Carysford (I: 435; Ia: 518) - locals are disgusted by the people heading to see the False Dragon (I: 433; Ia: 516) - Carysford is three days from Four Kings (I: 431; Ia: 513) - Carysford has vine-covered brick houses (I: 431; Ia: 513) - River Cary passes through town and is 30 paces wide, the Caemlyn Road has a bridge over it (I: 431; Ia: 513-514) - two days from Four Kings, one from Market Sharen (mostly riding) is another village; one inn: the Queen's Man (I: 422; Ia: 502-503) - well dressed youth in Market Sharen (I: 419; Ia: 499) - trip from Taren Ferry to Baerlon takes one week at a horse's walk. (week is supposed to be ten days, but later information puts it at 7 days, maybe he forgot or hadn't decided on number of days in a week?) (I: 146; Ia: 175) - the land around the Caemlyn Road (from Baerlon to Caemlyn) is hilly. (I: 219; Ia: 260) - the Caemlyn Road curves south to bypass the Hills of Absher until it reaches Whitebridge. (I: 219; Ia: 260) - no settlements between Baerlon and Whitebridge, it's all wilderness. (I: 220; Ia: 261) - Whitebridge is the only bridge crossing the Arinelle River south of Maradon in Saldaea. The river is a frequent route of traders. (I: 220; Ia: 261) - the Hills of Absher are barren and dead. (I: 222; Ia: 263) - the west side of the Arinelle is forested, the east is plains dotted with thickets and copses. (I: 276; Ia: 329) - two day's walk northeast from the Arinelle is an area of thickly-forested hills, another day further the hills flatten. (I: 282; Ia: 336) - there are no rocks in the Arinelle, but areas of shallows and shoals. (I: 297; Ia: 352) - on route south on Arinelle, there is a half mile area of bluffs completely carved with 100 feet tall regal figures. (I: 299; Ia: 355) - ten days boat ride north of Whitebridge on Arinelle, you can spot a tower of shining steel in the distance. It is 200 feet tall and has no visible opening. (I: 299-300; Ia: 355-356) - villages: Arien, Breen's Spring, Carysford (at the bridge over the River Cary), Market Sheran, Aringill (across from Maerone in Cairhien), Comfrey (north of Baerlon) Roundhill (near Two Rivers?) (I: 390, 409, 411, 412, 513; Ia: 465, 489, 490, 502, 431; III: 361, 540, 594) - most villages in Andor don't even see a Gleeman once a year. (I: 391; Ia: 466) - the Caemlyn Road is Lugard's trade route to the mines in the west (the Mountains of Mist). (I 392; Ia: 467) - Andor -- AN-door (I: 659; Ia: 785) - the sign of Andor is a rampant white lion on a field of red (I: 659; Ia: 785) - the Great Blackwood is also called the Forest of Shadows, located to the south of the Two Rivers. (III: 403) - there are no tracks in the Forest of Shadows below the White River. (IV: 884) - forested hills somewhere south of Caemlyn, with half-buried statues. (VI: 466) - Andorian trees: oak, pine, blackwood, sourgum, leather leaf, fir (VIII: 141) - Damelien, village in Andor (VIII: 396) - three mills sit beside a small river in Damelien (VIII: 396) - Square-jawed innkeeper of the Golden Sheaves (VIII: 396) - farms around Buryhill are all dried (VIII: 396) - inn called the Wild Boar (VIII: 399) - New Plow has a second floor (VIII: 403) - New Plow not new; cracks spidered across plastered walls, and drafts creep in everywhere (VIII: 403) - Harlon Bridge (Andor village), has three Inns and a number of houses; - Cullen's Crossing is ten miles from Caemlyn (VIII: 545) - two days to go ten miles in snow in Andor (VIII: 547) 10.1 Aringill ~~~~~~~~ - Aringill is a walled town on the Erinin River. It has long, tarred-timber docks which are protected by high stone wing walls. (III: 461) - ferries travel between Aringill and the Cairhienin town opposite it. (III: 462) - the docks lie outside of the city wall. (III: 466) - the streets are paved with flat grey stones, lined with buildings of all sorts - wood, brick and stone, with tile, slate and thatch for roofs. (III: 466) - there are at least six inns in Aringill, including The Riverman and The Good Queen. (III: 467) 10.2 Baerlon ~~~~~~~ - the Stag and Lion is not near any gate that would have been used from the south (I: 270; Ia: 321) - road between Taren Ferry and Baerlon is hard-packed dirt (I: 147; Ia: 176) - few farms or villages between Taren Ferry and Baerlon (I: 147; Ia: 176) - farm along Taren Ferry-Baerlon road, more than a day north of Taren Ferry? (I: 147-148; Ia: 176) - arrive at Baerlon in six days at a slow, wandering pace (I: 154; Ia: 184) - Baerlon is a large town or small city, surrounded by a log palisade 20 feet tall, with tall wooden watchtowers. (I: 154; Ia: 184) - the houses in Baerlon all have roofs of slate or tile, no thatch. (I: 154-155; Ia: 186) - The city gates are closed from sunset to dawn. (I: 155; Ia: 186) - roads run east and west from Baerlon (I: 155; Ia: 184) - many farms lie north of Baerlon, while a few lie south (I: 155; Ia: 185) - Baerlon is bigger than Emond's Field, Watch Hill and Deven Ride together, and maybe Taren Ferry too (I: 155; Ia: 185) - half a dozen farms are between Baerlon and a hill south of it (I: 155; Ia: 186) - the gates of Baerlon are heavy wooden and bound with black iron (I: 156; Ia: 186) - a frayed rope hangs besides the gates, it is used to ring a bell to summon the gate guard (I: 156; Ia: 186) - gate to east is Whitebridge Gate (I: 156; Ia: 186) - road from south joins the eastern road (infered?) (I: 155-156; Ia: 186) - guard post for gates is at least 3 spans above the ground (I: 156; Ia: 186) - desc of gate guard (I: 156; Ia: 186) - streets of Baerlon (I: 156, 158; Ia: 186, 189) - those from south of Baerlon are refered to as 'downcountry folk', the land south of Baerlon is refered to as 'downcountry' (I: 156; Ia: 186-187) - people in Baerlon don't like the Children of the Light, though most don't let them know (I: 157; Ia: 187) - the population of Baerlon swells seasonally as the miners and smelters come down from the Mountains of Mist. Wagoneers and merchants also pass through the city. (I: 157; Ia: 186) - Baerlon is administrated by a Governor, and policed by the Town Watch (I: 157; Ia: 187-188) - desc of stableyard of Stag and Lion in Baerlon (I: 159-160; Ia: 190-191) - Stag and Lion is four stories high (I: 159; Ia: 190) - desc of interior of Stag and Lion (I: 161-162, 165, 168; Ia: 192-194, 197, 200) - people from the Two Rivers have a different accent from those in Baerlon (I: 162; Ia: 194) - bath chamber of Stag and Lion: a dozen tall copper bathtubs sit in a circle on the tiled floor, which sloped down slightly to a drain in the center of the big stone walled room. stools behind each tub hold a thick, neatly folded towel and a cake of yellow soap. Big black iron cauldrons of water stood heating over fires along one wall. On the opposite wall logs blaze in a deep fireplace and add to the general warmth (I: 162; Ia: 194) - the accent of Baerlon residents seems slurred and quick to Two Rivers people. (I: 163; Ia: 194) - common trouble in Baerlon is miners having fist fights in the streets (I: 163; Ia: 195) - private dining rooms in the Stag and Lion. It has a polished oak table with a dozen chairs around it, and a thick rug on the floor, and a fireplace (I: 165; Ia: 197) - the Stag and Lion is normally able to offer better fair than three roast chickens, henpeas, turnips, and cheese (I: 166; Ia: 198) - room in Stag and Lion (I: 168, 173; Ia: 200) - common room of Stag and Lion (I: 176; Ia: 210) - men smoke in Baerlon (I: 176; Ia: 210) - streets of Baerlon (I: 179; Ia: 213) - murals of buildings and gardens are painted on the walls of the inn. (I: 176; Ia: 210) - Baerlon has over nine inns (one called the Stag and Lion), but no palaces or large buildings. (I: 182; Ia: 217) - the main streets of Baerlon are paved with flagstone, but the minor streets are muddy. (I: 182; Ia: 217) - every house in Baerlon has a tiled roof (I: 182; Ia: 217) - shops dot every street, awnings out front shelter tables covered with goods (I: 182; Ia: 217) - goods available in Baerlon include: cloth, books, pots, boots, apples, turnips (I: 182-183; Ia: 217) - the Town Watch wears round steel caps, studded leather jerkins and carry quarterstaffs. (I: 189; Ia: 225) - the streets in Baerlon are haphazard (I: 190; Ia: 226) - Baerlon at night (I: 212; Ia: 251) - Caemlyn Gate ?, west gate? (I: 212; Ia: 252) - a small stone building against the wall, near the gate, house the gate watch (I: 212; Ia: 252) - gates of Baerlon stay shut from sundown to sunup (I: 212; Ia: 252) - a big wheel controls the bar across the gates; lifting it to open, lowering it to lock (I: 213; Ia: 252) - a crank and ratchet is used to open and close the gates (I: 213; Ia: 252) - the gates are well maintained, and swing open silently (aside from the ratcheting) (I: 213; Ia: 252) - Caemlyn Road is wider than the North Road and shows more wear. It's hard packed and is lined on each side by trees. the road sometimes cuts through the hills. It curves around the Hills of Abasher until it reaches Whitebridge (I: 219; Ia: 260) - mining towns are in the Mountains of Mist to the west of Baerlon (I: 261; Ia: 310) - shallows along Arinelle (I: 262; Ia: 311) - Baerlon (BAYR-lon) a city in Andor on the road from Caemlyn to the mines in the Mountains of Mist (I: 660; Ia: 786) - Baerlon inn: The Miner's Rest, it's a bit rough. (VI: 526) 10.3 Caemlyn ~~~~~~~ - Caemlyn Road (I: 216; Ia: 258) - Caemlyn Road is wider than the North Road and shows more wear. It's hard packed and is lined on each side by trees. the road sometimes cuts through the hills. It curves around the Hills of Abasher until it reaches Whitebridge (I: 219; Ia: 260) - the road to Caemlyn is straight on from the White Bridge (I: 324; Ia: 386) - the Aes Sedai are stopping on the way to Tar Valon to display Logain they will stop in Caemlyn (I: 325; Ia: 387) - Queen's Blessing is an in in Caemlyn (I: 335, 336; Ia: 400) - wild hedgerow along Caemlyn Road (I: 382; Ia: 455) - the Caemlyn Road is well used and packed so hard that it doesn't turn to mud when it rains, no matter how hard it rains (I: 383; Ia: 456) - there is a more direct route between Lugard and Caemlyn than through Four Kings (I: 392; Ia: 467) - Caemlyn Road usually runs straight through the center of towns (I: 392; Ia: 467) - Caemlyn Road runs through the center of Four Kings, while another heavily traveled road comes from the south (I: 392; Ia: 467) - Lugard has a more direct route to Caemlyn than to go through Four Kings (I: 392; Ia: 467) - Caemlyn is full of people waiting to see the false dragon (I: 435; Ia: 517-518) - village 8 or so hour wagon ride from Caemlyn (I: 436, 439; Ia: 522, 524) - Caemlyn (I: 444-; Ia: 528- - there are buildings outside the cities walls (I: 444; Ia: 528) - the city is built on lows hills, growing larger as you head towards the Inner City (I: 446; Ia: 530) - towers, domes, and the wall of the Inner City can be seen from a gate. the wall is pure white, the towers and domes are white and gold and purple (I: 446; Ia: 530) - the Caemlyn Road becomes a wide boulevard, with a median planted with grass ans trees (I: 446; Ia: 530) - the Queen's Blessing is an inn in Caemlyn (I: 448; Ia: 533) - people from many nations walk Caemlyn's streets (I: 449; Ia: 534) - the portion of Caemlyn that has expanded outside of the city wall is called the New City. The streets of the New City run every which way. the city wall is 50 feet tall, made of grey stone streaked with silver and white. Within it are towers and domes. (I: 444-445; Ia: 528) - Some of the buildings in the New City are as high as six stories. (I: 447; Ia: 532) - the Inner City and the Palace were built by Ogier after the Breaking of the World. (I: 445; Ia: 529) - the city is built on low hills that slope up to a central hill. (I: 446; Ia: 530) - Whitecloaks in Caemlyn (I: 450; Ia: 535) - the Queen's Blessing is a broad stone building with a sign over the door, the sign shows a man kneeling before a woman with red-gold hair and a crown, one hand resting on his bowed head (I: 451; Ia: 536-537) - interior of the Queen's Blessing (I: 451; Ia: 537) - a good rat catching cat is worth money in Caemlyn (I: 458; Ia: 544) - attic room in Queens Blessing (I: 459; Ia: 545) - Queen's Blessing has a library with three or four hundred books (I: 460; Ia: 547) - Caemlyn once had an Ogier grove and a Waygate, but the city grew over them. (I: 464, 559; Ia: 551, 665-666) - there are few beggars in Caemlyn because of the custom of the Queen's Bounty. On High Days the Queen hands it out herself. Even a man under warrant can't be turned away while receiving the Bounty, and no one in need is turned away. (I: 489; Ia: 584) - the streets of the Inner City have been built to follow the natural curves of the hills, and planned to provide pleasing views from almost any spot. The Inner City has parks with walks and monuments, and mosaic tile walls. The Inner City spirals in on the Palace. It has pale spires, golden domes, balconies, towers, gardens and intricate stonework traceries. On feast days, the banner of Andor waves from every palace prominence. (I: 492; Ia: 587, 588) - inns include the Crown and Lion and the Queen's Blessing. (I: 513; Ia: 613) - Crown and Lion is on the other side of the New City from the Queen's Blessing (passed on the way from west gate) (I: 513; Ia: 613) - Caemlyn's banner is a white lion on red (I: 496; Ia: 591) - take two days for the Queen's Guard to search every inn in Caemlyn (I: 521; Ia: 621) - at least twenty inns in Caemlyn, maybe forty (could be exagerating, but Whitecloaks don't knowingly lie) (I: 523; Ia: 623) - many weeks to reach the Blight from Caemlyn through Tar Valon (I: 541; Ia: 645) - the Waygate in Caemlyn is under a shop (I: 557-559; Ia: 663) - the Queen's Blessing also has a secret back exit out of the stables. (I: 555-556; Ia: 660) - the Children of the Light hold no writ in Caemlyn. (I: 523; Ia: 624) - two days to go between Fal Dara and Caemlyn in the Ways (I: 566; Ia: 675) - take less time to travel from Caemlyn to Tar Valon then to Fal Dara, but not much (I: 570; Ia: 680) - streets in New City run every which way in a crazy-quilt (I: 492; Ia: 587) - The streets in the Inner City are laid out to follow the natural contours of the land while spiraling in to the palace (I: 492; Ia: 587) - the streets of the Inner City spiral towards the palace (I: 492; Ia: 587) - buildings are kept low in the inner city (I: 494; Ia: 590) - parts of the palace wall are unfaced stone (rough & natural) (I: 495; Ia: 591) - Caemlyn (KAYM-lihn) - capital of Andor (I: 660; Ia: 786) - many people travel to Caemlyn. (III: 521) - desc of Caemlyn - the city walls are 50 feet high, made of grayish stone streaked with white and silver, with tall, round towers spaced along them. Buildings outside of the walls are red brick, grey stone and white plaster. There are lots of inns, shops with awnings, warehouses and merchant homes. Open markets under red and purple roof tiles line the road. (III: 521) - the Inner City is built up on the highest peaking hills. (III: 522) - desc of Caemlyn - guarded, arched gates twenty feet high lead into the city. Within are slender towers, some taller than sixty feet high, gleaming white and gold domes, and a wide grassed/treed verge in the center of the main road. (III: 522) - desc of Caemlyn - the New City is less than 2000 years old, all its main boulevards lead to the Inner City, which is surrounded by another wall with guarded gates. The Inner City is almost as wondrous as Tar Valon. (III: 523) - desc of outside palace - there is a huge oval plaza before the Royal Palace. The Palace wall has tall, gilded gates and guarded gates. (III: 523) - there are usually few people in the plaza. (III: 523) - the Queen's Blessing is three stories high, with red roof tiles. (III: 525) - many fine books are printed in Caemlyn. (IV: 889) - the outer area of Caemlyn is called the New City. (V: 254) - desc of city (V: 254-256) - Caemlyn is almost as beautiful as Tar Valon. (VI: 64) - inn: Culain's Hound, in the west of city. It's three stories high with a red tile roof. (VI: 199) - desc of Culain's Hound Inn (VI: 200, 539) - long lines of tile roofs make up a market on the approach to Caemlyn. (VI: 373) - inn: The Ball and Hoop. (VI: 377) - desc of Caemlyn (VI: 525) - New City inn: The Crown of Roses, best inn in city. (VI: 531) - the Master of the Sword is the trainer of the Queen's Guards. (VI: 540) - desc of Crown of Roses (VI: 548) - the Crown of Roses is a favorite with nobles from the country who have no mansions or houses of their own in the city. (VI: 548) - desc of Whitebridge Gate - towered, vaulting arch (VI: 564) - desc of farmer's market beyond the city gates (VI: 564) - desc of Origan Gate into Inner City - great white marble arch (VI: 580) - the city has narrow alleys, which are known locally as "runs". (VI: 581) - one, or even two known Aes Sedai wouldn't seriously affect an inn's trade, but more than that does. (VI: 589) - eight days is more than half-way to Caemlyn [from Elayne's estates] (VIII: 400) - walls of Caemlyn are fifty-foot of gray stone (VIII: 548) - Inner City is ringed by towered walls of silver-streaked white (VIII: 548) - Dragon banners are taken down from Caemlyn (VIII: 557) - The Red Bull, an inn in the New City (VIII: 552) 10.3.1 Caemlyn Palace ~~~~~~~~~~~~~~ - small unused gate into palace gardens (I: 505; Ia: 602) - the Queen's Guards wear red cloaks and undercoats, with long white collars, in addition to armor. Golden knots on the shoulder indicate the rank of officers. (I: 410-411; Ia: 489, III: 523) - palace gardens (I: 498; Ia: 596) - servants in the Palace wear red livery with white collars and cuffs, and a white lion on the breast. (I: 508; Ia: 606) - the Palace interior is decorated with finely-carved wood and stone reliefs, and tapestries. (I: 508; Ia: 606, 608) - by law and custom, guests of the royal family may go armed in the Palace, even in the presence of the Queen. (I: 508; Ia: 607) - Elaida keeps rats away from the palace (I:508; Ia: 606) - it is a Palace custom to escort guests only as far as the gates of the Palace, but not to watch them leave, as it is the pleasure of the visit that should be remembered, not the sadness of parting. (I: 517; Ia: 616-617) - desc of outside palace - there is a huge oval plaza before the Royal Palace. The Palace wall has tall, gilded gates and guarded gates. (III: 523) - the Palace is white with many towers, gold-covered domes, balconies and fancy stonework. (III: 523) - one shoulder knot is a Lieutenant? (III: 536-537) - desc of the Palace interior (III: 538) - there are lords who are members of the Queen's Guard. (III: 548) - a dozen or so clocks in the palace, but none wasted in a bedchamber. (IV: 203) - desc of palace (V: 50-51) - desc of what happens to old servants of Palace (V: 248) - desc of Pensioner's Quarters in Palace (V: 248) - desc of palace (V: 574, 648, 660) - desc of palace - golden domes, pale spirals (V: 648) - desc of palace courtyard (V: 648) - desc of throne room (V: 678) - desc of Lion Throne (V: 679) - desc of Grand Hall (VI: 51) - the First Maid in the Palace is like the head housekeeper, it is she who organizes the day-to-day details of Palace life. (VI: 193) - the Chief Clerk keeps track of financial records and is in charge of actually making payments for expenditures. (VI: 193) - the Palace is decorated with art objects in niches and on tables. (VI: 194) - the main gates of the Palace open on the Queen's Square. (VI: 198) - desc of Palace (VI: 198) - upon inheritance, the Daughter-Heir isn't TRULY Queen until she's crowned in the Great Hall of the Caemlyn Palace. (VI: 236) - desc of ceiling of Palace Great Hall (VI: 278) - desc of robing room behind throne dais, red and white floor tiles (VI: 280) - desc of room in Palace (VI: 312) - desc of Palace and throne room (VI: 527) - desc of Palace decorations (VI: 528) - there's a library in the Caemlyn Palace, but it's nothing spectacular. (VI: 580) - Royal Palace of Andor (VIII: 548) - Grand Hall in Palace (VIII: 549) - the Lion Throne (VIII: 549) - taking Oaths on the Lion Throne was a custom as old as Andor (VIII: 549) - oval plaza in front of the palace (I: 517; Ia: 617) 10.4 Forel Market ~~~~~~~~~~~~ - carpenter in Forel Market (VIII: 396) - Forel Market looks like half its resident left (VIII: 396) - Forel Market is eight days from Elaynes estates (VIII: 399) - The White Swan is an inn in Forel Market (VIII: 400) 10.5 Four Kings ~~~~~~~~~~ - yellow hair present between Whitebridge and Four Kings (I: 388; Ia: 462) - some villages have more than one inn (note is of area between Whitebridge and Four Kings, but would apply anywhere) (I: 391; Ia: 466) - there are few farmers and no markets in Four Kings, it survives as a stopover for merchants and their cargo. (I: 392; Ia: 467) - town: Four Kings (I: 392; Ia: 467) - there is a more direct route between Lugard and Caemlyn than through Four Kings (I: 392; Ia: 467) - Caemlyn Road runs through the center of Four Kings, while another heavily traveled road comes from the south (I: 392; Ia: 467) - there are a number of inns in Four Kings, including the Dancing Cartman and the Royal Inn. The merchants are served in private rooms, while their workers patronize the rowdy commonrooms. (I: 393, 399; Ia: 469, 475) - few farmers in Four Kings (I: 392; Ia: 467) - Four Kings is a stopover for merchants' wagon trains on their way to Caemlyn and to the Mountains of Mist, as well as the villages in between. The southern road carrys trade between the mines and Lugard (I: 392; Ia: 467) - Lugard has a more direct route to Caemlyn than to go through Four Kings (I: 392; Ia: 467) - country surrounding Four Kings has few farms (I: 392; Ia: 467) - everything in Four Kings centers around the merchants, their wagons, the men who drove them, and the men who loaded them (I: 392; Ia: 467) - Plots of bare ground are used to park whole wagon trains, and are only watched by a few guards (I: 392; Ia: 467) - Stables and horse lots line Four Kings streets (I: 392; Ia: 467) - streets in Four Kings are wide enough to allow wagons to pass, and are deeply rutted from the traffic (I: 392; Ia: 467) - there is no village green in Four Kings (I: 392; Ia: 467) - children play in Four Kings streets, dodging wagons (I: 392; Ia: 467) - women in Four Kings wear scarves on their heads (I: 392; Ia: 467) - women in Four Kings walk with their heads down and ignore comments from the wagoneers (I: 392; Ia: 467) - wagoneer make coments about women that are very coarse (I: 392; Ia: 467) - houses in Four Kings are drab and wooden and are built close together with only narrow alleys between, whitewash is faded, where it has been applied at all (I: 392-393; Ia: 468) - shutters on houses have been closed so long that the hinges are solid rust (I: 393; Ia: 468) - it is noisy in Four Kings; from blacksmiths, shouting wagon drivers, and laughter from inns (I: 393; Ia: 468) - merchants use canvas topped wagons (I: 393; Ia: 468) - first inn (?, at least one of the first, from west to east) in Four Kings is garishly painted in greens and yellows, with a bright yellow door (I: 393; Ia: 468) - musicians in green & yellow inn play zither and drum (I: 393; Ia: 468) - the ground floor is for the drivers and loaders, while the upper floors are used by the merchants (I: 393; Ia: 468) - the Dancing Cartman is the fourth inn, and last inn (?) when traveling from west to east through Four Kings (I: 393, 395; Ia: 469, 470) - all the inns in Four Kings are garishly painted (I: 393; Ia: 469) - the Dancing Cartman is painted yellow with bright red and bilious eye-wrenching green trim, the paint is cracked and peeling in places (I: 393; Ia: 469) - the Dancing Cartman is one of the worst inns in Four Kings (?) (I: 394; Ia: 470) - 6 serving maids and two bouncers (Jak & Strom) (in the Dancing Cartman) (I: 394, 396; Ia: 469, 471) - the inn keeper is skinny, this is appearantly unusual; he wears a grimy apron, and is brusk with patrons and serving maids alike, even hitting one; he plays the dulcimer; his name is Saml Hake (I: 394; Ia: 469-470) - Dancing Cartman: there is a small raised platform for musicians along the wall opposite the door (I: 395; Ia: 471) - merchants do not patronize the Dancing Cartman (I: 397; Ia: 473) - Dancing Cartman does not have private dining rooms (I: 397; Ia: 473) - stout door in the back of the Dancing Cartman leads to the kitchen (I: 398; Ia: 475) - Royal Inn is the best inn in Four Kings(?) (I: 399; Ia: 475) - back door off of Dancing Cartmans kitchen opens to the stableyard (I: 400; Ia: 476) - another door in the back wall leads to an unlit hall, which leads to an old storeroom (I: 403-404; Ia: 480-481) - the storerooms door is thick, but without lock or bar, and it opens into the room; iron bars block are outside the only window (I: 404-405; Ia: 482-483) - town with buildings of red brick covered with vines, between Four Kings and Caemlyn; villiagers favor stripes, & women wear bonnets; two days walk from Caemlyn, next village is Carysford, a half days walk away (I: 409, 411; Ia: 487-488, 489) - village half day east of Four Kings, brick houses (I: 415; Ia: 494) - Market Sharen is better then a day east of Four Kings (walking & riding) (I: 415-416, 418; Ia: 496, 498) - two days from Four Kings, one from Market Sharen (mostly riding) is another village; one inn: the Queen's Man (I: 422; Ia: 502-503) - Carysford is three days from Four Kings (I: 431; Ia: 513) - Four Kings Road runs south. (V: 49)?? - desc of how Four Kings got its name. (VI: 379) 10.6 Kore Springs ~~~~~~~~~~~~ - village with red brick and thatch roofs. (V: 31) - inn: the Good Queen's Justice. (V: 31) 10.7 New Braem ~~~~~~~~~ - east of Kore Springs, on the Andoran border on road from Caemlyn to TV. (V: 48) - the town is older than Andor, "Old Braem" was destroyed in the Trolloc Wars. (V: 48) 10.8 Shadar Logoth ~~~~~~~~~~~~~ - Mashadar (I: 249; Ia: 294) - horses do not like being near Mashadar (probably other animals too) (I: 249; Ia: 294) - Mashadar is mindless, but it can sense food (I: 249; Ia: 296) - Mashadar feeding (I: 251; Ia: 297-298) - some people know something about items from Shadar Logoth (428; Ia: 509) - an Aes Sedai can feel the taint of things from Shadar Logoth when they see them (I: 528-529; Ia: 630) - a fade can sense things from Shadar Logoth for miles (I: 529; Ia: 631) - Aginor refers to the taint at Shadar Logoth: an old thing, an old friend, an old enemy (I: 628; Ia: 748) - Shadar Logoth -- SHA-dahr LOH-goth (I: 667; Ia: 796) - Shadar Logoth -- Old Tongue; the Place where the Shadow Waits, or simply Shadow's Waiting (I: 667; Ia: 796) - Shadar Logoth has been abandoned and shunned since the Trolloc Wars (I: 667; Ia: 796) - there is a place that neither Trolloc or Myrddraal will enter (I: 228; Ia: 272) - Aridhol is north of the Caemlyn Road (I: 230; Ia: 273) - Aridhol died before the end of the Trolloc Wars (I: 230; Ia: 274) - Aridhol was an ally of Manetheren (I: 230; Ia: 274) - Aridhol has gates large enough for fifty men to march through abreast (I: 230; Ia: 274) - Aridhol is now called Shadar Logoth (I: 230; Ia: 274) - Shadar Logoth (and Aridhol) is not on any maps, at least not on maps less then 2000 years old (I: 230; Ia: 274) - nothing moves in Shadar Logoth, even vines and creepers are dead (I: 232; Ia: 275) - buildings and towers are falling down in Shadar Logoth (I: 232; Ia: 275) - desc of buildings in Shadar logoth (I: 232; Ia: 276) - not even tracks of small birds or animals mark the dust on the buildings floor (I: 234; Ia: 277) - Trollocs & Myrddraal won't enter Shadar Logoth (I: 235; Ia: 279) - desc of Shadar Logoth (I: 236-237; Ia: 280-281) - Mordeth (I: 237, 238-240; Ia: 281, 282-285) - Mordeth does not come out in the daylight, and he has no shadow (I: 239; Ia: 284) - late in the Trolloc Wars, an army camped within Shadar Logoth - Darkfriends, Trollocs, Myrddraal, Dreadlords, thousands in all. When they did not come out, scouts were sent inside the walls. The scouts found weapons, bits of armor, and blood spattered everywhere. and messages scratched on the walls in the Trolloc Tongue, calling on the Dark One to aid them in their last hour. Men who came later found no trace of the blood r the messages. They had been scoured away. Halfmen and Trollocs still remember. That is what keeps them outside of Shadar Logoth (I: 243; Ia: 288-289) - Aridhol was one of the Ten Nations, the lands that made the Second Covenant, the lands that stood against the Dark One from the first days after the Beaking (I: 244; Ia: 289) - the fall of Aridhol (I: 244; Ia: 289-290) - Shadar Logoth -Old Tongue the Place Where the Shadow Waits, or Shadow's Waiting (I: 244; Ia: 290) - Mashadar was born of the suspicion and hatered in Aridhol (I: 244; Ia: 290) - If Mordeth convinces someone to accompany him to the walls, to the boundary of Mashadar's power, he will be able to consume their soul. Mordeth will leave, wearing the body of the one he worse than killed, to wreak his evil on the world again (I: 245; Ia: 290) - it takes four Myrddraal to force a fist of Trollocs into Shadar Logoth (I: 246; Ia: 292) - desc of Shadar Logoth Dagger (I: 302; Ia: 359) - Shadar Logoth (VII: 653-661) 10.9 Two Rivers - General Geography ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - North Road is hard packed dirt (I: 124; Ia: 148) - towns of Two Rivers: Emond's Field, Taren Ferry, Deven Ride, Watch Hill and surrounding farms (I: 4, 6; Ia: 5, 7) - the Sand Hills is believed to be bad luck in the Two Rivers (I: 4; Ia: 5) - the foot of the Mountains of Mist are farther from Emond's Field than Watch Hill or Deven Ride (I: 4; Ia: 5) - towns in Two Rivers (Emond's Field, Watch Hill, Deven Ride, Taren Ferry) (I: 16; Ia: 19-20) - you can get from Watch Hill to Emond's Fields before dark, if you leave well before noon (I: 40; Ia: 47) - Mire is at the far end of the Waterwood, it's full of quicksands and bogs (I: 42; Ia: 49) - bad luck to enter the Mountains of Mist (I: 42; Ia: 49) - Forest of Shadows and White River are south of the Two Rivers (I: 46; Ia: 55) - three reasons no one came to the Two Rivers except from the north, by way of Taren Ferry. The Mountains of Mist, in the west, and the Mire blocked the east just as effectively. To the south was the White River. And beyond the White lay the Forest of Shadows, without road or village, but plenty of wolves and bears (I: 46; Ia: 55) - 600 miles south of the Blight (I: 95; Ia: 113) - the White River was once called Manetherendrelle; to the south, it still is farther east(I: 110; Ia: 131) - Mantherendrelle - Waters of the Mountain Home (Old Tongue) (I: 110; Ia: 131) - the Two Rivers is what is left of the nation of Mantheren (I: 110; Ia: 131) - description of the nation and city of Mantheren (I: 110; Ia: 131) - the banner of Manetheren was the Red Eagle (I: 110; Ia: 132) - Manetheren was a thorn to the Dark One's foot (I: 110; Ia: 132) - the men of Mantheren marched day and night, from a battle they had won to defend their nation, at a distance believed to be too far to make (I: 111; Ia: 132) - Two Rivers's patrol (I: 122; Ia: 145) - Winespring inn is on the south side of the Winespring River (group is going north to Taren Ferry, having to cross the Winespring gives the inns position) (I: 122; Ia: 146) - desc of Two Rivers geography (IV: 42) - the Westwood is heavily-treed, and grows on stony soil broken by bramble-covered outcrops. (IV: 466) - generations of Aybaras are buried in the ground with wooden headstones (headpieces). (IV: 659) - the forests of Two Rivers are thick. (V: 464) - there are signs of gold, silver and iron in the mountains near the Two Rivers. (VI: 33) - map: Two Rivers (I: xvi; Ia: xvi) - Mountains of Mist are high enough to always be in the clouds (I: 1; Ia: 1) - the Sand Hills were the shore of a great ocean, before the Breaking (I: 1; Ia: 1) - the Westwood is a tangled forest in the Two Rivers (I: 1; Ia: 1) - the Quarry Road runs east from Emond's Field to the Mountains of Mist (I: 1; Ia: 1) 10.9.1 Deven Ride ~~~~~~~~~~ - the foot of the Mountains of Mist are farther from Emond's Field than Watch Hill or Deven Ride (I: 4; Ia: 5) - travelling to next village is a big event for most Two Rivers folk (I: 4; Ia: 5) - towns of Two Rivers: Emond's Field, Taren Ferry, Deven Ride, Watch Hill and surrounding farms (I: 4, 6; Ia: 5, 7) - the Wagon Bridge marks where the North Road from Watch Hill and Taren Ferry (to the north) turns into the Old Road heading for Deven Ride (to the south) (I: 8; Ia: 10) - towns in Two Rivers (Emond's Field, Watch Hill, Deven Ride, Taren Ferry) (I: 16; Ia: 19-20) - Deven Ride is made up of rows of wooden houses surrounding a green and a spring-fed pond. The Goose and Pipe Inn is at the head of the green. It is larger than the Winespring, but has only a thatched roof. (IV: 883) 10.9.2 Emond's Field ~~~~~~~~~~~~~ - Cauthon house is nearly in the center of the village (I: 98; Ia: 117) - no street in Emond's Field is paved (I: 182; Ia: 217) - the Quarry Road runs east from Emond's Field to the Mountains of Mist (I: 1; Ia: 1) - Winespring Inn in Emond's Field (I: 3; Ia: 3) - towns of Two Rivers: Emond's Field, Taren Ferry, Deven Ride, Watch Hill and surrounding farms (I: 4, 6; Ia: 5, 7) - Waterwood is east of Emond's Field (I: 4; Ia: 5) - houses in Edmond's Field are frame houses with high-peaked, thatched roofs (I: 5; Ia: 6) - the village is close to the Westwood, its trees extending into the village (I: 5; Ia: 6) - the land to the east of Emond's Field are quilted with farms with hedge bordered fields (I: 5; Ia: 6) - only a handfull of farms in the Westwood (I: 5; Ia: 6) - no farms miles short of the Sand Hills (I: 5; Ia: 6) - the Winespring is a spring the flows with enough force to knock a man down and is sweet enough to justify its name; the spring is the origin of the Winespring River the runs east (I: 8; Ia: 9) - the Wagon Bridge marks where the North Road from Watch Hill and Taren Ferry (to the north) turns into the Old Road heading for Deven Ride (to the south) (I: 8; Ia: 10) - Winespring Inn: first floor is of river rock, wood second floor extends over first floor all the way around, it's roofed with red tiles, the only tiled roof in the Two Rivers, there are a dozen tall chimneys (I: 9; Ia: 11) - Blacksmith in Emond's Field (I: 16; Ia: 20) - Miller in Emond's Field (I: 16; Ia: 20) - interior of Winespring Inn (I: 16-18; Ia: 19-22) - Wine Spring Inn stable: long and narrow, with a thatched roof; double doors at both ends, over 18 stalls (8 peddler's horses, 6 Dhurrans, Aes Sedai's & Warders, Gleemans, and Bela) (I: 48-49; Ia: 57) - farm houses in the Two Rivers often grow to hold three or four generations (I: 52; Ia: 62) - Al'thor farm (I: 52-53; Ia: 62-63) - homes are whitewashed (I: 52; Ia: 62) - smokehouse (I: 53; Ia: 63) - curing shed (I: 53; Ia: 63) - wells used in Two Rivers (I: 53; Ia: 63) - no one in the Two Rivers locked their doors (I: 55; Ia: 66) - shutters on windows (I: 55; Ia: 66) - Dautry farm is an hour away from the al'thor farm (I: 57; Ia: 67) - doors can be barred (I: 57; Ia: 68) - windows can be opened (I: 57; Ia: 69) - took all night to travel from al'Thor farm to Emond's field through the Westwood (I: 75; Ia: 89) - half houses in Emond's Field destroyed by Trollocs (I: 76; Ia: 90) - around 20 houses, plus the inn and mill, in Emond's Field (I: 76-; Ia: 90- - Calder house is half way down the Green (I: 77; Ia: 91) - Berin Thane's house is next to Calder house (I: 77; Ia: 91) - Cauthon house is on the other side of the Calder house (I: 77; Ia: 92) - interior of Winespring Inn (I: 81; Ia: 96-97) - the Mantheren army, bolstered by volunteers, men and women, where driven back to where Emond's Field (I: 112; Ia: 133-1334) - trip from Emond's Field to Taren Ferry took nearly the entire night (mention of early risers waking) (I: 130; Ia: 155) - the old blood is strong in Emond's Field, and the old blood sings (I: 142; Ia: 170) - desc of Emond's Field (V: 309) - only one clock in all of Emond's Field, in Inn. (IV: 203) - the Waterwood edge is a half-day away from Emond's Field. (IV: 466) - bowls are played in the outside part of the Winespring Inn, beneath the big oak. (IV: 469) - there is a sick house in Emond's Field, where people are sent to convalesce if they are contagious. (IV: 484) 10.9.3 Mountains of Mist ~~~~~~~~~~~~~~~~~ - Mountains of Mist are high enough to always be in the clouds (I: 1; Ia: 1) - the Quarry Road runs east from Emond's Field to the Mountains of Mist (I: 1; Ia: 1) - the foot of the Mountains of Mist are farther from Emond's Field than Watch Hill or Deven Ride (I: 4; Ia: 5) - bad luck to enter the Mountains of Mist (to Two River's folk) - three reasons no one came to the Two Rivers except from the north, by way of Taren Ferry. The Mountains of Mist, in the west, and the Mire blocked the east just as effectively. To the south was the White River. And beyond the White lay the Forest of Shadows, without road or village, but plenty of wolves and bears (I: 46; Ia: 55) (I: 42; Ia: 49) - Mountains of Mist are rich mining sites, mining towns spring up there. (I: 261; Ia: 311) - mining towns are in the Mountains of Mist to the west of Baerlon (I: 261; Ia: 310) - mining towns in the Mountains of Mist (I: 392; Ia: 467) - Baerlon (BAYR-lon) a city in Andor on the road from Caemlyn to the mines in the Mountains of Mist (I: 660; Ia: 786) - there are half-buried ruins and broken monuments scattered among the Mountain of Mists. (III: 31) - most people feel it's bad luck to go into the Mountains of Mist. (III: 33) - one of the Mountains of Mist has been carved with the giant figures of a man and a woman. (III: 39) - fossils have been found in the Mountains of Mist. (III: 533) - includes gold, iron, bronze and copper mines. (III: 365) - the Mountains of Mist are named for the ever-present clouds that ring their peaks. (IV: 450-451) - desc of a valley area in the Mountains of Mist (IV: 450-451) - there are few, and only stunted trees, and worthless grazing areas where Manetheren once stood. (IV: 454, 455) - desc of figures and letters carved into mountains (IV: 459) - the journey from the Mountains of Mist to the Sand Hills and beyond takes about three days ride. (IV: 465) 10.9.4 Taren Ferry ~~~~~~~~~~~ - Taren Ferry (I: 130; Ia: 155-156) - three reasons no one came to the Two Rivers except from the north, by way of Taren Ferry. The Mountains of Mist, in the west, and the Mire blocked the east just as effectively. To the south was the White River. And beyond the White lay the Forest of Shadows, without road or village, but plenty of wolves and bears (I: 46; Ia: 55) - trip from Emond's Field to Taren Ferry took nearly the entire night (mention of early risers waking) (I: 130; Ia: 155) - the people of Taren Ferry call the rest of the Two Rivers "the lower villiages" (I: 130; Ia: 156) - houses of Taren Ferry are built on tall redstone foundations to protect them from spring melt of River Taren (I: 130; Ia: 155) - surnames like Hilltop, Stoneboat and Hightower are common in Taren Ferry, and residents there have reputation of slyness and trickery in the surrounding areas (I: 130; Ia: 156) - the River Taren is wide, deep and treacherous. The ferry itself is a wooden barge with high sides and ramps that pull up on either end pulled across the river by haulers along thick ropes. The ferry doesn't cross at night. (I: 131, 133, 134; Ia: 156, 159, 161) - foundations in Taren Ferry go up as high as a mounted mans head (I: 131; Ia: 156) - the ferry runs during the day, not at night, and not in a fog (I: 131; Ia: 156) - the ferry landing is made of wood and is like a bridge that led nowhere except to a ferryboat (I: 133; Ia: 159) - the Taren was supposed to be wide and deep, with trecherous currents that could pull under the strongest swimmer (I: 133; Ia: 159) - no whirlpools on the Taren, at least, not at Taren Ferry (I: 137; Ia: 164) - road between Taren Ferry and Baerlon is hard-packed dirt (I: 147; Ia: 176) - few farms or villages between Taren Ferry and Baerlon (I: 147; Ia: 176) - farm along Taren Ferry-Baerlon road, more than a day north of Taren Ferry? (I: 147-148; Ia: 176) - one can travel from Taren Ferry to the White River in less then 6 days (I: 154; Ia: 184) - the rest of the Two Rivers keeps somewhat separate from Taren Ferry. (IV: 731) 10.9.5 Watch Hill ~~~~~~~~~~ - the foot of the Mountains of Mist are farther from Emond's Field than Watch Hill or Deven Ride (I: 4; Ia: 5) - towns of Two Rivers: Emond's Field, Taren Ferry, Deven Ride, Watch Hill and surrounding farms (I: 4, 6; Ia: 5, 7) - the Wagon Bridge marks where the North Road from Watch Hill and Taren Ferry (to the north) turns into the Old Road heading for Deven Ride (to the south) (I: 8, 16; Ia: 10, 19-20) - you can get from Watch Hill to Emond's Fields before dark, if you leave well before noon (I: 40; Ia: 47) - Watch Hill (I: 125; Ia: 149-150) - White Boar is an inn in Watch Hill (I: 126; Ia: 150) - the only tile roof in Watch Hill is on the White Boar Inn. (IV: 504) 10.10 Whitebridge ~~~~~~~~~~~~ - Caemlyn Road is wider than the North Road and shows more wear. It's hard packed and is lined on each side by trees. the road sometimes cuts through the hills. It curves around the Hills of Abasher until it reaches Whitebridge (I: 219; Ia: 260) - Whitebridge is on the east bank of the Arinelle and is named for the milky white bridge that spans the river. The bridge is twice as high as a tall mast, looks like glass, can't be marred by chisels and doesn't get slippery when wet. It is rumored to be a remnant from the Age of Legends. (I: 320, 323; Ia: 375, 380) - the White Bridge arched high over the wide waters, twice as high as the Sprays mast and more (Sprays mast is fifty feet, so the bridge is over 100 feet above the water), from end to end it gleamed milky white in the sunlight, gathering the light until it seemed to glow. Spidery piers of the same stuff plunged into the strong currents, appearing too frail to support the weight and width of the bridge. It looked all of one piece, as if it had been carved from a single stone or molded by a giant'a hand, broad and tall, leaping the river with an airy grace... (I: 319-320; Ia: 380) - the bridge dwarfs the town that sprawls about it on the east bank (I: 320; Ia: 380) - Whitebridge is far larger than Emond's Field, with houses of brick and stone as tall as those in Taren Ferry and wooden docks like thin fingers stick out into the river. (I: 320; Ia: 380) - small boats of fishermen hauling in nets dot the water around Whitebridge (I: 320; Ia: 380) - Whitebridge docks: thick timbers sittin on heavy, tar-coated pilings (I: 320; Ia: 381) - merchants in Whitebridge: smooth faced men in long velvet coats and silk-lined cloaks and cloth slippers, each followed by a plainly dressed servant carrying an iron-bound moneybox (I: 320-321; Ia: 381) - Whitebridge is about the same size as Baerlon. Most residents make living from travelers or working for merchants, but there are also fishermen that live off the river. (I: 323-324; Ia: 380, 384) - the bridge ends in the center of the town, in a paved square surrounded by inns (one of which is the Wayfarer's Rest) and merchant houses. The houses are tall, made of stone and brick. (I: 323-324; Ia: 380, 385) - there is a street that runs along the river and crosses under the bridge (I: 323; Ia: 383) - trades in Whitebridge: mending pots, tailor, shoemaker, knife/scissor sharpener, fruit/vegetable/fish sellers (I: 323; Ia: 384) - sign of Wayfarers' Rest has a striding man with a bundle on his back on one side, and the same man with his head on a pillow on the other (I: 324; Ia: 385) - the White Bridge comes down in the center of the town, in a large square (I: 323; Ia: 385) - the Wayfarers' Rest has a fireplace on each side of the dividing wall (I: 324; Ia: 385) - each merchant house has its own symbol, which is also marked on their black lacquered carriages in gold or scarlet. (I: 320, 323-324; Ia: 381, 385) - the Wayfarer's Rest has its common room split down the middle by a low wall to divide groups of bickering sailors. (I: 324; Ia: 385) - there hasn't been a gleeman in Whitebridge in some time (I: 324; Ia: 385) - the Wayfarers' Rest is not very clean (I: 324; Ia: 386) - the road to Caemlyn is straight on from the White Bridge (I: 324; Ia: 386) - Wayfarers' Rest uses battered pewter mugs (I: 325; Ia: 386) - innkeeper of Wayfarers' Rest is Bartim, he is fat (I: 324, 325; Ia: 385, 386) - the town is walled, with entry gates guarded by the Town Watch. (I: 329, 333; Ia: 390, 391) - only one door between the divided room, and only one side has a door outside (I: 331; Ia: 394) - windows on either side of the fireplace in the Wayfarers' Rest (I: 332; Ia: 395) - gates of Whitebridge are thick wood bound with black iron straps (I: 335; Ia: 399) - gatekeepers of Whitebridge are armed with halberds (I: 335; Ia: 399) - White Bridge (I: 351; Ia: 417) - sounds like steel on steel when (shod?) horses cross the White Bridge (I: 351; Ia: 417) - the bridge looks as slick as wet glass, but provides a sure footing (I: 351; Ia: 417) - if lace were made of glass it would look like the White Bridge (I: 351; Ia: 418) - the town watch of Whitebridge wear poorly fitting red uniforms and tarnished armor (I: 351; Ia: 418) - couple hours between Whitebridge and next town east (maybe 4 or 5 hours) (I: 384; Ia: 458) - things cost more outside the Two Rivers, even more east of Whitebridge (I: 385; Ia: 459) - some villages have more than one inn (note is of area between Whitebridge and Four Kings, but would apply anywhere) (I: 391; Ia: 466) 11.0 ARAD DOMAN - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Tarabon and Arad Doman have squabbled over the Almoth Plain for almost three hundred years, but it's never come to open blows. (II: 53) - many Domani believe that the Dark One is dead. (II: 130) - Arad Doman doesn't have a lot of sea-going ships. (II: 163) - a fine Domani carpet is worth the price of a farm. (III: 218) - crystal and silver flasks of scent from Arad Doman. (IV: 811) - Domani women are considered "forward" by some other cultures, including Saldaea? (IV: 890) - some Domani merchants sell fur and timber. (V: 34) - Domani women tutor younger family members in the womanly arts. (V: 34) - Domani feel they don't deserve _all_ of the rep they have, but do deserve some of it? (V: 34) - desc of Domani attitudes towards flirtation and the potential consequences (V: 35) - Domani women train their daughters from the cradle. (V: 46) - Domani women have catalogued flirtations. There are 1107 types of kisses, and 93 ways to touch a man's face with your hand. (V: 313) - Languid and seductive Domani women might be on the outside, but they were still known as the sharpest traders anywhere (VII: 169) 11.1 Clothing and Appearance of Arad Domani ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Domani lady has copper skin, wears cloths that reveal nothing but suggest everything, and a bracelet marked with her House symbols. (II: xvii) - the Domani are tall and willowy, with coppery skin and dark hair. (II: 54) - Domani dresses are made of thin, clingy cloth. (III: 193) - Domani women sometimes apply artificial beauty marks as an appearance enhancer. (IV: 497) - Domani dresses are barely opaque folds of cloth tied cloth with a narrow belt. (V: 196) - Domani men wear close-trimmed beards and long leather vests. (VI: 33) - men wear long, thin moustaches and earrings, as well as often a choker or bracelet of precious metals. (VI: 199, 640) - men might wear their hair below their shoulders. (VI: 640) - men wear moustaches. (VI: 571) 11.2 Arad Domani Food ~~~~~~~~~~~~~~~~ - the Domani use red-lacquered chopsticks called sursa to eat. (IV; 834) - slivers of meat and vegetables in flavored sauces served in small white bowls. (IV: 834) - mushroom, sprouts, red peppers in a pale, tangy sauce. (IV; 836) 11.3 Arad Domani Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Men are better sports than hawks. (V: 41) - The more women there are about, the softer a wise man steps. (V: 76) - it was said that the Sea Folk could make a Domani sweat (VII: 544) - joke concerning a Domani merchant, a Sea Folk Cagomaster and an Aes Sedai: the merchant and the Cargomaster found an ordinary rock on the shore and proceded to sell it back and forth between them, somehow making a profit each time. Then an Aes Sedai came along. the Domani convinced the Aes Sedai to buy the simple stone for twice what she herself had last paid. After which the Atha'an Miere convinced the Aes Sedai to buy the same rock from him for twice that again (VIII: 115) 12.0 ARAD DOMAN - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the Terhana Library in Bandar Eban is world-renowned. (VI: 580) 13.0 ARAFEL - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~ - Arafellin speak to women who have not spoken to them (NS: 24) - Arafel -- AH-rah-fehl (I: 660; Ia: 785) - Arafel is one of the Borderlands (I: 660; Ia: 785) - the sign of Arafel is three white roses on a field of red, quartered with three red roses on a field of white (I: 660; Ia: 785) - the Arafellin have strange ideas about honor and death. (III: 335) - Arafellin kings rarely made much pretence of listening to councilors, relying instead on their queens (VIII: 19) 13.1 Clothing and Appearance of Arafellin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Arafellin wear two blades on their backs (NS: 24) - the Arafellin wear silver bells in their hair. (VI: 424) - at least some Arafellin are pale-skinned with dark eyes. (VI: 542, 615) - men wear their hair in two long braids with silver bells tied at the ends. (VI: 542) - Arafellin wear silver bells in their braids, and often on boots and gloves (VIII: 19) 13.2 Arafellin Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Light and honor (VI: 619) 14.0 ARAFEL - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Shol Arbela in Arafel (NS: 25) - Map of the eastern borderlands (Shienar, Arafel, Kandor, Tar Valon) (I: 578; Ia: 688) - Borderlands neighbor the Graet Blight, they are: Saldaea, Arafel, Kandor, and Shienar (I: 660; Ia: 786) - Tifan's Well is located on the grassy plains, a small farming community. (II: 320) 15.0 BORDERLANDS - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - law in every borderland forbade hiding your face inside a village or town, and no one wanted to be mistaken for an eyeless (NS: 13) - two years is a long time in the Borderlands, a great many men could die in two years (NS: 13) - borderland (Kandori? Malkieri? all?) formal greeting: greater bows, touching hilt then heart and says "There is always welcome for (name, rank/position/honor). May you know peace one day." Reply: "There is peace in the mother's last embrace." then touch hilt and heart and "may she welcome us home, one day." (NS: 17) - no one really wishes for death, but it is the only place to find peace in the borderlands (NS: 17) - there are few south of the Borderlands who had seen a Trolloc, much less killed one; fewer still who killed one alone and unaided (I: 92; Ia: 110) - Eye of the World is a legend; in the Borderlands, young men go into the Blight looking for the Eye of the World (I: 191; Ia: 227) - many people believe that the Trollocs are dead, or borderland fables (I: 330-331; Ia: 393-394) - Warders (and Borderlanders) use oil stoves to prepare meals in the Blight (I: 567; Ia: 675) - bounty on ravens in Borderlands. (I: 358; Ia: 426) - law of Shienar, and all the Borderlands, no one may hide his face inside a towns walls; a Halfman can't hide with his face exposed (I: 582; Ia: 693) - Ogier known of and well-accepted in Borderlands, called the Builders. (I: 583; Ia: 693, II: 30) - greeting to Ogier along Borderlands: "Glory to the Builders", or "Kiserai ti Wansho" (I: 583; Ia: 693) - Ogier reply to Borderland greeting: I am unworthy, and the work is small. Tsingu ma choba. (I: 584; Ia: 695) - mulled wine in Borderlands (I: 585; Ia: 697) - you can count the number of people who could found the Green Man and the Eye of the World since the War of the Hundred Years on one hand (four). No more than one in five years from all the Borderlands togeher (I: 588; Ia: 700) - Borderland poetry (Haiku?): The kingfisher flashes above the pond. Life and beauty swirl in the midst of death (I: 590; Ia: 702) - Manetheren is remembered in the Borderlands (I: 600; Ia: 715) - widows in the Borderlands wear black. (I: 614; Ia: 731) - Borderlands custom that whomever raises a child is its "real" parent. (II: 4) - an Aes Sedai-made blade became the sword of the Malkier kings. (II: 6) - Borderlanders refer to the rest of world as southlanders. (II: 31) - Borderland warriors count their age as from the time they were given their swords. (II: 119) - Borderlands seldom fight each other. (V: 13) - only the Borderlands completely escape Daes Dae'mar. (V: 397) - the Borderlands fashion of shaking hands is to grip each other by the forearms. (V: 435) - the burial belief of the last of the mother encompasses the whole of the Borderlands. (V: 636) - Bordermen don't fight each other, they have the Blight to contend with and draw them together as a common cause. (VI: 156) - Alliances by marriage had always bound the Borderlands together as much as their war against the Blight did (VIII: 19) 15.1 Clothing and Appearance of Borderlanders ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - some merchants (men) wear (ruby) earrings (NS: 10) - Merchants wear subdued clothing to find better bargains (NS: 10) - Men wear embroidered breeches (NS: 10) - Women wear wide embroidered trousers (NS: 10) - Malkieri men wear hair to their shoulders and held back with a braided leather cord called a hadori. (NS: 11) - desc of Malkieri Warder (I: 25; Ia: 29-30) - stories of Warders (I: 25; Ia: 30) - long hair for men is described as the "northern style", Lan holds his back with a braided leather headband. (I: 213; Ia: 255) - law of Shienar, and all the Borderlands, no one may hide his face inside a towns walls; a Halfman can't hide with his face exposed (I: 582; Ia: 693) - in formal situations, men wear their country's symbol pinned to a gold cord tied around their upper arm? (II: 116) 15.2 Borderland Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - borderland (Kandori? Malkieri? all?) formal greeting: greater bows, touching hilt then heart and says "There is always welcome for (name, rank/position/honor). May you know peace one day." Reply: "There is peace in the mother's last embrace." then touch hilt and heart and "may she welcome us home, one day." (NS: 17) - The look of the Eyeless is fear. (I: 91; Ia: 109, IV: 188) - desc of the oath of the Malkier kings (I: 597; Ia: 710) - Why Peace is used as an oath in the Borderlands (I: 606; Ia: 722) - Better to have one woman on your side than ten men. (II: 100) - Borderland greeting: Peace and the Light favor you (VIII: 19) - Borderland greeting: the Light embrace you (VIII: 19) - Borderland saying: the Shadow never sleeps (VIII: 20) - Borderland oath: the Light illumine and preserve our souls (VIII: 22) - Borderland saying: the dice are out of the cup (VIII: 23) - a simple and ancient ceremony of the Borderlands that had been recorded only seven times since the breaking. A simple ceremony that would commit them beyond anything words could do, however strong (VIII: 24) - Ceremony of Borderlands: the persons entering into the oath cut their left palms; they then grasp eachothers hands, allowing blood to mingle and to soak the ground; then they say "We are one, to the death"; this binds them by blood and soil (VIII: 24) 16.0 BORDERLANDS - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - four nations boarder the Blight (NS: 12) - Fal Moran & Maradon in Borderlands (?) (NS: 26) - Map of the eastern borderlands (Shienar, Arafel, Kandor, Tar Valon) (I: 578; Ia: 688) - winter in the Borderlands is often so cold that the sap freezes and trees burst (I: 579; Ia: 689) - even spring is cold in the Borderlands (I: 580; Ia: 690) - Arafel is one of the Borderlands (I: 660; Ia: 785) - Borderlands neighbor the Graet Blight, they are: Saldaea, Arafel, Kandor, and Shienar (I: 660; Ia: 786) - Kandor is one of the Borderlands (I: 665; Ia: 793) - Malkier was once one of the Borderlands, it has been swallowed by the Blight (I: 665; Ia: 793) - Saldaea is one of the Borderlands (I: 667; Ia: 795) - Shienar is one of the Borderlands (I: 667; Ia: 796) - borderstones mark where the Blight begins. (IV: 287) - homes in the Borderlands are built with very steep roofs, with eaves almost touching the ground, to allow the snow to fall off rather than weighting down the roof. (I: 580; Ia: 690) 17.0 CAIRHIEN - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~ - Merchants from Cairhien used to cross the Waste, before the Tree, and the Aiel War (I: 315; Ia: 374) - al'cair'rahienallen - hill of the golden dawn (OT) (Cairhien) (I: 464; Ia: 551) - Rising Sun of Cairhien (I: 497; Ia: 592) - Cairhien (KEYE-ree-EHN) - both a nation along the Spine of the World and the capital city of that nation. (I: 660; Ia: 786) - Cairhien was burned and looted during the Aiel War (976-978 NE) (I: 660; Ia: 786-787) - the sign of Cairhien is a many rayed golden sun rising from the bottom of a field of sky blue (I: 660; Ia: 787) - Damodred -- DAHM-oh-drehd (I: 661; Ia: 787) - Damodred is a royal house of Cairhien (I: 661; Ia: 787) - Cairhien nobles are very formal, the commoners are not. (II: 290) - Cairhienin servants are treated very servilely. (II: 310) - Cairhienin accent is very precise, with words clearly enunciated. (II: 310) - nobility consider music a talent for "commoners". (II: 311) - Cairhienin bow with hands on hearts. (II: 312) - Cairhienin commoners grill each other for information to sell to the nobility. (II: 379) - "players" (actors) being tried in Cairhien, a new idea. (II: 383) - Cairhien can be ruled by either a queen or a king. (II: 386) - in Cairhien, a Wisdom is called a Reader. (II: 444) - Cairhienin respect and fear Aes Sedai. (II: 447) - the nobility would invite visiting Aes Sedai to their Houses as mark of prestige. (II: 453) - Ogier are honored guests among nobility. (II: 459) - vineyards in Cairhien. (II: 465) - nobility doesn't play music/sing. (II: 465) - commoners, especially the low-born, have a different accent than the nobility. (II: 486) - if the Aiel catch a Cairhienin in the Waste, he disappears, rumored to be sold as an animal to the lands beyond the Waste. (III: 445) - a Cairhienin lord has a fool, who wears an oversized striped coat that is sewn with bells. (IV: 158) - when the Cairhienin when through the Waste to trade with lands beyond, they were permitted to enter only a single walled town. Any who went where they weren't allowed disappeared. (IV: 331) - the Cairhienin are a reserved and restrained people, though that restraint is mixed at times with a boldness, and when their reserve breaks, it does so to a surprising degree. (V: 533) - the Cairhienin are dissolute, but discreet. (VI: 49) - even the servants play their own version of Daes Dae'mar. (VI: 625) - many consider the Cairhienin to be "filthy-minded". (VI: 626) - dueling very common among the young people of Cairhien? (VI: 629) - there has never been a war between Mayene and Cairhien. (VI: 674) - Cairhienin nearly had apoplexy whenever they saw a naked Aiel (gai'shan) (VII: 58) - Cairhienin are nervous about Aes Sedai (VII:64) - state of Cairhien (VII: 106-107) - Silver diamond on a field checked yellow and red is flag of House Saighan (VII: 107) - pronouncing treason upon a noble in Cairhien (VII: 123) - Stripping all titles & estates & exiling to a farm has never been done to a Cairhien noble before (VII: 126) - Cairhienin are nervous about Aes Sedai (VII:64) - 100 Mayeners, and more Cairhienin died at Dumai's Well (VII: 68) - Tairens and Cairhienn hate one another (VIII: 283) - Cairhienin and Illianers get along to some degree, and there is a certain amount of prickle even there (VIII: 283) - House Maravin of Cairhien (VIII: 412) - House Raitlin of Cairhien (VIII: 412) - House Saighan of Cairhien (VIII: 418) - some Cairhien don't like being around taller people (VIII: 472) - Game of Houses (VIII: 472) - claim to the Sun Throne (VIII: 474) - House Saighan of Cairhien (VIII: 475) 17.1 Clothing and Appearance of Cairhienin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - upper class wears bell-shaped velvet hats, and dark coats embroidered across chest with bars of silver, scarlet and gold which donate rank. (II: 156, 306) - Cairhienin are a very short people, with dark eyes and pale, narrow faces. (II: 306, VI: 199) - soldiers wear dark blue. (II: 308) - officer has front of his head shaved, the rest of his hair long, and powders the bare part. (II: 308, 312) - officers wear steel-backed gauntlets, breastplates and no helmets. They carry a small flag in a holder on their backs. (II: 318) - men occasionally go bare-chested, but not in formal/polite situations. (II: 362-4) - Foregaters wear shabby but colorful clothing. (II: 368) - noblewomen wear hair piled high on heads in towers of curls, wear skirts wider than the average doorway. Noblemen wear bell or flat velvet caps, and both wear lace ruffles at their cuffs. (II: 460) - a Cairhienin lord has a fool, who wears an oversized striped coat that is sewn with bells. (IV: 158) - Cairhienin with big blue eyes. (IV: 656) - the Cairhienin style is high-necked. (IV: 902) - the Cairhienin use short banners called con that are harnessed to their backs to mark officers and a lord's personal retainers. (V: 351) - the cons are marked with lords' heraldry. (V: 352) - Cairhienin nobles command and lead groups of soldiers, but do not shave their heads and become soldiers. (V: 352) - among noblewomen, the higher the rank, the more elaborate and taller the hair style. (V: 601) - the slashes of color on Cairhienin clothing are in the color of their noble House. The number of slashes indicates the rank of the House, their length the rank of the wearer. (VI: 99) - lower servants to nobility wear dark livery with House-colored stripe on their cuffs, and the house badge on their chests, or collar or sleeves in House collars. The higher ranking servants show more color. (VI: 283) - the average Tairen stands a full head taller than the average Cairhienin. (VI: 294) - the slashes on Cairhienin clothing are horizontal. (VI: 308) - desc of Cairhien noble dress (VII: 118) - nobles marking themselves like soldiers has become fashionable (VIII: 472) - breeches and short coats a recent womens fashion in Cairhien (VIII: 522) 17.2 Cairhien Festivals and Celebrations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the Cairhienin party to excess during the Feast of Lights, with much drinking and dancing. During the Feast, the barriers between commoner and noble are ignored, as is age. Any man can kiss any woman and vice versa. People pour wine over themselves, and both men and women go about bare-chested. (VI: 653-654) - Day of Repentance, at the Half-moon (VII: 521) - trumpets & kettle drums slung on horses (VII: 529-530) 17.3 Cairhien Food ~~~~~~~~~~~~~ - yellow peppers and pork in a thick, clear sauce with a sharp, yet sweet taste. (II: 310) - a good wine comes from the south of Cairhien. (V: 467) 17.4 Cairhienin Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Grace favor [me/you/etc.] (II: 312) - Take what you want, and pay for it. (V: 214) - Seeing the wolf. (Phrase for having seen battle) (VI: 669) 17.5 Cairhienin Soldiery and Combat ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - upper class men wear dark coats embroidered across the chest with bars of silver, scarlet and gold. (II: 156) - noblemen wear flat or bell-shaped velvet caps. (II: 156, 460) - the middle and upper classes wear dark clothes, with the person's rank indicated by the length of colored stripes on the chest. (II: 306) - Cairhienin are a very short people, with dark eyes and pale, narrow faces. (II: 306, VI: 199) - soldiers wear dark blue. (II: 308) - officer has front of his head shaved, the rest of his hair long, and powders the bare part. (II: 308, 312) - officers wear steel-backed gauntlets, breastplates and no helmets. They carry a small flag in a holder on their backs. (II: 317) - both genders of nobility wear lace ruffles at their collars. (II: 460) - Cairhienin noblewomen wear their hair piled high on their heads in towers of curls. Their dresses have skirts wider than a doorway. (II: 460) - few Cairhienin commoners rise to any great degree of rank in the national army. (V: 97) - the Cairhienin use short banners called con that are harnessed to their backs to mark officers and a lord's personal retainers. (V: 351) - the cons are marked with lords' heraldry. (V: 352) - Cairhienin nobles command and lead groups of soldiers, but do not shave their heads and become soldiers. (V: 352) - the Cairhienin cavalry is disorganized? (V: 485) - 2 white diamonds on blue are a con of the Cairhienin (VII: 70) - Cairhien 'warrior' societies (VII: 114) - Cairhienin wear bell-shaped helms (VIII: 294) 18.0 CAIRHIEN - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - al'cair'rahienallen - hill of the golden dawn (OT) (Cairhien) (I: 464; Ia: 551) - the Grove in Cairhien is just another forest now (I: 464; Ia: 551) - vineyards in Cairhien. (II: 465) - the mudflats in the Erinin shift. (III: 421) - rolling grasslands and scattered copses on the Cairhienin side of the Erinin (III: 429) - there are a number of bridges where the River Gaelin meets the Alguena River, north of Cairhien. (V: 472) - there are dozens of towns and villages between the Janghai Pass and the capital. (V: 480) - desc of terrain north of Cairhien - rolling plains and low hills, with few and small thickets (VI: 661) - desc of other side of river from Cairhien (VI: 668) - the road from Cairhien to Tar Valon is called the Tar Valon Road. (VI: 668) - the road runs west and north through forested hills lower than those the city is built on. (VI: 669) - about 20-30 miles north of Cairhien, the hills grow lower. (VI: 670) - the land flattens into rolling plains, and the forest thins to grasslands, with rivers and shallow streams. (VI: 672) - desc of terrain north of Cairhien (VI: 681) - Dumai's Wells and Alianelle Spring are watering holes along the Tar Valon Road. (VI: 681) - there's a bridge near Dumai's Wells. (VI: 684) - ruins of Coremanda near Tar Valon Road, south of Dumai's Well (VII: 55) - Colchaine estates in Cairhien (VIII: 474) 18.1 Cairhien City ~~~~~~~~~~~~~ - Cairhien once called Al'cair'rahienallen, Hill of the Golden Dawn. (I: 464; Ia: 551) - the Royal Library is the greatest library outside of Tar Valon. (II: 258-9) - Foregaters are known to like drinking and carousing. (II: 315) - the river at Cairhien is filled with ships and barges stopping at the granaries on the far bank. The inner city is surrounded by walls, and is laid out in a very precise grid. Jagged-topped towers are spaced out along the walls. (II: 367) - the Foregate is a warren of streets surrounding the city. Once there was a market village in front of each city gate, but gradually they grew into one sprawling group of dirt streets and slapdash wooden buildings, some up to seven stories tall. (II: 367-368) - Foregaters wear shabby but colorful clothing. (II: 368) - ruler of Cairhien keeps the masses in the Foregate quiet with entertainments like parades of giant puppets, horse races and fireworks. The King's Gift is given to gleemen and other entertainers to keep them performing there. (II: 369) - the Illuminators have built a chapter hours in Cairhien, the only one outside of Tarabon. It is a mile outside the city, and carefully locked and guarded. Illuminators will go so far as to kill intruders to protect their secrets. (II: 369, 396, 398) - visitors to the inner city must sign in at the gate, and let them know which inn they're staying at. A record is kept of all foreigners entering the city. (II: 370, 439) - desc of city (II: 370) - these are known as the Topless Towers of Cairhien, and were burned in the Aiel War. (II: 370) - inner city inn: Defender of the Dragonwall. (II: 372) - desc of buildings in Foregate (II: 376) - inn in Foregate: Bunch of Grapes, near the Janghai Gate. (II: 378) - "players" (actors) being tried in Cairhien, a new idea. (II: 383) - inn has Ogier furnishings. (II: 405) - city docks are reserved for the pleasure crafts of nobles and grain barges, no others are allowed there without permission. (II: 438) - few farms or villages around the city. (II: 500) - few farms or villages around the city. (II: 500) - the library is considered one of the greatest in the world. (III: 302) - the Janghai Gates are huge, three tall stone arches in the Cairhien wall. (V: 526) - the streets of Cairhien are very broad and paved, laid out in a regular grid across the terraced hills of the city. (V: 527) - the center of the city is a square built on the highest hill of the area, so dark and massive it almost doesn't look like a natural hill. (V: 529) - a long, broad ramp leads up to tall bronze gates and the courtyard beyond. (V: 529) - the Topless Towers are visible above the forest at least five miles east of the city. (V: 458) - the Towers of Cairhien mark the points of the city grid. (V: 464) - desc of Cairhien (VI: 294) - Cairhienin inn: The Long Man. (VI: 365) - desc of the Long Man (VI: 381) - desc of Cairhien docks (VI: 666) - desc of other side of river from Cairhien (VI: 668) - 20 to 30 days to travel from Cairhien to Tar Valon (VII: 16) - Cairhien: Jangai Gates: three tall square arches flanked by towers (VII: 110) - decs of Cairhien (VII: 110-111) - street in Cairhien: the Way of the Crown (VII: 111) - Walls of Cairhien run out into the water, flanking long gray stone docks that stretch out from the quay (VII: 532) - houses have steep slate roofs - streets are stone-paved (VIII: 268) - Illian is a sprawling city, easily as large as Caemlym or Cairhien (VIII: 413) - stepped towers in Cairhien (VIII: 564) 18.1.1 Cairhien Palace - The Sun Palace ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Royal Palace (V: 528) - a long, broad ramp leads up to tall bronze gates and the courtyard beyond.(V: 529) - desc of Grand Hall of the Sun, with a 50 pace high ceiling (V: 531) - desc of the Sun Throne (V: 531-532) - desc of Sun Palace (VI: 283) - desc of study in Sun Palace (VI: 287) - desc of stable in Sun Palace (VI: 293) - students come to study at the Royal Library. (VI: 297) - the Sun Palace has miles of corridor. (VI: 299) - names for the Cairhien palace: The Royal Palace of Cairhien, The Sun Palace, The Palace of the Rising Sun in Splendor (VII: 111) - desc of entry to Sun Palace (VII: 112-113) - desc of Sun Palace interior (VII: 116-117) - desc of the Grand Hall of the Sun (VII: 117) - stables of Cairhien (VII: 441) - Gates of Sun Palace are Bronze (VII: 529) - towers are stepped? (VII: 529) - Dragon Throne (VIII: 518) - Dragons room in the Sun Palace (VIII: 518) - door in Sun Palace (VIII: 536) - interior of Sun Palace (VIII: 563-572) 18.2 Eianrod ~~~~~~~ - a stone bridge lies at the heart of the town. (V: 349) - there are two fountains in the town. (V: 349) - stones pave the streets. (V: 349) - the streets are laid out in a strict grid, even if they have to cut through terraced hills to keep straight. (V: 357) - most buildings are made of stone, with slate roofs. (V: 357) - the merchant houses are three stories tall, of marble, with balconies. (V: 357) - there are two town squares. (V: 357) 18.3 Jangai Pass ~~~~~~~~~~~~ - desc of Jangai Pass (V: 262) - desc of monument at Jangai Pass (V: 263) - Silk Pass was paved through the Jangai Pass? (V: 289) - it takes four days to travel through Jangai Pass. (V: 290) - desc of land around Jangai Pass (V: 296) - there are dozens of towns and villages between the Jangai Pass and the capital. (V: 480) 18.4 Jurene ~~~~~~ - Jurene is on the Cairhien side. (III: 428) - Jurene is located on the Erinin, and has wooden houses with thatched roofs, and a small, single stone dock. (III: 458) - dirt streets, a small village of wooden houses, none more than a single story. (V: 653) 18.5 Maerone ~~~~~~~ - this small town is across the Erinin from Aringill. (VI: 63) - desc of Golden Stag inn (VI: 108) - Maerone is unwalled, an overgrown village with brick and stone buildings, with roofs of wooden shingles, thatch, slate and tile. (VI: 115) - most of the streets are hardpacked dirt. (VI: 115) - inns: the Fox and Goose, The Wagoneer's Whip, the River Gate, the Erinin Inn, the Three Towers, the Silver Horn. (VI: 116, 120) - the village is a transit point of trade between Cairhien and Tear, and has almost as many inns and taverns as it does houses. (VI: 116) - there are over 17 inns in Maerone. (VI: 120) - a well-established road leads south out of Maerone, piercing through forest and open country. (VI: 127) - it's about 20-22 days from Maerone to Tear. (VI: 336) 18.6 Morelle ~~~~~~~ - lies near the southernmost border of Cairhien. (V: 604) 18.7 Taien ~~~~~ - a high-walled town located at the Janghai Pass, a remnant of when Cairhien allowed into the Waste. (V: 263) - it posts no guards, only sentries at the gate. (V: 263) 18.8 Tremonsien ~~~~~~~~~~ - a huge male sa'angreal is buried near village of Tremonsien. (II: 303-6) - the village of Tremonsien is very precisely laid out, and the hills near it are terraced for farming. (II: 306) - inn at Tremonsien is called the Nine Rings, based on an adventure story. (II: 306) - traders travel to Tremonsien to buy oats and barley. (II: 309) - few nobility travel to Tremonsien. (II: 313) 18.9 Selean ~~~~~~ - at the other end of Janghai Pass. (V: 266) - a bridge spans a stream near the west side of the Pass, the stream connects to the River Gaelin. (V: 289) - the town is a considerable size, though it's population has dramatically decreased since the Aiel War. (V: 291) - the walled town is surrounded by farms. (V: 291) 19.0 CHILDREN OF THE LIGHT (WHITECLOAKS) - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Whitecloak penaty for Darkfriends is death (I: 380; Ia: 454) - penaty for killing a Whitecloak is hanging (I: 381; Ia: 454) - some Whitecloaks see Darkfriends and espionage whenever there are problems (I: 377; Ia: 449) - Whitecloaks believe that wolves are creatures of the Dark One (I: 378; Ia: 451) - Whitecloaks believe that Aes Sedai and Warders are in league with the Dark One (I: 378; Ia: 451) - Whitecloaks in Caemlyn (I: 450; Ia: 535) - Whitecloak camp (I: 470; Ia: 560) - Whitecloaks keep prisoners near the center of their camps (I: 470; Ia: 560) - it doesn't take much to make a Whitecloak suspicious (I: 470; Ia: 560) - Whitecloak sentries (I: 472; Ia: 562) - sentry call when they meet 'All is well with the night, the Light illumine us, and protect us from the Shadow', one says, then other says (I: 472; Ia: 562) - Whitecloak treatment of prisoners (I: 475; Ia: 566) - how Whitecloaks act (I: 197; Ia: 234) - Whitecloaks have spys (I: 208; Ia: 246) - Whitecloaks are trained to use their knees to guide their horses (I: 373; Ia: 444) - Whitecloaks hate wolves with a passion, thinking they are servants of the Dark One (I: 373; Ia: 445) - Lord Captains have tents as large as a medium sized room in a farm house, with a ground cloth for a floor (I: 374; Ia: 446) - Whitecloaks tie prisoners hands to their feet (I: 375; Ia: 447) - some concider the Children to be trouble, though some don't (I: 165; Ia: 196) - having Trollocs after you will name you a darkfriend to Whitecloaks (I: 165; Ia: 196) - Whitecloaks are agile (I: 188; Ia: 223) - the Children of the Light are both admired and hated, and they hate Aes Sedai as much as darkfriends. (I: 157; Ia: 187) - Amador is the stronghold of the Children of the Light (I: 159; Ia: 190) - Usual tricks of Children of the Light (I: 162; Ia: 193) - when the Children of the Light ask questions they expect answers (I: 189; Ia: 225) - Whitecloaks believe that the Children of the Light hold sway wherever men walk in the Light. Only where the Shadow of the Dark One reigns are the Children denied (I: 213; Ia: 253) - everyone is of interest to the Children of the Light (I: 213; Ia: 253) - The Children of the Light smell the evil, they smell it and root it out. Wherever it is found (I: 214; Ia: 254) - Children of the Light refer to themselves as the Anointed of the Light. (I: 378; Ia: 451) - Children of the Light feel that wolves are creatures of the Dark One. (I: 379; Ia: 453) - some Children of the Light loot the "unenlightened", this is frowned on by the true believers. (I: 380; Ia: 453) - the Children of the Light follow Tenets. (I: 380; Ia: 454) - Children of the Light led by Council of Anointed in Amador? (I: 477; Ia: 569) - Children of the Light based out of Amador (I: 476; Ia: 566) - the Children of the Light hold no writ in Caemlyn. (I: 523; Ia: 624) - Children of the Light: a society holding strict ascetic beliefs (I: 661; Ia: 787) - Children of the Light are dedicated to the defeat of the Dark One and the destruction of all Darkfriends (I: 661; Ia: 787) - the Children of the Light was founded during the War of the Hundred Years by Lothair Mantelar to proselytize against increasing numbers of Darkfriends (I: 661; Ia: 787) - during the War of the Hundrede Years, the Children of the Light evolved into a completely military organization (I: 661; Ia: 787) - the Children became extremely rigid in their beliefs during the War of the Hundred Years, as well as completely certain that only they know the truth and the right (I: 661; Ia: 787) - the Children of the Light hate Aes Sedai, considering them and any who befriend, follow, or support them to be Darkfriends (I: 661; Ia: 787) - They are known disparagingly as Whitecloaks (I: 661; Ia: 787) - the sign of the Children of the Light is a golden sunburst on a field of white (I: 661; Ia: 787) - a man has to take an oath before becoming Child of the Light (II: 72) - not all Children of the Light approve of the Questioners and their methods. (II: 73) - the headquarters of the Children of the Light is the Fortress of Light, in which lies the Dome of Truth (II: 616) - no sword is allowed to be worn in the presence of the Lord Captain Commander. (III: 13) - Lord Captain Commander is usually an old man. (III: 15) - the Children of the Light think that Aes Sedai are seeking to challenge the Creator with the use of their powers and abilities. (III: 16) - the Children of the Light pay lip-service to the King of Amadicia. (III: 22) - several Lord Captain Commanders have been assassinated. (III: 23) - members of the Children of the Light can have children. (III: 30) - members of the Children of the Light swear for life. (III: 111) - when Children of the Light travel, they carry a list of the names and descriptions of "darkfriends" that they're seeking. (III: 120) - the Children of the Light have no authority in or near Tar Valon. (III: 138) - close to half a legion of Children of the Light on Andoran soil without the Queen's permission would definitely risk her wrath. (IV: 42) - Lothair Mantelar founded the Children of the Light (IV: 283) - the Children of the Light believe some books are blasphemous and confiscate them when they have the chance. (IV: 486) - the Children of the Light do not often openly become in the internal affairs of nations. (IV: 623) - Children of the Light take their captives to be tried in Amador under the Dome of Truth. (IV: 738) - even in Amadicia, it's difficult for the Children of the Light to bring charges against a member of the nobility. (V: 165) - the Children of the Light are immune to many Amadician laws. (V: 182) - the Children of the Light are in every land, and from every land. (V: 230) - the Children of the Light want to unite the nations because they fear another repeat of the Trolloc Wars. (VI: 54) - the head of the Children of the Light has set up a "known" spymaster as a screen to hide his real spymaster. (VI: 184) - Children of the Light feel there is no Black Ajah, as ALL Aes Sedai are darkfriends. (VI: 187) - Children of the Light construct scaffolds so they can hang darkfriends in bunches. (VI: 441) - Children of the Light seal is a flaring sun in golden wax. (VI: 443) - rumors of Morgase and the Whitecloaks heard in Tar Valon, and are dismissed (VII: 19) - Morgase signed rights to Children of the Light that they possessed nowhere other then Amador (VII: 44) - Lord Captain Commanders of the Children of the Light have died by assassination (VII: 47) - Some Children of the Light have contempt for the Hand of the Light(VII: 48) - Whitecloaks have a Council of the Annointed (VII:50) 19.1 Clothing and Appearance of Children of the Light (Whitecloaks) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Whitecloaks wear plate and mail armor (I: 375; Ia: 447) - Children of the Light wear breast plates, mail shirts, conical metal caps, and long Whitecloaks with a golden sunburst on the left breast. (I: 187; Ia: 222) - golden knots beneath the sunburst indicate rank. (I: 188; Ia: 224) - the Lord Captain wears a white and gold tabard, and white undercoat. (I: 374; Ia: 446) - a silver lightening bolt beneath the sunburst is an underofficer. (I: 522; Ia: 623) - the Questioners have a red shepherd's crook behind their sunbursts. (II: 73) - servants in the Fortress of the Light wear white and gold livery. (III: 18) - the Children of the Light use lances and swords. (IV: 259) - the High Inquisitor only has a crook on his cloak, no sunburst. (VI: 437) 19.2 The Hand of the Light (The Questioners) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - there is an arm of the Children of the Light known commonly as the Questioners, and officially as the Hand of the Light. They are somewhat similar to the Inquisition. (I: 197; Ia: 234) - the Questioners use hot irons, pincers, knives and needles when "questioning". (I: 476; Ia: 567) - the Questioners are an order within the Children of the Light (I: 666; Ia: 795) - the Questioner's purpose is to discover the truth and the Ligth, as they see it (I: 666; Ia: 795) - Questioners are even more zealos than the Children of the Light as a whole (I: 666; Ia: 795) - a Questioners normal method of inquiry is by torture (I: 666; Ia: 795) - a Questioner's attitude is that they know the truth already and must only make their victim confess to it (I: 666; Ia: 795) - the Questioners refer to themselves as the Hand of the Light (I: 666; Ia: 795) - Questioners often act as if they were seperate from the Children and the Council of the Annointed (I: 666; Ia: 795) - the Council of the Annointed commands the Children of the Light (I: 666; Ia: 795) - The head of the Questiones is the High Inquisitor (I: 666; Ia: 795) - the High Inquisitor sits on the Council of the Annointed (I: 666; Ia: 795) - the head of the Hand of the Light is the Head Inquisitor. (III: 23) - the Questioners are somewhat less "military" than the rest of Children of the Light (VI: 437) - the Questioners have dungeons where they keep those they are "interrogating". (VI: 441) - Some Children of the Light have contempt for the Hand of the Light(VII: 48) 19.3 Military Notes on the Children of the Light (Whitecloaks) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Lord Captains have tents as large as a medium sized room in a farm house, - the lower ranks of the Children of the Light are called Child by their seniors. (I: 376; Ia: 448) - a Children of the Light legion is led by a Lord Captain. (I: 520; Ia: 620, III: 140) - the Children of the Light are led by the Lord Captain Commander? (II: 71) - the Children of the Light have approximately 10,000 men. (III: 60) - a Hundredman is a rank in the Children of the Light (IV: 40) - close to half a legion of Children of the Light on Andoran soil without the Queen's permission would definitely risk her wrath. (IV: 42) - a legion is at least 600 men. (IV: 43) - Children of the Light juniors cannot offer social invitations to their superiors. (VI: 436) - the Children of the Light are trained to fight in a military style, so they aren't very accustomed to guerrilla tactics. (IV: 541) - the Children of the Light use horns as signals and to give orders. (IV: 546) - Children of the Light ride horses and carry steel-tipped lances. (IV: 735) - Whitecloaks have a Council of the Annointed (VII:50) 19.4 Whitecloak Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - No man can be a thief and walk in the Light (Children of the Light) (I: 380; Ia: 453) - There is no truce with the Shadow. There is no mercy for Darkfriends (Whitecloak Tenet) (I: 380; Ia: 454) - Repent, renounce the Dark One, come to the Light, confess your sins (Children of the Light) (I: 380; Ia: 454) - does fear of the Light hold your tongue (Whitecloak guestion) (I: 188; Ia: 224) - Walk in the Light. (I: 157; Ia: 188) - The sins of the mother are visited to the fifth generation, and the sins of the father to the tenth. (II: 417) - when the Children of the Light ask questions they expect answers (I: 189; Ia: 225) - has lost the Light (Whitecloak) (I: 189; Ia: 225) - stands in the Shadow of the Dark One (Whitecloak) (I: 189; Ia: 225) 20.0 FORTRESS OF THE LIGHT ~~~~~~~~~~~~~~~~~~~~~ - Amador is the stronghold of the Children of the Light (I: 159; Ia: 190) - Children of the Light based out of Amador (I: 476; Ia: 566) - desc of the Fortress of the Light (III: 13, 14) - secret panel in the Fortress (III: 25) - desc of audience chamber in the Fortress (VI: 54) - desc of Fortress exterior/courtyard (VI: 435) - each Children of the Light officer has rooms in the Fortress? (VI: 436) - desc of Dome of Truth (VI: 437) - desc of Fortress - practice yard, barracks, stableyard (VI: 441) - the Questioners have dungeons where they keep those they are "interrogating". (VI: 441) - desc of High Inquisitor's chair (VI: 443) - Fortress of Light (VII: 427-429, 435) 21.0 Followers of the Dragon ~~~~~~~~~~~~~~~~~~~~~~~ - Logain named his followers 'People of the Dragon' (I: 158; Ia: 188) - Tear is mentioned in the Karaethon Cycle, part of the Prophesies of the Dragon (I: 158; Ia: 189) - One of the prophesies say that the Stone of Tear will never fall until the People of the Dragon come to the Stone (I: 158; Ia: 189) - Another says that the Stone will never fall till the Sword That Cannot Be Touched is wielded by the Dragons hand (I: 159; Ia: 189) - the fall of the Stone will be one of the major proofs that the Dragon has been reborn (I: 159; Ia: 189) - False Dragons: Davian, Yurian Stonebow, Guaire Amalasan, Raolin Darksbane, Logain (I: 171; Ia: 204) - the last False Dragon could not channel and had been captured by soldiers (I: 325; Ia: 387) - the banner of the Dragon was hidden in the Eye (I: 648; Ia: 773) - the Banner of the Dragon (I: 648; Ia: 773) - few know that the creature on the banner is a dragon (I: 648; Ia: 773) - the Dragon: the name by which Lews Therin Telemon was known during the War of Shadow (I: 662; Ia: 788) - false Dragons: men who claim to be the Dragon Reborn, none of them were able to fulfill any of the prophecies (I: 662; Ia: 788-789) - Dragon Reborn: according to prophecy and legend the Dragon will be born again, at mankind's greatest hour of need to save the world (I: 662; Ia: 789) - most people do not look forward to the rebirth of the Dragon (I: 662; Ia: 789) - the prophecies say the Dragon will bring a new Breaking to the world (I: 662; Ia: 789) - Lews Therin Telamon -- LOOZ THEH-rihn TEHL-ah-mon; the Dragon (I: 668; Ia: 797) - standard of the Dragon raised in Ghealdan (I: 29; Ia: 35) - the Dragon is associated to with the Dark One by some (I: 29; Ia: 35) - Dragon broke the world ? (I: 30; Ia: 35) - Dragon caused the Time of Madness (I: 30; Ia: 35) - by the prophecies (?); when the Dragon is reborn, your worst nightmares will seem your fondest dreams (I: 30; Ia: 35) - thousands died because of the last false Dragon (I: 30; Ia: 35) - no one has claimed to be the Dragon for twenty years, and now, three in last five years (I: 30; Ia: 35) - the world would end, so some said, when the real Dragon was born again (I: 30; Ia: 35) - men who can channel the Power always go mad then waste away and die (I: 31; Ia: 37) - the Dragon would be reborn in mankind's greatest hour of need, and save us all (I: 33; Ia: 39) - fools believe that the Dragon will save the world (I: 33; Ia: 39-40) - People might watch Rand, but they tended to stay clear of him, too, if they could (VII: 78) - the Dragon banner is long (VIII: 422) 21.1 Asha'man ~~~~~~~~ - a simple weave keeps rain away, as long as you do not mind showing that you can do it (VIII: 406) - Asha'man know the weave to keep rain away (VIII: 406) - Asha'man wear a black-and-white disc worked on a crimson cirsle on the breast of their black cloaks (VIII: 407) - Asha'man position: Tsorovan'm'hael - Storm Leader (VIII: 406) - Asha'man position: Baijan'm'hael - Attack Leader (VIII: 407) - Baijan'm'hael is next below Tsorovan'm'hael (VIII: 407) - the Asha'man prepare camp with the One Power (VIII: 414) - Asha'man leaders get a tent, while the lower ranks sleep in their cloaks (VIII: 414) - Asha'man do not bother to build cook fires (VIII: 414) - Asha'man bonding an Aes Sedai (VIII: 516) - Asha'man could Travel short distances without first memorizing the ground they left from (VIII: 426) - Asha'man have alliegance to the Black Tower and the Dragon Reborn (VIII: 441) - attack of the Asha'man (VIII: 445-446) - Healing by Asha'man (VIII: 453) - capabilities of Asha'man at Healing (VIII: 453) - Black Tower has a Traitor's Tree (VIII: 572) 21.2 The Atha'an Miere ~~~~~~~~~~~~~~~~~ - the Bargain with the Atha'an Miere: Harine din Togara Two Winds, Wavemistress of Clan Shodein, speaking for Nesta din Reas Two Moons, Mistress of the Ships to the Atha'an Miere, and thus binding all the Atha'an Miere, has promised such ships as the Dragon Reborn needs, to sail when and where he needs them, for whatever purpose he requires. In return, Rafela and I, speaking for you, promised that the Dragon Reborn will not change any laws of the Atha'an Miere, as he has done among the shorebound. Secondly, you must give the Atha'an Miere land, a square one mile on a side, at every city on navigable water that you control now or come to control. Within that area, the laws of the Atha'an Miereare to hold sway above any others. this agreement must also be made by the rulers of those ports so that the agreement will survive the Dragon Reborn. Thirdly, the Dragon Reborn agrees to keep an ambassador chosen by the Atha'an Miere with him at all times. Harine din Togara has named herself. She will be accompanied by her Windfinder, her Swordmaster and a retinue. And fourthly, the Dragon Reborn agrees to go promptly to a summons from the Mistress of the Ships, but not more than twice in any three consecutive years. (VIII: 526-528) 21.3 Band of the Red Hand (Shen al Calhar) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Shen al Calhar (Band of the Red Hand) never loses (VII: 224) 21.4 Legion of the Dragon ~~~~~~~~~~~~~~~~~~~~ - Legion of the Dragon, blue coat made to button up the side so the red-and-gold dragon across the chest would not be broken. Most carried steel-armed crossbows; some heavy unwieldy shield instead, not one carried a pike. (VII: 647) - Legion of the Dragon wear blue-painted Andoran helmets and long blue coats worked on the chest with a red-and-gold Dragon (VIII: 415) - a blue pennant bearing the Dragon and a number marked eash of the five companies (VIII: 415-416) - the Legionmen differ in many ways: they wear breastplate, but beneath their coats, so as to not hide the Dragons -- the same reason the coats buttoned up the side; every man carried a short-sword at their hip and a steel-armed crossbow; the officers walked, each with a tall red plume on his helmet, just ahead of drum and pennant; the only horses they used were pack animals (VIII: 416) - Legionmen are well trained and drilled (VIII: 437) - Legionmen are trained in sniping and hiding (VIII: 482) 21.5 The Prophet and Followers ~~~~~~~~~~~~~~~~~~~~~~~~~ - some of the Prophets followers take trophies (VIII: 171) - the Prophet destroys inns and taverns he conciders too disreputable (VIII: 207) 22.0 GHEALDAN - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Ghealdan has a queen (VIII: 157) - Ghealdan: Ghealdanin (VIII: 157) - the weaving from the Bowl of winds was seen in Ghealdan, by men and women who could channel (VIII: 160) - formal introduction of Queen of Ghealdan (VIII: 227-228) 22.1 Clothing and Appearance of Ghealdans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - coats are fastened with a double row of wooden buttons. (III: 108) - the excise men on the docks in Boannda wear blue coats, with chains and a seal on their chests. (V: 571) 22.2 Ghealdan Food ~~~~~~~~~~~~~ - spiced cakes, sweet wine (III: 107) 23.0 GHEALDAN - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - War in Ghealdan (I: 29; Ia: 35) - Logain won a battle in Ghealdan (I: 167; Ia: 199) - Dhallin Forest is in Ghealdan (I: 29; Ia: 35) - the Altaran border is about four-five days sail from Boannda. (V: 581) - Ghealdan trees pines, leatherleaf (VIII: 157) - Bethal in Ghealdan (VIII: 157) - Bethal is a good-sized town of slate-roofed buildings, with half a dozen tall stone structures that might have been minor nobles' palaces or the homes of well-to-do merchants. (VIII: 157) - the capitol of Ghealdan is Jehannah (VIII: 157) - Bethal is far from Jahannah (VIII: 157) - Bethal is walled (VIII: 158) - there are towers along Bethals walls (VIII: 158) - Abila is a largish town forty leagues south of Bethal (VIII: 207) - takes longer than seven days to travel from Ebou Dar to Jehannah (Ghealdan) (VIII: 228-229) 23.1 Boannda ~~~~~~~ - three days sail southeast along the river to the town of Boannda, which is halfway to Altara, at the join of the Boern and Eldar rivers. (V: 560) - Boannda is larger than Samara, surrounded by tall grey walls. Inside are shining three towers and a white building with a red tile roof that is almost a small palace. (V: 571) - the excise men on the docks wear blue coats, with chains and a seal on their chests. (V: 571) - villages and farms line the river. (V: 571) - below Boannda, woods and vines line both sides of the Eldar, with no villages or farms. (V: 581) - the Altaran border is about four-five days sail from Boannda. (V: 581) 23.2 Jarra ~~~~~ - the village of Jarra is just north of Ghealdan's border with Amadicia. (III: 106) - Jarra is situated on a hillside above a stream crossed by a low wooden bridge. (III: 107) - Jarra has grey stone houses with slate roofs on muddy streets, a village green, and only one inn (Harilan's Leap). (III: 107, 108) - the Children of the Light often ride through Jarra. (III: 111) 23.3 Cormaed ~~~~~~~ - town south of Sehar. (V: 683) - has a ferry across river to Amadicia. (V: 683) 23.4 Sehar ~~~~~ - town north of Cormaed (V: 683) 23.5 Sidon ~~~~~ - the village is on Ghealdan's southern border, across the river from Amadicia. (III: 376) - a stone bridge arches from one fifty-foot cliff to another. (III: 376) - only a few of the buildings are made of stone. (III: 377) - at least one inn in town. (III: 377) - the town has at least four wells, one in the central square of the village. (III: 377) 23.6 Samara ~~~~~~ - a lofty stone bridge crosses the river between metal pillars, with a variety of different boats on the river. (V: 378) - the town lies near the border of southern border of Ghealdan, across the river from Amadicia. (V: 379) - Ghealdan stations some soldiers in Samara, because of the risk of Children of the Light invasion. (V: 380) - the town is surrounded by a grey stone wall, with squat towers at the gates. A few of the taller roofs show above the walls, made of thatch or tile. (V: 418) - Samara is governed by an appointed governor rather than a mayor, and this governor can be male or female. (V: 424) - the gates are made of grey stone, and guarded by spearmen wearing scaled tunics and round steel caps with flat rims. (V: 427) - Samaran inns: The Blue Bull, The Dancing Goose. (V: 430) - the streets are laid out haphazardly, criss-crossing each other. (V: 430) - many of the houses have small, cobblestone yards. (V: 432) - Samara has three stone docks. (V: 559) - the Eldar River near Samara is a low clay bluff on the Amadician side, reeds and then trees on the Ghealdan side. (V: 566) - villages and farms line the river. (V: 571) 24.0 ILLIAN - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~ - people in the big cities in the south (Tear, Illian, Ebou Dar) like tightrope walkers and slackwire artists (I: 303; Ia: 360) - Golden Bees are symbol of Illian. (I: 497; Ia: 592) - Illianer (I: 259; Ia: 307) - Illian is governed by the Council of Nine and a King. (II: 157, 429) - most people won't even touch Tar Valon marks, but some money-changers handle them. (II: 159) - while most people in Illian despise or fear Aes Sedai, not everyone thinks they're as bad as made out. (II: 159) - there is no law in Illian against trading with the Aes Sedai, but few would seek them out to do so. (II: 159) - Illianer custom to share of profits to the crew. (II: 160) - arranged marriages are not uncommon in among Illianers. (III: 57) - olive oil one of Illian's main products. (III: 366) - the King and the Council of Nine constantly duel, while the Assemblage struggles with them both, leaving the people to pretty much live as they will. (III: 485) - Illianers are somewhat familiar with the sight of an Ogier. (III: 486) - there are both men and women sailors. (III: 487) - life moves at a slower pace than in the north, but people still go about their business purposefully. (III: 487) - the winter season is rainy and "cold", most Illianers don't believe in snow. (III: 490) - when one of the old Lords dies, a new one is raised to the Council of Nine. (III: 491) - a group known as the Companions in the Illian army always ride with the general, wherever the battle is hottest. (IV: 729) - Illian occasionally considers invading Murandy or Altara. (V: 17) - silk carpets made in Illian. (V: 332) - Illianer pirates often raid the Tear coast. (V: 460) - nine golden bees on a field of green make up Illian's flag. (V: 618) - the Royal Illian standard is golden bees on green silk. (VI: 181) - the King of Illian wears the Laurel Crown. (VI: 183) - Illianers use "be" instead of "is" or "am" (VII: 662) - Illianers add "do" after the subject, "did" for past (VII: 662) - Council in Illian (VII: 661) - Laurel Crown of Illian (Crown of Swords) (VII: 662-663) - Illianers and Tairens despise each other (VIII: 283) - Cairhienin and Illianers get along to some degree, and there is a certain amount of prickle even there (VIII: 283) - Companions' loyalty is to the crown of Illian (VIII: 284) - Tam al'Thor was Second Captain of the Companions (VIII: 284) - cranes (Illian) (VIII: 413) - Illian has a name for exotic mystery, free-handed tapsters, and willing women; at least among men who had never been there (VIII: 413) 24.1 Clothing and Appearance of Illianers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - men often wear coats to their knees. (I: 259; Ia: 307) - the men have bears with no moustaches, shoulder-length hair. (I: 259; Ia: 307; III: 485) - desc of scarlet, low-cut dress of an Illianer. (II: xvii) - commoner women wear wide hats with attached scarves that they wrap around their necks. (III: 485) - Illianer men wear beards with no moustaches. The women often wear wide hats with attached scarves that they wrap around their necks. (III: 485) - an Illianer with grey eyes. (VI: 220) - Illianers wear square cut beards, with the upper lip bare (VIII: 284) - Illianer Companions wear green coats with yellow cuffs (VIII: 294) - Companions wear burnished conical helmets (VIII: 294) - Illianer groom from Royal Palace wears a green-and-yellow vest (VIII: 294) 24.2 Illian Festivals and Celebrations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Feast of Sefan (Illian?) (I: 322; Ia: 383) - during the Feast of Sefan, in Illian, there are competitions for the best telling of The Great Hunt of the Horn (100 gold marks to the winner) (I: 322; Ia: 383) - proclamation from Illian to hunt for the Horn of Valere (I: 326-327; Ia: 388) - quote from the Great Hunt: "In the last, lorn fight - 'gainst the fall of long night, - the mountains stand guard, - and the dead shall be ward, - for the grave is no bar to my call." (I: 327; Ia: 389) - when the Hunt of the Horn is called, it is sent off with a special ceremony. The whole city erupts into a carnival atmosphere with send-off parties, fireworks, etc. (II: 154) - Feast of Teven (summer?) holiday celebration includes contests and prizes for gleemen. (II: 154) - during the Feast of Stefan, gleeman compete for 100 gold given to best telling of the Hunt of the Horn. (III: 383) - those Hunters who don't stay for the blessing won't make it into the stories? (II: 384) 24.3 Illianer Food ~~~~~~~~~~~~~ - dessert ices (II: 154) - nuts (VIII: 298) - candied fruit (VIII: 298) - cheeses (VIII: 298) - olives (VIII: 298) 24.4 Illianer Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Illianer's speak fast (I: 259; Ia: 307) - 'do you be' used instead of 'are you' by Illianers (I: 259; Ia: 307) - Fortune! (Illian oath, curse) (I: 259; Ia: 307) - 'no' used instead of 'not' by Illianers (I: 259; Ia: 308) - 'be' used instead of 'is', 'are', or 'were' by Illianers (I: 260; Ia: 308, 309) - Fortune prick me! (I: 261, 262; Ia: 307, 312) - Fortune [desert/preserve] [me/you/etc.]. (I: 260; Ia: 309) - horn-cursed (I: 260; Ia: 309) - Light preserve me. (I: 264; Ia: 314) - Burn my soul (III: 362) - stone-carved fool (III: 450) 25.0 ILLIAN - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Illian -- IHL-lee-ahn (I: 665; Ia: 793) - the sign of Illian is nine gold bees on a field of green (I: 665; Ia: 793) - the rolling Plains of Maredo extend a little way into Illian. Thin forested hills to Manetherendrelle, called the Doirion Hills. (VI: 102) - Venir Mountains run to Arran Head in Altara, along border between Altara and Illian (VIII: 302) - Kabal Deep lies between Illian and Arran Head and is the deeper then Illianers can sound (VIII: 304) - Causeway of the Northern Star, road in Illian (VIII: 412) - the Causeway of the Northern Star stretches arrow-straight throught the miles of brown marsh that surround Illian, a wide road of hard-packed dirt broken by flat stone bridges (VIII: 413) - mountains to the west of Illian are the Nemarellin Mountains, they wall the west coast of Illian (VIII: 417) - beyond the Nemarellin Mountains lies the Kabal Deeps (VIII: 417) - the Silver Road ran from the City (Illian) to Lugard, and carried all the inland trade for the west (VIII: 417) - the Gold Road runs from Illian to Far Madding (VIII: 417) - the roads, as well as their names [Gold and Silver] predate Illian (VIII: 417) - Cemaros only skim the Gold and Silver roads with mud (VIII: 417) 25.1 Illian City ~~~~~~~~~~~ - Illian is a great port city on the Sea of Storms (I: 665; Ia: 793) - Illian is the capital of a country by the same name (I: 665; Ia: 793) - the grove in Illian is now the King's park (I: 464; Ia: 551) - Bridge of Flowers takes you into the Perfumed Quarter. (II: 155, 488) - inn named Easing the Badger (II: 156) - a watch is kept along the dock. (II: 159) - the law is kept by magistrates, but they rarely worry about what happens in the Perfumed Quarter. (II: 159) - Illian has long stone docks, with marsh grass encircling the harbor. (III: 476) - fishing boats work near the marsh. (III: 476) - the tanning yards are set apart on islands in the marsh. (III: 477) - Illian is as big as Cairhien or Caemlyn. It's built onto a marsh, and has no walls. A few of the buildings are white plastered, but most are made from pale (white, grey, reddish, greenish) stone with roof tiles in a myriad of hues. (III: 479) - the shipyards are at the far end of the city. (III: 479) - the city is criss-crossed with as many canals as streets, with bridges spanning them. (III: 485) - the Square of Tammuz is a huge square many hides large, surrounded by white marble columns with wreaths of olive branches at their tops. The King's Palace and the Great Hall of the Council border the Square. (III: 485) - the Ogier built the Palace of the Assemblage, the Hall of the Council and several other Illian buildings, and travel from Stedding Shangtai to repair them occasionally. (III: 486) - the buildings are clean and bright, and so are the people. (III: 487) - the Perfumed Quarter is the seedy side of town, has no towers and palaces, the stone isn't as fancy, and it has a large number of inns and warehouses. (III: 487) - every inn in Illian has an Ogier room, and it is considered very lucky to have one under the roof. (III: 492) - Maredo Causeway entry into city, a wide road of packed dirt stretching north through the marsh, both of which end two miles from the city. (III: 493, 512) - the criminal element disposes of bodies in the canal. (III: 497) - the Watch maintains order in the Illian. (III: 497) - low hills surround the road north of Illian, some trees, and forest ahead. (III: 512) - Illian is Ogier-built. (VI: 324) - Great Square of Tammuz. (V: 412) - Illian (VII: 648-652) - Square of Tammaz (VII: 648) - spire of kings palace is no more then 5 paces across, surrounded by a wall of red stone about chest high, it's 50 paces tall (VII: 649) - Great Hall of the Council (VII: 651) - Kings Palace in Illian (VII: 661) - the Causeway of the Northern Star stretches arrow-straight throught the miles of brown marsh that surround Illian, a wide road of hard-packed dirt broken by flat stone bridges (VIII: 413) - brown marsh surround Illian (VIII: 413) - Illian is a sprawling city, easily as large as Caemlym or Cairhien (VIII: 413) - brightly colored roof tiles and hundreds of thrusting towers, gleaming in the sun, are just visible across the marsh (VIII: 413) - Illian does not have or need walls (VIII: 413) - Illian is often just called 'the City' (VIII: 413) - the Silver Road ran from the City (Illian) to Lugard, and carried all the inland trade for the west (VIII: 417) - the Gold Road runs from Illian to Far Madding (VIII: 417) - the roads, as well as their names [Gold and Silver] predate Illian (VIII: 417) - Cemaros only skim the Gold and Silver roads with mud (VIII: 417) 26.0 KANDOR - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~ - Kandor -- KANH-dohr (I: 665; Ia: 793) - Kandor is one of the Borderlands (I: 665; Ia: 793) - the sign of Kandor is a rearing red horse on a field of pale green (I: 665; Ia: 793) - law in every borderland forbade hiding your face inside a village or town, and no one wanted to be mistaken for an eyeless (NS: 13) - two years is a long time in the Borderlands, a great many men could die in two years (NS: 13) - borderland (Kandori? Malkieri? all?) formal greeting: greater bows, touching hilt then heart and says "There is always welcome for (name, rank/position/honor). May you know peace one day." Reply: "There is peace in the mother's last embrace." then touch hilt and heart and "may she welcome us home, one day." (NS: 17) - no one really wishes for death, but it is the only place to find peace in the borderlands (NS: 17) - Kandori women are seldom retiring (NS: 22) - in Kandor, comforts are kept to a minimum in a house of mourning: tea is unsweetened, even temperature is kept to minimum (NS: 38) - white banners and cloth for mourning in Kandor (NS: 141) - there is a guild for merchants in Kandor. (IV: 222) - Kandori stone is shipped elsewhere for building purposes. (IV: 763) - Kandori warriors wear two swords strapped to their backs. (VI: 614) - desc of Kandori attitudes (VI: 614) - Surasa is a near-legendary ancestor of Ethenielle (VIII: 15) - Ethenielle holds the Throne of the Clouds (VIII: 15) - the Sword of Kirukan is ornately sheathed (VIII: 17) - The Sword of Kirukan is the weapon of the queen (VIII: 17) - fabled warrior Queen of Aramaelle was said to have carried the Blade of Kirukan (VIII: 17) - the Sword of Kirukan has a two-handed hilt and is said to be Power-wrought (VIII: 17) - a man, called the Swordbearer carries the Sword of Kirukan for the queen, with the hilt with easy reach for her (VIII: 17) - banners are cased in tooled leather and emroidered velvet when not in use, or when hiding (VIII: 17) - the Swordbearer commands the armies of Kandor for the queen (VIII: 17) - Legend said that Kirukan had beheaded a false Dragon with her own hands, and borne two sons by another man who could channel. Or maybe the same one (VIII: 18) - Shienaran women do not train with weapons or fight duels (implying that Kandori women do?) VIII: 20) 26.1 Clothing and Appearance of Kandori ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Kandori: black hair, blue eyes (NS: 38) - Merchants wear subdued clothing to find better bargains (NS: 10) - Men wear embroidered breeches (NS: 10) - Women wear wide embroidered trousers (NS: 10) - some merchants (men) wear (ruby) earrings (NS: 10) - city guards wear the city lords crest and sign on their helmets and chest (NS: 13) - noble dress: women wear brightly colored silk dresses, belted high below breasts, Men wear muted silks (NS: 110) - there are blonde Kandori. (IV: 229) - men wear forked beards, and a jeweled earring. (IV: 229, VI: 117) - three silver chains looped across the chest mark a man as a master merchant. (IV: 229, VI: 117) - necklaces are made in a pattern known as the Kandori snowflake pattern. These are intricately worked discs, each with a slightly different pattern. (V: 131) - at least some Kandori have dark eyes. (VI: 614) 26.2 Kandori Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - borderland (Kandori? Malkieri? all?) formal greeting: greater bows, touching hilt then heart and says "There is always welcome for (name, rank/position/honor). May you know peace one day." Reply: "There is peace in the mother's last embrace." then touch hilt and heart and "may she welcome us home, one day." (NS: 17) - wind in a bucket (IV: 232) 27.0 KANDOR - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Map of the eastern borderlands (Shienar, Arafel, Kandor, Tar Valon) (I: 578; Ia: 688) - Borderlands neighbor the Graet Blight, they are: Saldaea, Arafel, Kandor, and Shienar (I: 660; Ia: 786) - market village of Ravinda in Kandor, in line from Canluum to Chachin (NS: 89) 27.1 Canluum ~~~~~~~ - has farmers' market (in new spring) (NS: 9) - Canluum has high gray stone walls (NS: 10) - Caluum's wall is surrounded by a dry moat 50 paces wide & 10 deep, spanned by 5 broad stone bridges with towers at either end, each as tall as those on the wall (NS: 13) - raids by Myrddraal and Trollocs often went deeper into Kandor then Caluum, but none had ever entered the city (NS: 13) - Caluum bridge towers have iron-plated gates (NS: 13) - Caluum gateways are wide enough for 10 horsemen to easily ride abreast through (NS: 14) - Canluum is a city of stone and brick, paved streets twist around tall hills (NS: 17) - gemstone mining in the hills around Canluum makes it a wealthy city (NS: 17) - Canluum has some of the finest clockmakers (NS: 17) - colorfully dressed musicians, tumblers, or jugglers perform at every intersection of Canluum (just during new spring?) (NS: 17-18) - highest hill in Canluum is Stag's Stand, where Lord Marcasiev's fortress-like palace covered the peak, with lesser lords and ladies on terraces below (NS: 19) - north wall of Canluum has no palaces nearby, only shops, tavern, inns, and stables, and wagon yards, this area is called the Deeps, most street are barely wide enough for carts (NS: 20) - Blue Rose is an inn in Canluum, in the Deeps (NS: 21) - inn in Canluum: the Gates of Heaven, four stories of green-roofed stone, best and largest, Stand is behind the inn. Four large hearths, large common room, bright red ceiling beams (NS: 46-47) 27.2 Chachin ~~~~~~~ - Chachin, three highest peaks within city rise almost a mile, even with the peaks sheared off short, and all glittered in the sun with colorful glazed roof tiles & tile-covered palaces, on top of the tallest peak is the Aesdaishar Palace, which shone brighter than any other in red and green, prancing horse flying above its largest dome (NS: 89) - Chachin, Three towered ringwalls surround the city, as does a drymoat 100 paces wide, spanned by 24 bridges, each with a fortress hulking at its mouth. Bridge of Sunrise is one of the bridges (NS: 90) - Aesdaishar covers the entire mountain top of fifty hides, it is has domes and high balconies. Great bronze gates, worked with the Red Horse. Outsiders need a guide to find their way in the palace. some balconies are 50 feet up, some even 200 feet (NS: 90-9) - respectable inn in Chachin: Evening Star (NS: 100) - women fight duels in Chachin, but they deny it (NS: 102) - many gardens and courtyards in Aesdaishan (NS: 109) - noble dress: women wear brightly colored silk dresses, belted high below breasts, Men wear muted silks (NS: 110) 27.3 Ravinda ~~~~~~~ - market village of Ravinda in Kandor, in line from Canluum to Chachin (NS: 89) 28.0 MALKIER - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~ - Dai Shan (I: 583; Ia: 693) - Lord of the Seven Towers is a title even older than titles held in Tear, though Queen of Andor comes close (I: 595; Ia: 708) - history of Malkier and its fall (I: 595-597; Ia: 708-711) - Malkieri who wear hadori have a reputation (NS: 11) - hadori would attract an Aes Sedai seeking a Warder (NS: 18) - law in every borderland forbade hiding your face inside a village or town, and no one wanted to be mistaken for an eyeless (NS: 13) - two years is a long time in the Borderlands, a great many men could die in two years (NS: 13) - no one really wishes for death, but it is the only place to find peace in the borderlands (NS: 17) - Malkieri kings signet is a flying crane (NS: 28) - Malkieri held back the Shadow for 900 years (NS: 28) - Oath of Malkieri kings: "To stand against the Shadow so long as iron is hard and stone abides. To defend the Malkieri while one drop of blood remains. To avenge what cannot be defended." (NS: 29) - game of Sevens, played by Malkieri? (NS: 82-83) - flame and void meditation to reach ko'di, the oneness, raises awareness (NS: 28) 28.1 Clothing and Appearance of Malkieri ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Malkieri men wear hair to their shoulders and held back with a braided leather cord called a hadori. (NS: 11) - Malkieri women wear the ki'sain on their foreheads, in pledge that they would swear their sons to oppose the Shadow while they breathed (NS: 19-20) - Malkieri have blue eyes (NS: 84) - ki'sain are painted on women's foreheads (NS: 92) - widows wear a white ki'sain (NS: 94) 28.2 Malkieri Customs ~~~~~~~~~~~~~~~~ - Malkier -- mahl-KEER (I: 665; Ia: 793) - Malkier was once one of the Borderlands, it has been swallowed by the Blight (I: 665; Ia: 793) - the sign of Malkier was a golden crane in flight (I: 665; Ia: 793) - borderland (Kandori? Malkieri? all?) formal greeting: greater bows, touching hilt then heart and says "There is always welcome for (name, rank/position/honor). May you know peace one day." Reply: "There is peace in the mother's last embrace." then touch hilt and heart and "may she welcome us home, one day." (NS: 17) - meeting a women's eyes is considered rude in Malkieri (NS: 22) - Malkieri do not speak to women who have not spoken to them (NS: 24) - the hadori proclaims a Malkieri as a man who can decide his path and how to take it (NS: 30) - right of a woman alone (NS: 83) - right of a woman alone, to give money for the right is an insult (NS: 88) - daori: after a man has slept with his first lover, she cuts his hair off at his shoulders and he weaves it into a cord and presents it to her "in token of what I owe you, (lovers name), always and forever" (NS: 97) - young men were chosen by their carneira, young women chose theirs (NS: 98) - blue ki'sair (?), unwed (?) virgin (?) (NS: 122) 28.3 Malkieri Familial Relations and Customs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A Malkieri mans first lover is called a carneira, and she cuts the waist long hair and keeps it (NS: 30) - Mandragoran -- man-DRAG-or-an (I: 665; Ia: 793) - Mandragoran is the royal house of Malkier, the house of it's last king (I: 665; Ia: 793) 28.4 Malkieri Food ~~~~~~~~~~~~~ - coin peppers are very popular in Shienar, and Malkier (VII: 232) 28.5 Malkieri Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - "your carneira wears part of your soul as a ribbon in her hair forever" (NS: 30) - Malkier(?): You know the hills are high, but not how they lie (NS: 118) 29.0 MALKIER - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Rhamdashar became Malkieri, Aramaelle became Rhamdashar (NS: 28) - borderposts which mark the border between Shienar and Malkier still stand (I: 606; Ia: 721) - Seven Towers of Malkier (I: 611; Ia: 727) - remains of the Seven Towers (I: 616; Ia: 733) 30.0 MAYENE - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~ - a Port Captain in Mayene. (II: 157) - the economy is based on oil from the oilfish shoals that only Mayeners know how to find. (III: 365) - Tairen High Lords had held First of Mayene as prisoner in all but name for several months to try and bend her to their will. (IV: 77) - things are not so formal in Mayene as elsewhere. (IV: 78) - men and women in Mayene speak openly with each other about their feelings and sex? (IV: 80) - Mayene dares not anger Tear too openly. (IV: 135) - Mayeners believe in speaking out. (IV: 139) - it is the custom for the First of Mayene to be trained in unarmed self-defense, because of the risk of Tairen assassins. (IV: 244) - Mayene protects itself from Tear through the use of Daes Dae'mar. (V: 603) - Mayeners just shook their heads as if it were a joke, and ogled the women (reaction to naked Aiel, gai'shan) (VII: 58) - Mayeners are respectful of Aes Sedai (VII:64) - 100 Mayeners, and more Cairhienin died at Dumai's Well (VII: 68) - Mayeners camp (VIII: 209-210) - Mayene does not have a real winter (VIII: 582) 30.1 Clothing and Appearance of Mayeners ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Mayener First (III: 673) - the First wears skimpy silk nightwear. (IV: 77-78) - the First wears filmy gowns. (IV: 114) - the Winged Guards wear red-painted breastplates, rimmed pot-like helmets that cover the napes of their necks. They have wings on the sides of their crimson helmets. (VI: 283) - Lord Lieutenant of the Winged Guards has a red plume on his helmet. (VI: 283) - Winged Guard who were at Dumai's well wear a yellow cord tied high on the left arm (VII: 446) - Mayener Winged Guard wear red breastplates and helmets like rimmed pots (VIII: 176) - Mayener with black hair and sapphire-blue eyes (VIII: 490) 31.0 MAYENE - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Mayene is a city-state. (II: 157) - Mayene consists of one city and a few leagues of land. (III: 365) - the usual route to Mayene is to travel overland to Godun in Tear, and then take a ship to Mayene. (IV: 229) 32.0 Minions of the Dark One ~~~~~~~~~~~~~~~~~~~~~~~ - Ba'alzamon -(OT) Heart of the Dark, ancient name for Dark One (I: 111; Ia: 132) - Darkfriends are often thought of as wretches hidding in shadows, but they can be found in the shops and streets of every city, and in the highest councils too (I: 211; Ia: 250) - dream (I: 413-415; Ia: 492-494) - the Shadow will swallow you (I: 421; Ia: 501) - many believe that the men were trying to free the forsaken and the Dark One (I: 152; Ia: 181) - the Dark One was able to send over five hundred Trollocs to the Two Rivers (I: 221; Ia: 263) - Shai'tan is the name of the Dark One and a dangerous name to say aloud (I: x; Ia: x) - Shepherd of the Night, aka the Dark One (I: 12; Ia: 14) - the Dragon is associated to with the Dark One by some (I: 29; Ia: 35) - spies of the Dark One: ravens and crows mainly, and rats sometimes in the cities (I: 90; 107) - if you tried to walk in the Light, tried to live a good life, and did not name him [the Dark One], he could not harm you. That was what everyone learned and believed (I: 90; Ia: 107) - Halfmen have powers that stem from the Dark One (I: 91; Ia: 109) - Halfmen have the Dark One's own luck (I: 91; Ia: 109) - forces of the Dark One fear to attack the White Tower, even during the Trolloc Wars (I: 96; Ia: 115) - Shai'tan is the Dark One's true name (I: 101; Ia: 120) - the Dark One is imprisoned at Shayol Ghul (I: 111; Ia: 132) - Ba'alzamon -(OT) Heart of the Dark, ancient name for Dark One (I: 111; Ia: 132) - late in the Trolloc Wars, an army camped within Shadar Logoth - Darkfriends, Trollocs, Myrddraal, Dreadlords, thousands in all. When they did not come out, scouts were sent inside the walls. The scouts found weapons, bits of armor, and blood spattered everywhere. and messages scratched on the walls in the Trolloc Tongue, calling on the Dark One to aid them in their last hour. Men who came later found no trace of the blood r the messages. They had been scoured away. Halfmen and Trollocs still remember. That is what keeps them outside of Shadar Logoth (I: 243; Ia: 288-289) - some people think a wolfbrother (before he becomes a wolfbrother) is touched by the Dark One because wolves start appearing everywhere they go; some wolfbrothers begin to think they are too (I: 287; Ia: 341) - Leafblighter & Sightburner are Aiel names for the Dark One (I: 316; Ia: 375) - some darkfriends believe they are looking for new Dreadlords (I: 406; Ia: 484) - Dark One rules death, and gives life or death as he chooses (I: 406; Ia: 484) - the Dark One stirs in Shayol Ghul (I: 514; Ia: 613) - the Dark One is also known as the Lord of the Grave, and is able to capture dead souls (I: 530; Ia: 632) - the Dark One can only touch an individual by chance, unless that person seeks it (I: 539; Ia: 643) - Ta'varen become central to the pattern, and life-threads bend around them, marking them; and the stronger the Ta'varen, the more threads that lead to them, making it easier for the Dark One to find them (I: 539; Ia: 643) - surrender to the Dark One, he will make you his (I: 540; Ia: 643, 644) - Father of Lies is another name for the Dark One (I: 540; Ia: 644) - The Dark One makes hounds to hunt what he wants (I: 591-592; Ia: 704) - Jain Farstrider was held and twisted by Ba'alzamon & sent to the Ogier, thinking he was free (I: 638; Ia: 760) - the Dark One has poweer over the dead (I: 639; Ia: 761) - Rand sees Ba'alzamon's connection to the True Power (I: 637; Ia: 759) - rumors of a Black Ajah (I: 659; Ia: 784-785) - the Black Ajah serves the Dark One (I: 659; Ia: 785) - Ba'alzamon -- bah-AHL-zah-mon (I: 660; Ia: 785) - Ba'alzamon -- Trolloc - Heart of the Dark, believed to be the Trolloc name for the Dark One (I: 660; Ia: 785) - protection (from the Dark One) extends around someone who can channel and provides protection to others (I: 539; Ia: 642) - the Breaking of the World - when Lews Therin Telamon (the Dragon) resealed the Dark One's prison, the counterstroke tainted saidin. Eventually every male Aes Sedai wen t insane. In their madness, they changed the face of the earth. causing earthquakes, leveling mountain ranges, raising new mountains, lifting dry land where there had been sea, made the ocean cover dray. Many parts of the world were completely depopulated, and the survivors were scattered like dust on the wind. This destruction is remembered in stories, legends and history as the Breaking of the World (I: 660; Ia: 786) - the Covenant of the Ten Nations was dedicated to the defeat of the Dark One (I: 661; Ia: 787) - the Blight is corrupted by the Dark One (I: 664; Ia: 792) - the Blight is also home to Trollocs, Myrddraal and other creatures of the Dark One (I: 664; Ia: 792) - Darkfriends refer to the Dark One as the Great Lord of the Dark (I: 664; Ia: 792) - Darkfriends claim that to use the Dark Ones true name is blasphemous (I: 664; Ia: 792) - the Hundred Companions were led by Lews Therin Telamon to seal the Dark Ones prison (I: 665; Ia: 792-793) - the sickness and the madness is caused by the Dark One's taint on saidin (I: 666; Ia: 795) - Shayol Ghul is a mountain in the Blasted Lands, the site of the Dark One's prison (I: 667; Ia: 796) - since the beginning of the Time of Maddness, saidin has been tainted by the Dark One's touch (I: 668; Ia: 798) - the War of the Shadow started with the attempt to free the Dark One (I: 669; Ia: 799) - the War of the Shadow ended when the Dark One's prison was resealed (I: 669; Ia: 799) - Dark One: most common name, used in every land, for Shai'tan (I: 661; Ia: 788) - the Dark One is the source of all evil, the antithesis of the Creator (I: 661; Ia: 788) - the Dark One was imprisoned by the Creator at the moment of creation in a prison at Shayol Ghul (I: 661; Ia: 788) - an attempt to free the Dark One brought about the War of Shadow, the tainting of saidin, the Breaking of the World, and the end to the Age of Legends (I: 661; Ia: 788) - Naming the Dark One: sayuing the true name of the Dark One draws his attention, inevitably bringing ill-fortune at best, disaster at worst. For that reason many euphemisms are used (I: 661; Ia: 788) - other names for the Dark One include: Father of Lies, Sightblinder (Aiel), Lord of the Grave, Shepherd of the Night, Heartsbane (Aiel), Heartfang, Grassburner, and Leafblighter (I: 661; Ia: 788) - someone who seems to be inviting ill fortune is often said to be "Naming the Dark One" (I: 661; Ia: 788) - Darkfriends: those who follow the Dark One and believe they will gain great power and rewards when he is freed from his prison (I: 661; Ia: 788) - raven, in service to the Dark One (I: 21-22; Ia: 25) - it is considered bad luck to name the Dark One by his true name. called 'naming the Dark One' (I: 34; Ia: 40) - mindtraps (VIII: 42) - punishment for failure through torture (VIII: 552-554) 32.1 Draghkar ~~~~~~~~ - Draghkar (I: 123; Ia: 146-147) - [about Draghkar] in the war that ended the AoL, worse than Trollocs and Halfmen were created (I: 123; Ia: 147) - Draghkar is worse than Trollocs and Fades (I: 124; Ia: 148) - Draghkar scream (I: 126-127; Ia: 151) - Draghkar report to Myrddraal (I: 127; Ia: 152) - Draghkar are not very smart, fearsome and deadly dangerous, and with sharp eyes, but little intelligence (I: 138; Ia: 165) - Draghkar screams (I: 140; Ia: 168) - Draghkar have souless eyes in pale men's faces on winged bodies (I: 636; Ia: 757) 32.2 Forsaken ~~~~~~~~ - death of Bathamel (I: 631; Ia: 751) - Elan Morin Tedronai is the Betrayer of Hope (I: x; Ia: xi) - Elan Morin was never very skilled at Healing (I: xi; Ia: xi) - parents scare bad children into behaving with threats of the Forsaken coming to take them. (I: 12; Ia: 14) - belief & saying of many southern people "The Dark One and all of the Forsaken are bound in Shayol Ghul, beyond the Great Blight, bound by the Creator at the moment of Creation, bound until the end of time. The hand of the Creator shelters the world, and the Light shines on us all" (I: 12; Ia: 14) - Aginor refers to the taint at Shadar Logoth: an old thing, an old friend, an old enemy (I: 628; Ia: 748) - Aginor (I: 628; Ia: 748) - Balthamel (I: 628; Ia: 748) - some of the Forsaken are no longer bound (I: 628; Ia: 748) - Aginor and Balthamel were too close to the world during thier imprisonment and were aged (I: 628; Ia: 748) - Ishamael is free (I: 628; Ia: 748) - Bathamel does something (I: 629; Ia: 749) - Bathamel enjoyed the pleasures of flesh before he was imprisoned (I: 629; Ia: 749) - Bathamel lights the Green Man on fire (I: 630; Ia: 750) - the Forsaken is the collective name given to thirteen of the most powerful Aes Sedai everknown, who went over to the Dark One during the War of Shadow (I: 664; Ia: 791) - the Forsaken went over to the Dark One in return for the promise of immortality (I: 664; Ia: 791) - according to legend and a few records, they were improsoned along with the Dark One when him prison was resealed (I: 664; Ia: 791) - the names of the Forsaken are used to frighten children (I: 664; Ia: 791) - Forsaken do not know how to heal being severed (VIII: 82) - Forsaken do not take apart weaves (VIII: 82) - Forsaken refer to taking apart weaves as unraveling, though they do not do it themselves (VIII: 82) - Forsaken have seen those with enough control over the weather that would have required ter'angreal in the Age of Legends (VIII: 83) - Cyndane: Last Chance (VIII: 262) - Aran'gar is with the Tower in Exile (VIII: 332) - Aran'gar had once been a man (VIII: 333) - Aginor stands, then walks, on nothing (but air?) (I: 631; Ia: 752) - Aginor tosses people back (with Air?). (I: 629, 630; Ia: 750) - Ba'alzamon (I: 634; Ia: 755) - Rand sees Aginor using the Eye (I: 634; Ia: 755-756) - Rand flames Aginor to death. (? Aginor may have tried to draw too much for himself?) (I: 635; Ia: 756) - Aginor's remains (I: 741; Ia: 764) - Aginor was close behind Lews Therin and Ishamael in power (I: 643; Ia: 766) - Ba'alzamon claims to have never been bound (I: 171; Ia: 204) - Ba'alzamon (I: 294; Ia: 349) - Ba'alzamon -- bah-AHL-zah-mon (I: 660; Ia: 785) - Ba'alzamon -- Trolloc - Heart of the Dark, believed to be the Trolloc name for the Dark One (I: 660; Ia: 785) 32.3 Gholam ~~~~~~ - Desc of how Gholam Kill (VII: 344) - desc of Gholam (VII: 597) - gholam are not known to White Tower (VII: 605) - gholam were created in the middle of the War of the Power, during the Age of Legends. (VII: 606) - gholam were made to assassinate Aes Sedai. No other reason. To kill people who could channel. (VII: 606) - The One Power won't touch a gholam. In fact, they can sense the ability to channel, if you're within, say, fifty paces. they can feel the power in you too. (VII: 607) - You won't know the gholam until it's too late. They look like anybody else. On the outside. Inside, golam have no bones; they can squeeze themselves under a door. (VII: 607) - gholam are strong enough to rip a door off steel hinges with one hand (VII: 607) - There were only six golam made - three male and three female; at least that's what they look like (VII: 607) - Apparently even the Forsaken were a little uneasy about the gholam, or maybe they decided that six were enough (VII: 607) - a gholam is in Ebou Dar (VII: 607) - the gholam was probably kept alive in a stasis box since the breaking (VII: 607) - gholam (VIII: 52-53) - a gholam reflects that in its entire existance, nothing had been able to harm it (VIII: 84) - a ter'angreal that shields against the One Power can harm the gholam, appearantly burning it (VIII: 84) - the One Power and the True Power gives gholam an itching sensation, though each feel a bit different (VIII: 84) - gholam concider themselves the most dangerous weapons (VIII: 84) - gholam do not use smell to track channelers (VIII: 84) - gholam can detect weaves from miles away (VIII: 84) - gholam are compelled to obey (?) (VIII: 85) - gholam can feel the ability to channel vanish along with life, and the sensation produces ecstacy, and Rapture (VIII: 85) - gholam feed on fresh, hot blood (VIII: 85) - human blood is the sweetest to gholam (VIII: 85) 32.4 Myrddraal ~~~~~~~~~ - a fade can sense things from Shadar Logoth for miles (I: 529; Ia: 631) - wear black cloaks that stop at boot tops, often wear cowl pulled forward to hide face, even at over twenty paces their look can cause fear and queasiness. they ride black horses. (I: 3; Ia: 3-4) - wind does not touch myrddrall (I: 4; Ia: 4-5) - Myrddraal are called fades, and make Trollocs pale by comparison (I: 63; Ia: 75-76) - stories say Fades are twenty feet tall, with eyes of fire, and they ride shadows like horses. When a Fade turns sideways, it disappears, and no wall could stop them. (I: 64; Ia: 76) - Trollocs are well disciplined when under the control of a Myrddraal (I: 71; Ia: 85) - Wolves can bring down a Fade -- lost half the pack. (I: 291; Ia: 346) - Myrddraals horse can be silent, even when galloping (I: 72; Ia: 86) - Myrddraal: Halfman, Lurk, Fade, Shadowman (I: 91; Ia: 109) - fades are Trolloc spawn, throwbacks almost to the human stock the Dreadlords used to make Trollocs, almost (I: 91; Ia 109) - though the human strain is stronger, so is the taint that makes the Trollocs (I: 91; Ia: 109) - Halfmen have powers that stem from the Dark One (I: 91; Ia: 109) - only the weakest Aes Sedai would fail to be a match for a Fade (I: 91; Ia: 109) - Myrdrraal also called the Eyeless (I: 91; Ia: 109) - Myrddraal see like eagles in darkness or in light, but they have no eyes (I: 91; Ia: 109) - Draghkar report to Myrddraal (I: 127; Ia: 152) - Halfmen have the Dark One's own luck (I: 91; Ia: 109) - Myrddraal are sly (I: 129; Ia: 154) - Myrddraal (I: 208-209; Ia: 247-248) - Myrddraal can 'fade' (I: 210; Ia: 249) - Halfman = Myrddraal (I: 210; Ia: 249) - Myrddraal (I: 215; Ia: 257) - a fist of Trollocs is normally lead by a Myrddraal (I: 221; Ia: 263) - Myrddraal (I: 223; Ia: 265) - a mortally wounded Myrddraal won't die until nightfall (I: 225; Ia: 267) - Trollocs linked to a Myrddraal die when the Myrddraal is mortally wounded (I: 224-225; Ia: 267) - there is a place that neither Trolloc or Myrddraal will enter (I: 228; Ia: 272) - Trollocs & Myrddraal won't enter Shadar Logoth (I: 235; Ia: 279) - late in the Trolloc Wars, an army camped within Shadar Logoth - Darkfriends, Trollocs, Myrddraal, Dreadlords, thousands in all. When they did not come out, scouts were sent inside the walls. The scouts found weapons, bits of armor, and blood spattered everywhere. and messages scratched on the walls in the Trolloc Tongue, calling on the Dark One to aid them in their last hour. Men who came later found no trace of the blood r the messages. They had been scoured away. Halfmen and Trollocs still remember. That is what keeps them outside of Shadar Logoth (I: 243; Ia: 288-289) - it takes four Myrddraal to force a fist of Trollocs into Shadar Logoth (I: 246; Ia: 292) - Trollocs and Myrddraal loathe deep water (I: 247; Ia: 293) - a Myrddraal will not wade anything more than waist deep, especially if it is moving (I: 247; Ia: 293) - Myrddraal cannot swim (I: 247; Ia: 293) - Myrddraal have whips (I: 251; Ia: 297) - a thousand Trollocs and their commanding Myrddraal were sent, to a region they should not have been able to, in only a few days (I: 267; Ia: 317) - sensation one feels while talking to a Myrddraal (I: 328-329; Ia: 391) - one shouldn't look at a Myrddraals face (I: 334; Ia: 398) - Trollocs would have to be driven into a stedding, even the Myrddraal would need to be pushed (I: 363; Ia: 433) - few, except scholars, know of Trollocs and Myrddraal as anything but stories (Andor and further south) (I: 379; Ia: 452) - take half dozen Aes Sedai to do something about a fade (I: 89; Ia: 106) - Draghkar is worse than Trollocs and Fades (I: 124; Ia: 148) - a Worm can kill a Fade (I: 620; Ia: 738) - hundreds of Fades at Tarwin's gap (I: 635; Ia: 757) - Eyeless, Fade, Myrddraal (I: 662; Ia: 789) - a fist is normally, but not always, commanded by a Myrddraal (I: 663; Ia: 790) - the Blight is also home to Trollocs, Myrddraal and other creatures of the Dark One (I: 664; Ia: 792) - Halfman = Myrddraal (I: 664; Ia: 792) - Lurk -- LUHRK, Myrddraal (I: 665; Ia: 793) - Myrddraal -- MUHRD-draal (I: 666; Ia: 794) - a Myrddraal is a creature of the Dark One (I: 666; Ia: 794) - Myrddraal command the Trolloc armies (I: 666; Ia: 794) - a Myrddraal is a twisted offspring of Trollocs (I: 665; Ia: 794) - though a Myrddraal has a more human form, they are also more deeply touched by the evil that made the Trollocs (I: 666; Ia: 794) - a Myrddraal looks like a man, but they have no eyes, but can see like eagles in light or dark (I: 666; Ia: 794) - Myrddraals have powers that stem from the Dark Ones evil (I: 666; Ia: 794) - Myrddraal can cause paralyzing fear with their gaze (I: 666; Ia: 794) - Myrddraal can vanish wherever there are shadows (I: 666; Ia: 794) - one of the few known weaknesses of Myrddraal is that they are reluctant to crossrunning water (I: 666; Ia: 794) - Myrddraal are known by many names: Halfmen, Eyeless, Shadowmen, Lurk, Fade (I: 666; Ia: 794) - even a myrddraal will enter a stedding only at the greatest need and then with the greatest reluctance and distaste (I: 667; Ia: 796) - Myrddraal cannot channel (VII: 416) - Shidar Haran can 'smell' saidin (sharp edge of a knife) and saidar (soft), and tell the difference. No other myrdrall could tell the difference. He 'sees' residues of weaves as glowing mists (VII: 636) - Even the Myrddraals own movements do not cause their cloaks to fill with air (VIII: 266) - Myrddraals are not quite in the world the same way everything else is; slightly out of phase with time and reality (VIII: 266) - Shaidar Haran (VIII: 266) - Myrddraal never laughed (VIII: 267) - [about Draghkar] in the war that ended the AoL, worse than Trollocs and Halfmen were created (I: 123; Ia: 147) - wolves hate Trollocs and Halfmen worse than anything (I: 289; Ia: 344) 32.5 Trollocs ~~~~~~~~ - a hundred Trollocs is called a Fist (I: 89; 107) - Iron Fist of Dhai'mon (I: 635; Ia: 757) - Trollocs (I: 57-60, 62-64; Ia: 68-71, 74-76) - Trollocs wear black mail that hangs to their knees (I: 57; Ia: 68) - Trollocs weild heavy scythe-like swords (I: 57; Ia: 68) - Trolloc with rams head and horns (I: 57; Ia: 68) - Trolloc with spike-like horns (goat?) (I: 57; Ia: 68) - Trolloc language is harsh and unsuited to the human tongue (I: 58; Ia: 69) - Trollocs with axes and spears (I: 59; Ia: 69) - some Trollocs wear boots (I: 57; Ia: 69) - Trollocs with hooves (I: 57; Ia: 69) - some Trollocs can hear like a dog, maybe better (I: 60; Ia: 71) - Trollocs can see better then a man in the dark, but bright lights blind them (I: 60; Ia: 71) - many think Trollocs aren't real (I: 60; Ia: 71) - some Trollocs can track by scent or sound (I: 60; Ia: 71) - Trollocs are said to be lazy (I: 60; Ia: 71) - stories say Trollocs hate men, and serve the Dark One (I: 60; Ia: 71) - Trollocs kill for pleasure and fun (I: 60, 62; Ia: 71, 74) - Trollocs can't be trusted unless they're afraid of you (I: 60; Ia: 72) - Trollocs have different animal features (I: 62; Ia: 74) - Trolloc with muzzles, horns, feathers, and fur (I: 62; Ia: 74) - Trollocs with almost human hands (I: 62; Ia: 74) - Trollocs with boots or hooves (I: 62; Ia: 74) - Trolloc with wolves muzzle and goats hooves (I: 63; Ia: 75) - Trolloc wearing leather trousers (I: 63; Ia: 75) - Trolloc: Vlja daeg roghda (put sword down ??) (I: 63; Ia: 75) - Myrddraal are called fades, and make Trollocs pale by comparison (I: 63; Ia: 75-76) - cut from Trolloc blade can poison, causing a fever hot enough to kill or cripple (I: 67; Ia: 78) - Trollocs with beaks (I: 71; Ia: 85) - Trollocs are well disciplined when under the control of a Myrddraal (I: 71; Ia: 85) - Trolloc with goat's horns (I: 79; Ia: 94) - Trollocs will eat anything (I: 80; Ia: 95) - Trolloc with goat head (I: 84-85; Ia: 101) - blood-red enameled trident on a metal badge is the sign of the Ko'bal band of Trollocs (I: 85; Ia: 101) - seven bands of Trollocs have not acted together since the Trolloc Wars (over seven bands?) (I: 85; Ia: 101) - Trollocs will kill a lone wolf any chance they get, but go miles out of their way to avoid a full pack. (I: 291; Ia: 346) - Trolloc (VII: 654) - fades are Trolloc spawn, throwbacks almost to the human stock the Dreadlords used to make Trollocs, almost (I: 91; Ia 109) - though the human strain is stronger, so is the taint that makes the Trollocs (I: 91; Ia: 109) - there are few things more dangerous than facing a Trolloc (I: 91; Ia: 109) - there are few south of the Borderlands who had seen a Trolloc, much less killed one; fewer still who killed one alone and unaided (I: 92; Ia: 110) - Trollocs have not been in the Two Rivers for over two thousand years (I: 94; Ia: 113) - forces of the Dark One fear to attack the White Tower, even during the Trolloc Wars (I: 96; Ia: 115) - wolves don't like Trollocs, and Trollocs don't like wolves, or dogs (I: 121; Ia: 144-145) - two Dha'vol Trollocs would be able to beat the Two Rivers patrol (I: 122; Ia: 146) - [about Draghkar] in the war that ended the AoL, worse than Trollocs and Halfmen were created (I: 123; Ia: 147) - Draghkar is worse than Trollocs and Fades (I: 124; Ia: 148) - for three centuries Trollocs savaged the world (I: 171; Ia: 205) - Trollocs use hunting horns (I: 220; Ia: 261) - the Dark One was able to send over five hundred Trollocs to the Two Rivers (I: 221; Ia: 263) - a fist of Trollocs is normally lead by a Myrddraal (I: 221; Ia: 263) - There is a place Trollocs will not go (I: 222; Ia: 264) - Trollocs with catchpoles (I: 223; Ia: 265) - Trollocs (I: 223-224; Ia: 266) - Moiraine kills Trollocs with fire from her staff (I: 224; Ia: 266) - goat faced Trolloc (I: 224; Ia: 266) - Trollocs linked to a Myrddraal die when the Myrddraal is mortally wounded (I: 224-225; Ia: 267) - there is a place that neither Trolloc or Myrddraal will enter (I: 228; Ia: 272) - Trollocs & Myrddraal won't enter Shadar Logoth (I: 235; Ia: 279) - late in the Trolloc Wars, an army camped within Shadar Logoth - Darkfriends, Trollocs, Myrddraal, Dreadlords, thousands in all. When they did not come out, scouts were sent inside the walls. The scouts found weapons, bits of armor, and blood spattered everywhere. and messages scratched on the walls in the Trolloc Tongue, calling on the Dark One to aid them in their last hour. Men who came later found no trace of the blood r the messages. They had been scoured away. Halfmen and Trollocs still remember. That is what keeps them outside of Shadar Logoth (I: 243; Ia: 288-289) - blood red badges in the shape of horned skulls are worn by the Dha'vol (I: 246; Ia: 291) - the Dha'vol are the worst Trollocs (I: 246; Ia: 291) - it takes four Myrddraal to force a fist of Trollocs into Shadar Logoth (I: 246; Ia: 292) - Trollocs and Myrddraal loathe deep water (I: 247; Ia: 293) - Trollocs are terrified of deep water (I: 247; Ia: 293) - Trollocs won't even wade waist deep, moving or not, if they can find a way to avoid it (I: 247; Ia: 293) - Trollocs cannot swim (I: 247; Ia: 293) - Trollocs can match a galloping horse (I: 250; Ia: 297) - Trollocs can keep up with a horse for only a few hundred paces or so (I: 256; Ia: 303) - Trollocs (I: 256; Ia: 303-304) - goat-horned Trolloc (I: 258; Ia: 306) - wolf-muzzled Trolloc (I: 258; Ia: 307) - there are places where people believe Trollocs to be tales, and that stories of them are traveler's lies (I: 263; Ia: 312) - Trollocs after a specific person or thing may ignore any who do not get in their way (I: 265; Ia: 315) - bootprints could be Trollocs (I: 265; Ia: 316) - hoofprints like goat or oxen (Trolloc) (I: 265-266; Ia: 316) - Trollocs are not known for carrying off their dead unless they're hungry (I: 266; Ia: 316) - a thousand Trollocs and their commanding Myrddraal were sent, to a region they should not have been able to, in only a few days (I: 267; Ia: 317) - wolves hate Trollocs and Halfmen worse than anything (I: 289; Ia: 344) - Trolloc weapons (I: 297; Ia: 353) - a group of Maidens killed three times their number in Trollocs before being killed (I: 316; Ia: 375) - Djevik K'Shar - (Trolloc) the Dying Ground, what the Trollocs call the Waste (I: 316; Ia: 375) - many people believe that the Trollocs are dead, or borderland fables (I: 330-331; Ia: 393-394) - Trollocs would have to be driven into a stedding, even the Myrddraal would need to be pushed (I: 363; Ia: 433) - Trollocs have wolves muzzles and teeth and fur (I: 378; Ia: 451) - Trollocs have horns like rams or goats, or hawks beaks (I: 379; Ia: 452) - few, except scholars, know of Trollocs and Myrddraal as anything but stories (Andor and further south) (I: 379; Ia: 452) - Mafal Dadaranell was razed during the Trolloc Wars (I: 544; Ia: 648) - Trolloc letters (runes) are sharp and angular (I: 571; Ia: 680) - Trollocs are using the Ways (I: 571; Ia: 680) - the outcome is all but foretold when Trollocs force battle inside the Blight (I: 588; Ia: 699) - Trollocs wield spiked axes and scythe-like swords (I: 635; Ia: 756) - Horned Skull of Dha'vol (I: 635; Ia: 757) - Blood-red Trident of Ko'bal (I: 635; Ia: 757) - Ba'alzamon -- Trolloc - Heart of the Dark, believed to be the Trolloc name for the Dark One (I: 660; Ia: 785) - the Covenant of the Ten Nations was broken by the Trolloc Wars (I: 661; Ia: 787) - Dha-vol -- DAH-vohl (I: 662; Ia: 788) - Dha-vol: Trollocs (I: 662; Ia: 788) - Dhai'mon -- DEYE-mon (I: 662; Ia: 788) - Dhai'mon: Trollocs (I: 662; Ia: 788) - Djevik K'Shar -- DJEH-vihk KEH-SHAHR (I: 662; Ia: 788) - Djevik K'Shar -- Trolloc: the Dying Ground, the Trolloc name for the Aiel Waste (I: 662; Ia: 788) - Dreadlords were men and women who, able to channel the One Power, went over to the Shadow during the Trolloc Wars (I: 662; Ia: 789) - Dreadlords act as commanders of Trolloc forces (I: 662; Ia: 789) - a fist is the basic military unit of the Trollocs (I: 663; Ia: 790) - a fist varies in number; always more than one hundred, but never more than two hundred (I: 663; Ia: 790) - a fist is normally, but not always, commanded by a Myrddraal (I: 663; Ia: 790) - the Blight is also home to Trollocs, Myrddraal and other creatures of the Dark One (I: 664; Ia: 792) - Ko'bal -- KOH-bahl (I: 665; Ia: 793) - Ko'bal is a tribe of Trolloc (I: 665; Ia: 793) - Myrddraal command the Trolloc armies (I: 666; Ia: 794) - a Myrddraal is a twisted offspring of Trollocs (I: 665; Ia: 794) - though a Myrddraal has a more human form, they are also more deeply touched by the evil that made the Trollocs (I: 666; Ia: 794) - no Trolloc will enter a stedding unless driven (I: 667; Ia: 796) - during the Trolloc Wars, Trolloc armies ravaged the world (I: 668; Ia: 797) - eventually the Trollocs were driven back into the Great Blight, ending the Trolloc Wars (I: 668; Ia: 797) - some nations were destroyed during the Trolloc Wars, while others were almost depopulated (I: 668; Ia: 797) - all records from the time of the Trolloc Wars is fragmentary (I: 668; Ia: 797) - Trollocs -- TRAHL-lohks (I: 668; Ia: 798) - Trollocs are creatures of the Dark One (I: 668; Ia: 798) - Trollocs were created during the War of the Shadow (I: 668; Ia: 798) - Trollocs are huge in stature (I: 668; Ia: 798) - Trollocs are vicious in the extreme (I: 668; Ia: 798) - Trollocs are a twisted blend of animal and human stock (I: 668; Ia: 798) - Trollocs kill for pleasure (I: 668; Ia: 798) - Trollocs are sly decietful and treacherous (I: 668; Ia: 798) - Trollocs can only be trusted by those they fear (I: 668; Ia: 798) - Trollocs are omnivorous and eat any kind of meat, including human flesh and the flesh of other Trollocs (I: 668; Ia: 798) - Trollocs are largely of human origin (I: 668; Ia: 798) - Trollocs are able to interbreed with humankind, but the offspring are often stillborn, and those which are not often fail to survive (I: 668; Ia: 798) - Trollocs are divided into tribe-like bands (I: 668; Ia: 798) - the main tribes of Trollocs are: Ahf'frait, Al'ghol, Bhan'sheen, Dha'vol, Dhai'mon, Dhjin,nen, Ghar'gheal, Ghob'hlem, Ghraem'lan, Ko'bal, and the Kno'mon (I: 668; Ia: 798) - Trolloc weapons are made at forges in the valley called Thakan'dar, on the very slopes of Shayol Ghul itself. some of the blades take a taint, a stain of evil, and cause wounds that will not heal unaided, or cause deadly feavers, strange sicknesses that medicines cannot touch (I: 90; Ia: 108) 33.0 THE BLIGHT - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Blasted Lands and Shayol Ghul (I: 100-101; Ia: 119-120) - Blight (?) a dream at least (I: 169-172; Ia: 201-206) - the Blasted Lands is a desolate area surrounding Shayol Ghul, beyond the Great Blight (I: 660; Ia: 786) - Borderlands neighbor the Graet Blight, they are: Saldaea, Arafel, Kandor, and Shienar (I: 660; Ia: 786) - the Great Blight is a region in the far north (I: 664; Ia: 792) - the Blight is corrupted by the Dark One (I: 664; Ia: 792) - the Blight is also home to Trollocs, Myrddraal and other creatures of the Dark One (I: 664; Ia: 792) - Malkier was once one of the Borderlands, it has been swallowed by the Blight (I: 665; Ia: 793) - belief & saying of many southern people "The Dark One and all of the Forsaken are bound in Shayol Ghul, beyond the Great Blight, bound by the Creator at the moment of Creation, bound until the end of time. The hand of the Creator shelters the world, and the Light shines on us all" (I: 12; Ia: 14) - Eye of the World is a legend; in the Borderlands, young men go into the Blight looking for the Eye of the World (I: 191; Ia: 227) - young Aiel often travel to the Blight to hunt Trollocs, including women, who join the Maidens of the Spear. (I: 315; Ia: 374-375) - some Aiel men go into the Blight alone, thinking they have been called to kill the Dark One (I: 315; Ia: 374) - many weeks to reach the Blight from Caemlyn through Tar Valon (I: 541; Ia: 645) - the Eye of the World is in the Blight (I: 546; Ia: 649) - wood can be dangerous to burn in the Blight (I: 567; Ia: 675) - Warders (and Borderlanders) use oil stoves to prepare meals in the Blight (I: 567; Ia: 675) - it's warm in the Blight (I: 580; Ia: 690) - the wolves believe there is good hunting in the Blight (I: 547; Ia: 651) - the outcome is all but foretold when Trollocs force battle inside the Blight (I: 588; Ia: 699) - few lands have not sent men to help hold back the Blight over the years (I: 589; Ia: 701) - Rand and Nynaeve can sense the "wrongness" within the Blight. (I: 608; Ia: 723) - the Blight (I: 608-621 ; Ia: 723-739) - flowers can kill and leaves maim in the Blight (I: 608; Ia: 724) - Stick (Blight) injects digestive juices when it bites, the only way to survive is to remove the bit limb (I: 608-609; Ia: 724) - some things hunt in by sound in the Blight (I: 609; Ia: 725) - plants in the Blight (I: 609; Ia: 725) - smell of the Blight (I: 609; Ia: 725) - it's hot and humid in the Blight (I: 608, 609; Ia: 724, 726) - it's dangerous to move at night in the Blight, even for a Warder alone (I: 610; Ia: 726) - giant water serpent in Blight (I: 611; Ia: 727) - the trees are more alive in the Blight and would try to catch travelers (I: 617; Ia: 734) - the plants in the Blight want no part of Aes Sedai (I: 617; Ia: 734) - the blood of creatures in the Blight is dangerous (I: 618; Ia: 735) - Blight beast (I: 618; Ia: 735-736) - Blight creatures (I: 619; Ia: 736-737) - Blight Worms (I: 619; Ia: 737) - Blight Worms have a fluting cry (I: 619; Ia: 737) - few things in the Blight will face a Worm, can it be avoided (I: 619; Ia: 737) - a Worm can kill a Fade (I: 620; Ia: 738) - Worms are afraid of what lives in the high passes (I: 620; Ia: 738) - Worms wouldn't even feel arrows (I: 620; Ia: 738) - Worms must be cut to pieces to kill them (I: 620; Ia: 738) - Worms don't feel much but hunger, sometimes fear (I: 620; Ia: 738) - the grave of the Green Man will not sink into the Blight (I: 651; Ia: 775) - the Eye still wanders the Blight with the Green Man (I: 651; Ia: 775) - the Dark One is imprisoned at Shayol Ghul (I: 111; Ia: 132) - dream of someplace, the Ways? Shayol Ghul? (I: 293-296; Ia: 349-352) - the Dark One stirs in Shayol Ghul (I: 514; Ia: 613) - the Dark One was imprisoned by the Creator at the moment of creation in a prison at Shayol Ghul (I: 661; Ia: 788) - Shai'tan -- SHAY-ih-tan (I: 667; Ia: 796) - Shayol Ghul -- SHAY-ol GHOOL (I: 667; Ia: 796) - Shayol Ghul is a mountain in the Blasted Lands, the site of the Dark One's prison (I: 667; Ia: 796) - Thakan'dar -- thah-kahn-DAHR (I: 668; Ia: 797) - Thakan'dar is an eternally fog-shrouded valley below the slopes of Shayol Ghul (I: 668; Ia: 797) - Trolloc weapons are made at forges in the valley called Thakan'dar, on the very slopes of Shayol Ghul itself. some of the blades take a taint, a stain of evil, and cause wounds that will not heal unaided, or cause deadly feavers, strange sicknesses that medicines cannot touch (I: 90; Ia: 108) - forges in Thakan'dar (I: 654; Ia: 779) 33.1 The Pit of Doom ~~~~~~~~~~~~~~~ - Pit of Doom (VII: 412-415) 34.0 MURANDY - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~ - Murandy doesn't think of itself as a single state, loyalty is given to a single city or noble, rather than the nation. (II: 49) - is there a House Chiendelna, or is Luc lying? (IV: 527) - Illian occasionally considers invading Altara. (V: 17) - good wine is produced in Murandy. (V: 52) - Murandy is a nation in name-only, nobles, and even the common people, often ignore their ruler. It stays a nation only out of fear of being absorbed by Illian or Andor. (V: 167-168) - the throne of Murandy often changes hands frequently. (V: 167-168) - Murandy and Andor have a tense relationship, there have been many border problems over the years. (V: 178) - Mindeans boast that they have the worst tempers in all of Murandy. (VI: 121) - a good wine comes from Murandy. (VI: 200) - Altaran and Murandian successions are never sure or secure, as the noble Houses are always squabbling and taking power for themselves. Assassination is not uncommon. (VI: 604) - Murandy Politics: neighbor plotting against neighbor (VII: 219) - Aes Sedai in Murandy (VIII: 297) 34.1 Clothing and Appearance of Murandians ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - fine lace is made in Lugard. (III: 212) - men wear high-crowned hats, women have skirts just above their ankles, and aprons. (V: 167) - the aprons are striped or colorful, and women wrap their heads with bright scarves. (V: 168) - loose women wear their hair loose and their skirt hems a foot short of the ground. (V: 168) - men wear coats to their knees. (VI: 117) - men wear curled moustaches and goatees. (VI: 120, 596, 640) - Murandian villagers wear dresses with long colorful aprons so narrow they must be only for show (VII: 269) - Murandian coats hang to knees (VII: 533) - Murandians can have reddish hair and blue eyes (VIII: 161) 35.0 MURANDY - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the Caemlyn Road is Lugard's trade route to the mines in the west (the Mountains of Mist). (I 392; Ia: 467) - the Lugard Road is near the River Manetherendrelle, and it still has some stone paving stones. It is near the Lugard border. (III: 375) - area near Manetherendrelle is hilly, with scattered trees. (III: 417) - town of Minde or Mindea? (V: 339) - desc of Reisendrelle River in Murandy (VII: 222) 35.1 Lugard ~~~~~~ - Logain captured in Lugard (I: 325; Ia: 386) - there is a more direct route between Lugard and Caemlyn than through Four Kings (I: 392; Ia: 467) - Four Kings is a stopover for merchants' wagon trains on their way to Caemlyn and to the Mountains of Mist, as well as the villages in between. The southern road carrys trade between the mines and Lugard (I: 392; Ia: 467) - Lugard has a more direct route to Caemlyn than to go through Four Kings (I: 392; Ia: 467) - Lugardian accent is unique (I: 591; Ia: 702) - Lugard speak with a 'lugard lilt' (NS: 73) - the Caemlyn Road is Lugard's trade route to the mines in the west (the Mountains of Mist). (I: 392; Ia: 467) - desc of Lugard (V: 167) - inns: Nine Horse Hitch, Farriers Hammer, Dancing Boar, Silver Pig, Domani Wench's Kiss, the Wagon Seat, the Good Night's Ride - the inn names often are innuendoes. (V: 168, 169, 176, 177) - Lugard is a big trade center. (V: 170) - the city is a bit racy. (V: 175) - the road west out of Lugard is called the Jehannah Road. (V: 177) 36.0 OGIER - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~ - everyone is open to the Traveling People (even Ogier) (I: 344-345; Ia: 410) - Ogier are thought to be stories by many (I: 73; Ia: 87) - the Ogier are not open to strangers. (I: 344; Ia: 410) - the Eldest Ogier in the stedding are its leaders, the leadership group is called the Stump. (I: 461; Ia: 548) - desc of Ogier custom (remembering Manetheren?) (I: 465; Ia: 552) - when Ogier tells story, he feels it needs about 200-300 years of back-ground to fully understand. (I: 533; Ia: 636) - Ogier greeting: "The stedding offers sanctuary to Servants of the Light." (I: 535; Ia: 637) - desc of Ogier greeting (I: 533; Ia: 637) - the Ogier language looks like a script made up of vines and leaves when written down and sounds like birds singing when spoken. (I: 563, 566; Ia: 670, 674) - Ogier can usually find the Green Man if they seek him. (I: 581; Ia: 691) - the Ogier call the Green Man Treebrother. (I: 622; Ia: 740) - Ogier use pewter dishes. (II: 510) - Ogier marriages are arranged between mothers, often when girl has found a boy she likes. (II: 511) - one half of all marriages take place between stedding, groups of young Ogier travel between to meet. (II: 511) - Ogier honor their Eldest with bows and curtseys. (II: 518) - until an Ogier is 100 years of age, he cannot leave the stedding without the permission of the Elders. (III: 48) - there are articles of sung wood over 1000 years old. (III: 389) - groups of Ogier always stay together when they go Outside. (III: 492) - the Ogier are very modest, and don't go in for making heroes of their kind. (IV: ??) - an Ogier will always keep his word, even if tricked into the promise. (IV: 264) - it would be impossible to get a human permission to attend the Ogier Stump, and no Ogier would spy on what occurs there. (VI: 186) - the Aiel have long been Waterfriends with the Ogier, and often come to the stedding to trade. (VI: 317) - Ogier think it's insulting to remind humans of their hastiness. (VI: 318) - desc of Ogier marriage customs (VI: 318) - the Ogier are great scholars, but they don't think much in the world changes, so they usually aren't very aware of current events/geography. (VI: 318-319) - Speaker, a rank among Ogier. (VI: 320) - the Council of Elders is not the same as the Stump. (VI: 321) - the Ogier consider any forgetting of history a great loss. (VI: 322) - Ogier handwriting is large. (VI: 323) - Ogier' ears often convey the state of their emotions. (VI: 326) - the Ogier hold themselves apart from men, except for their stone work in the cities. (VI: 326) - it is considered "very rude" for an Ogier not to do as his wife asks. (VI: 607) - Ogiers remaining in Steddings (VII: 14) - Ogier stay clear of human strife (VII: 14) - Ogier seldom visit cities they have built, except to make repairs (VII: 14) - Ogier angry (VII: 441) 36.1 Ogier Abilities ~~~~~~~~~~~~~~~ - some Ogier have Talent of sensing ta'veren. (I: 467; Ia: 555; II: 35) - not all of the Ogier have Talent of Treesinging, and the trees won't listen to any humans at all. (I: 537; Ia: 640) - Ogier have old Songs of Growing that only some Ogier learn? (I: 537; Ia: 645) - Ogier can sense Waygates within a certain distance, and the direction in which they lie. (I: 556; Ia: 662; IV: 303; VI: 325) - Ogier can usually find the Green Man if they seek him. (I: 581; Ia: 691) - desc of Ogier Tree Song that Loial sings to the remains of the Green Man, which causes a mighty oak tree to grow over the spot (I: 651; Ia: 775) - Ogier are strong and have good endurance, Loial once outran a horse. (II: 167) - desc of how Loial uses Treesinging to form a staff from a living tree. (II: 236) - Ogier have sharp eyes and see well in the dark. (II: 288) - Talents like recognizing ta'veren run weakly in Ogier, if at all. (II: 516) - no Treesinger has sung a piece as large as a bed in 1000 years. (III: 380) - the flowing curves of the sung wood bed reflect that it was grown, not constructed. (III: 399) - Ogier are sensitive to certain things. (III: 493) - Ogier are sensitive to the mood of a place. (VI: 329) - an Ogier can sense mood where no human would notice much of anything. (VI: 655) - everyone is open to the Traveling People (even Ogier) (I: 344-345; Ia: 410) - an Ogier is concidered an adult at 100 years old (I: 461; Ia: 548) - a year long meeting is short for Ogier (I: 462; Ia: 549) - the Ogier believe in the Pattern (I: 463; Ia: 550) - Ogier can not remain away from the steddings (I: 464; Ia: 551) - Ogier know of Aiel and Avendesora (I: 465; Ia: 551) - the Ogier tried to get to Manetheren, to help (I: 465; Ia: 552) - odd for Ogier to want to travel (I: 535; Ia: 638) - Time of Madness (what the Ogier call the Breaking), also refered to as the Exile and the Long Wandering (I: 543; Ia: 646) - the Ogier gained the Longing for the stedding during the Breaking, which they call 'The Time of Madness' (I: 543; Ia: 646) - during the Breaking, the Ogier offered the male Aes Sedai sanctuary in the steddings (I: 544; Ia: 647) - some Aes Sedai (mainly the Reds) believe that Sanctuary made the Breaking worse by extending it (I: 544; Ia: 647) - some Aes Sedai believe that Sanctuary lessened the Breaking by keeping the men from going mad at the same time (I: 544; Ia: 647) - as a gift for Sanctuary, the Aes Sedai gave the Ogier the Waygates and the Ways (I: 544; Ia: 647) - no Ogier has used the Ways in over 90 years (I: 545; Ia: 6448) - by edict of the Elders, all the Elders of all the stedding, none may [use the Ways], human or Ogier (I: 545; Ia: 648) - Ogier can't see when it's pitch-black out (I: 554; Ia: 658) - Ogier don't wander around when it's dark without light (not when it's not neccessary at least) (I: 554; Ia: 658) - Ogier don't normally ride (I: 555; Ia: 660) - the Guiding is a slab of stone standing on end, sinuous curves of metal inlay the wide surface (Ogier script). The Guiding and writing is also pitted and broken (I: 563; Ia: 670) - many elder Ogier have met the Green Man (I: 581; Ia: 691) - a stedding is an Ogier homeland (I: 667; Ia: 796) 36.2 Clothing and Appearance of Ogier ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Ogier (I: 460; Ia: 547) - desc of Ogier dress (I: 460-461; Ia: 547) - female Ogier are shorter than male, with shorter eyebrows and more delicate features. (II: 501) - Ogier's hair can go white. (II: 505) - younger Ogier males have less facial hair, the older have moustaches and beards. (II: 505) - males wear coats that button to the neck, flare about the knees. (II: 505) - females wear dresses and cloaks decorated with embroidered flowers, the amount of embroidery indicating age/rank. The younger have embroidery only on cloaks, older have some on dress, oldest have completely embroidered dresses. (II: 505, VI: 317) - desc of Ogier heights (VI: 317) - Ogier' ears often convey the state of their emotions. (VI: 326) - bare chest of Ogier (I: 608; Ia: 724) - the Green Man calls Ogier little brother (I: 621; Ia: 740) 36.3 Ogier Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - greeting to Ogier along Borderlands: "Glory to the Builders", or "Kiserai ti Wansho" (I: 583; Ia: 693) - Ogier reply to Borderland greeting: I am unworthy, and the work is small. Tsingu ma choba. (I: 584; Ia: 695) - Ogier saying: Never deal with an Aes Sedai except in a stedding, that's the only place they're safe (I: 570; Ia: 679) - Ogier introduction: Loial, son of Arent son of Halan. Your name sings in my ears, Rand Al'Thor (I: 461; Ia: 548) - put a long handle on my axe (acted rashly or without concidering) (Ogier) (I: 461; Ia: 549) - greating to Aes Sedai: I am Loial, son of Arent son of Halan, Aes Sedai. The stedding offers sanctuary to the Servants of the Light (I: 535; Ia: 637) - Your name sings in my ears. (I: 461; Ia: 548) - [I/you/etc.] have put a long handle on [my/your/etc.] axe. (I: 462; Ia: 549; II: 146) - Your pain sings in my heart. (I: 465; Ia: 552) - Speak an hour before you think. (II: 146) - Only decisions reached in calm are sure. (II: 515) - By the Tree and stillness. (oath) (VI: 320) - Women do not become exhausted, they only exhaust others. (VI: 324) - Haste makes for waste. (VI: 325) - The blessing of the Light and stillness upon you. (VI: 333) 36.4 Properties of Stedding ~~~~~~~~~~~~~~~~~~~~~~ - when you pass the border of a stedding, you feel a tingle as though entering cold water, and a sense of reduced fatigue, but the refreshing feeling is momentary. (I: 363; Ia: 432-434) - creatures of the Dark One won't enter a stedding, but nothing keeps evil humans out. (I: 363, 364; Ia: 433, 434) - vegetation is lusher in the stedding. (I: 363; Ia: 433) - a Channeler cannot use the One Power within a stedding, and can't even feel it. This loss usually gives them the shakes. (I: 363; Ia: 433) - the Ogier re-found the stedding in the years during the Covenant of Ten Nations, but many died of the Longing before then. (II: 503) - Ogier always have dreams of the stedding when they are away from them. (III: 92) - there are certain places that cannot be entered in TAR - Rhuidean, the stedding, and a few others. (IV: 387) - at least five Ogier have survived living outside of the stedding for more than 10 years, though three died within a year of coming home, and the other two were practically invalids for the rest of their lives. (VI: 319) - because they involve the use of the OP, Waygates can not be placed directly within a stedding, even with the Talisman of Growing. (VI: 321) - after years outside of the stedding, Loial feels tired, and feels a need drawing him to return to the stedding. (VI: 568) - you cannot channel into a stedding (like to travel there) any more than you can channel within one. (VI: 608) - you cannot channel into a stedding (like to travel there) any more than you can channel within one. (VI: 608) - in the stedding, men are protected from the taint, but they are cut off from the True Source; they were not just unable to wield or touch the Source, they couldn't even sense whether the Source existed (I: 544; Ia: 647) - steddings are shielded in some way that is not understood (I: 667; Ia: 796) - a channeler cannot channel the One POwer, nor even sense the existance of the True Source (I: 667; Ia: 796) - attempts to wield the One Power from outside a steddinghave no effect inside a stedding boundary (I: 667; Ia: 796) - even Darkfriends, if truely dedicated, feel uncomfortable with a stedding (I: 667; Ia: 796) 37.0 OGIER - GENERAL GEOGRAPHY OF STEDDING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - even Darkfriends, if truely dedicated, feel uncomfortable with a stedding (I: 667; Ia: 796) - stedding -- STEHD-ding (I: 667; Ia: 796) - a stedding is an Ogier homeland (I: 667; Ia: 796) - many steddings have been abandoned since the Breaking (I: 667; Ia: 796) - steddings are portrayed in story and legend as havens (I: 667; Ia: 796) - steddings are shielded in some way that is not understood (I: 667; Ia: 796) - a channeler cannot channel the One POwer, nor even sense the existance of the True Source (I: 667; Ia: 796) - attempts to wield the One Power from outside a steddinghave no effect inside a stedding boundary (I: 667; Ia: 796) - no Trolloc will enter a stedding unless driven (I: 667; Ia: 796) - the Eldest Ogier in the stedding are its leaders, the leadership group is called the Stump. (I: 461; Ia: 548) - Aiel travel to the stedding to trade for sung wood. (II: 170) - the Ogier don't like too many armed people to come into the stedding. (II: 502) - the Ogier re-found the stedding in the years during the Covenant of Ten Nations, but many died of the Longing before then. (II: 503) - the Ogier homes are natural-looking mounds in the ground. (II: 505) - Ogier hold visitors to a Pact of no fighting within stedding. (II: 508) - the stedding has guest rooms for humans, though the furniture is still slightly too large. (II: 509) - the Ogier tend and care for the trees in their stedding. (II: 518) - Stedding Cantoine is just above the River Iralell, Stedding Tayjing is east of the Iralell in the Spine of the World. (II: 520) - there are no stedding on Toman Head. (II: 620) - every "occupied?" stedding has a Waygate outside of it. (VI: 321) - desc of where stedding are (VI: 323) - Stedding Tsofu is the closest to any human habitation, at a full day from nearest village. (VI: 323) - Stedding Shangtai is in the Spine of the World. (IV: 262) - nearest stedding to Tar Valon is Stedding Jentoine in the Black Hills (VII: 14) - steddings have a reflection in Tel'aran'rhiod, but they cannot be entered, Rhuidean had been closed also (VII: 190) - Trollocs would have to be driven into a stedding, even the Myrddraal would need to be pushed (I: 363; Ia: 433) - Ogier can not remain away from the steddings (I: 464; Ia: 551) - the Ogier gained the Longing for the stedding during the Breaking, which they call 'The Time of Madness' (I: 543; Ia: 646) - during the Breaking, the Ogier offered the male Aes Sedai sanctuary in the steddings (I: 544; Ia: 647) - in the stedding, men are protected from the taint, but they are cut off from the True Source; they were not just unable to wield or touch the Source, they couldn't even sense whether the Source existed (I: 544; Ia: 647) - Ways were grown to new steddings and to the groves near where Ogier built cities for men (I: 544; Ia: 648) - by edict of the Elders, all the Elders of all the stedding, none may [use the Ways], human or Ogier (I: 545; Ia: 648) - the Grove in Cairhien is just another forest now (I: 464; Ia: 551) - the grove in Tear is now pasture for horses (I: 464; Ia: 551) - the grove in Illian is now the King's park (I: 464; Ia: 551) 37.1 Stedding Tsofu ~~~~~~~~~~~~~~ - only rediscovered 100 years ago. (II: 482) - south and east of Cairhien. (II: 482) - seven Elders at stedding, three males, four females. (II: 514) - Elders meet in a sort of "conference" room, sit on special chairs. (II: 514) - Stedding Tsofu is the closest to any human habitation, at a full day from nearest village. (VI: 323) 37.2 Hawkwing Stedding ~~~~~~~~~~~~~~~~~ - only one place to find water in Hawkwing stedding, near the ruined statue (I: 364; Ia: 434) - spring in the stedding. (I: 363; Ia: 434-5) - statue of Artur Hawkwing in the middle of the stedding, where he wanted to build his capital. (I: 366-367; Ia: 436-437) 38.0 SALDAEA - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~ - Borderlands neighbor the Graet Blight, they are: Saldaea, Arafel, Kandor, and Shienar (I: 660; Ia: 786) - Saldaea -- sahl-DAY-ee-ah (I: 667; Ia: 795) - Saldaea is one of the Borderlands (I: 667; Ia: 795) - the sign of Saldaea is three silver fish on a field of dark blue (I: 667; Ia: 795) - attacks of the Dark One are increasing in Saldaea. (I: 263; Ia: 312) - furs and ice peppers from Saldaea are very valuable. (II: 157) - Zarine is a Saldaean name for a great beauty who lives a life of ease. (III: 417) - fur trading is an important occupation in Saldaea. (IV: 53) - desc of Saldaean customs - reciting poetry while hawking, ride hunts, play cittern while discussing how to counter Trolloc raids, the courting language of lace fans, never draw a knife unless you mean to use it (IV: 243) - sheep are also raised in Saldaea. (IV: 512) - frequent Trolloc raids in Saldaea. (IV: 516-517) - reference to the Broken Crown. (VI: 573) - women younger than a certain age in Saldaea have to ask their mothers' permission to marry. If they marry without that permission, their mothers can punish them, and their fathers might even elect to kill the groom? (VI: 573) - Saldaeans feel the man should be stronger than the woman. (VI: 577) - Saldaeans feel spying is a wife's, not a husband's, work. (VI: 583) - 15 years ago, there were parts of Saldaea that had not seen a taxman in five generations, but Tenobia reclaimed them. (IV: 677) - Saldaean products include lumber, ice peppers and furs. (IV: 678) - desc of Lord Bashere's title (IV: 678) - the eldest Saldaean child of either age studies accounting and trading to learn to manage the estates one day. (IV: 680) - girls in Saldaea are not taught the sword or war. (IV: 680) - Saldaeans have a form of martial arts. (IV: 680) - in Saldaea, men do the proposing of marriage. (IV: 889) - there is a Council of Lords in Saldaea. (IV: 936) - people travel by snowshoes and skis during the winter. (V: 344) - horses from Saldaea are smaller? (VI: 212) - Saldaean horsemen are very skilled at riding horses, can perform intricate tricks and maneuvers. (VI: 372) - underlieutenant sword-sworn is a Saldaean military rank. (VI: 565) - notches in horses' ears indicate who owns them. (VI: 6630) - wifes name in Saldaea: -first- ni -maiden- t'-married- (VII: 647) - showiness was expected from Saldaeans, though nothing like Domani or Altarans (VIII: 21) - Saldaeans have legendary tempers (VIII: 21) - Saldaeans arn't quiet, except with strangers and outsiders (VIII: 224) - Saldaean relationships (VIII: 225) - wolf-headed ivory baton of the Marshal-General of Saldaea (VIII: 419) - Saldaean lords have tenants (VIII: 439) - in the Saldaea, the heart of winter could freeze exposed flesh as hard as wood (VIII: 582) - how Saldaeans behave (VIII: 582) - most of the Saldaeans rode small horses (VIII: 427) 38.1 Clothing and Appearance of Saldaeans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Saldaean with fire-red hair, tilted green eyes and high cheekbones. (II: 282) - Faile is tall, with black hair, high cheekbones and dark, tilted eyes. (III: 386) - riding dress of plain, dark material, with wide sleeves and narrow, divided skirts, with gloves for riding. (III: 386, IV: 445) - dark, tilted eyes and bold noses are common Saldaean physical traits. (IV: 632) - many Saldaeans have a distinctive type of nose (the way the Gallic nose is well-known and common.) (IV: 841) - green eyes not uncommon in Saldaea. (V: 234) - thick, hanging moustaches are the Saldaean fashion. (VI: 68) - Sheriam (red hair, tilted green eyes) is Saldaean. (VI: 156) - Saldaeans are not a particularly tall people. (VI: 195) - virtually all Saldaeans have tilted eyes. (VI: 278, 373, 542) - dresses are often embroidered down the sleeves and on the high neck. (VI: 373) - black hair is common. (VI: 564) - men often wear beards or thick moustaches. (VI: 564) - Saldaean soldiers: short coat, baggy trousers stuffed into boots, slightly serpentine swords at sides. Some had heavy mustaches that hung to chin, or thick beards, all have bold noses & dark eyes that seem tilted (VII: 646) - sign of house Bashere: kingspenny on a field of blue (VII: 646) - kingspenny have red blossoms; they do not die, even in Saldaean winters, and when fires blackened the forests, they are always the first to reappear. A blossom nothing could kill (VII: 646) - Saldaean noblewoman dress (VIII: 21) - Saldaeans have deep blue eyes (VIII: 21) - Saldaeans use serpentine swords (VIII: 420) - Saldaean cavalry (VIII: 421) - Saldaean cavalry are unarmored and wear short coats (VIII: 421) - Saldaean helmets have face-bars (VIII: 478) - Saldaeans wear flowing beards (VIII: 439) 38.2 Saldaean Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - A general can take care of the living or weep for the dead, but he cannot do both. (IV: 678) - like trying to make a horse dance the sa'sara (VI: 33) - mad as a hare in spring thaw (VI: 81) - A man must know when to retreat from a woman, but a wise man knows that sometimes he must stand and face her. (VI: 198) - As forward as a farmgirl at harvest. (VI: 585) - six up, half a dozen down (Saldaean saying?) (VIII: 439) - what you gain in the swings, you loose in the roundabouts (Saldaean saying, equivalent to six up, half a dozen down) (VIII: 439) 39.0 SALDAEA - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~ - Saldaea is one of the Borderlands (I: 667; Ia: 795) - there are estates in Saldaea larger than Mayene. (IV: 243) - Bashere, Tyr, Sidona areas/cities in Saldaea? (IV: 679) - the land of Two Rivers is "soft" compared to the land of Saldaea. (IV: 696) - Saldaea is a harsh land. (IV: 696) - winters are very cold, the trees sometimes burst as their sap freezes. (V: 344) 39.1 Maradon ~~~~~~~ - Maradon -- MAH-rah-don (I: 665; Ia: 793) - Maradon is the capital city of Saldaea (I: 665; Ia: 793) - they say you can see the Blight from the highest towers in Maradon. (I: 263; Ia: 312) - Maradon is Ogier-built. (VI: 324) 40.0 SEANDER - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~ - what the Seanchan call themselves (II: 416; III: 161) - women can become warriors among the Seanchan. (II: 421) - grolm handlers direct them with hand signals. (II: 426) - the nobility is carried in palanquins borne by bare-chested men. (II: 426) - furnishings are sparse and simple, decoration is as well, and painted folding screens are used to separate room areas. (II: 429) - it is possible to work one's way up the caste system, even "become" one of the noble blood. (II: 430) - Seanchan nobles collect heartstone, it's very expensive. (II: 431) - furniture is designed with curves, rich use silk carpets. (II: 432) - kaf is grown only in Seander. (II: 432) - the Emperor/Empress sits on the Crystal Throne in the Court of Nine Moons. (II: 497, 498) - there are "Listeners" and "Seekers For Truth" that spy on even the nobility. (II: 497) - no Trollocs in Seander, but the Armies of Night had other allies. (II: 498) - servants may receive visitors in their own quarters. (II: 605) - accent is soft, almost singing. (II: 636) - the tradition of heron sword masters is kept in Seander. (II: 637) - high servants kill themselves when their master dies, and no servant will fight with/for master, they cower or hide. (II: 640) - the Deathwatch Guard serve only the Empress or her chosen representatives, and will kill and die with equal fervor. (IV: 44) - the Seanchan often decorate with painted screens, those painted with scenes other than peaceful birds and plants are considered "vulgar". (IV: 45) - the power of the Seanchan and the Crystal Throne is built on control of damane. (IV: 46) - the so'jhin are hereditary upper servants of the Seanchan Blood. A person can be raised to so'jhin. (IV: 46) - Voice of the Blood? rank of Seanchan? (IV: 46) - no sul'dam has ever before been raised to the level of so'jhin, let alone to a Voice of the Blood. (IV: 46) - Shea dancers wear transparent face veils and little else. (IV: 621) - the Seanchan have a tight social hierarchy, but believe all should have their basic needs of life met. Only the Blood of Seanchan is "allowed" to help the poor, anyone else doing so rises above his station. (IV: 622) - the Raven is a symbol of the Imperial Family, the Tower of Ravens is a symbol of Imperial justice. (IV: 635) - the Seekers for Truth are marked as Imperial property with tattoos of raven, as are other Imperial staff? The mark of the raven is inherited, the family forever more belongs to the raven. (IV: 635) - Seekers carry a plaque of ivory engraved in gold with a raven and a tower. (IV: 635) - flight from a Seeker or refusal to answer a Seeker's questions are serious crimes. (IV: 636) - the Deathwatch Guards flaunt their tattoos, but Seekers rarely do. (IV: 637) - the Death of Ten Thousand Tears is a Seanchan execution. (IV: 639) - Seanchan oath, pledged with the hands placed over one another on the heart: "By my hope of a higher name", then bow deeply three times. (IV: 895) - the Empress has s'redit and handlers at her court. (V: 302) - Seanchan ride something like a pterodactyl (V: 367) - Seanchan call the area on the maps at the front of the books the land of Hawkwing. (V: 370-371) - the Seanchan army is called the Ever Victorious Army. (V: 371) - Seanchan have a version of martial arts. (V: 381) - Seanchan (VII: 426-437) - desc of ships (VII: 619) - mounted Seanchan (VII: 620) - Seanchans set up sickhouses for the ill, food and work for the poor and those driven from their homes by trouble. Streets and countryside were patrolled so that no one need fear footpads or bandits, day or night. Smugglers cut to a trickle if not less (VIII: 303) - Seanchan army is called the Ever Victorious Army (VIII: 430) - the Empress of Seanchans rules from the Crystal Throne (VIII: 431) - Seanchans spent two generations preparing for the Return (VIII: 431) - the Forerunners were the first wave of Seanchan to Return - Seanchans make use of Taraboner lancers (VIII: 431) - First Lieutenant rank in Seanchan army (VIII: 432) - Seanchan pay for their burial prayers (VIII: 433) - Seanchan fought on Marendalar ? (VIII: 434) - Seanchan don't know about Travelling (VIII: 434) - Seanchan have looking glasses (VIII: 442) - Seanchan have labor levies (VIII: 443) - few, except the Blood disturb a man of the Deathwatch Guard, not that many amoung the Blood did (VIII: 443) - history of Seanchan (VIII: 443) - Choosers pick out those that become Deathwatch Guard (VIII: 443) - the Deathwatch Guard are da'covale, and property of the Crystal Throne (VIII: 443) - Altarans were learning that challenging a Guardsman was just a slower way of cutting your own throat (VIII: 444) - Seanchan see Altarans are opportunistic (VIII: 444) - praise of victors spread quickly, whether thay were an army or half a banner amoung the Seanchan (VIII: 445) - Seanchan use shortbows from horseback (VIII: 451) - Captain-General (VIII: 457) - under-lieutenats (VIII: 457) - battle maps (VIII: 457) - black discs used to show overrun or dispersed outposts (VIII: 457) - red wedges show commands on the move (VIII: 457) - white markers are for enemy forces (VIII: 457) - any not of the Blood prostrate themselves, eyes down (VIII: 459) - one could be raised to the Blood (VIII: 459) - one could be Adopted into the Imperial Family (VIII: 459) - raised to the Blood after riding fifty miles in a single night with three arrows in him to bring word of a rebel army marching on Seandar itself (VIII: 460) - the Seanchan accept that the Dragon Reborn can channel, while thinking other men channeling as disgusting (VIII: 461) - the Seanchan believe that the prophecies have been corrupted, as theirs say that he will serve the Crystal Throne (VIII: 461) - game of stones (VIII: 471) - Banner-General (Seanchan) (VIII: 476) - comparison of forces (VIII: 477) 40.1 Seanchan Animals ~~~~~~~~~~~~~~~~ - lopar (VII: 430) - mounted Seanchan (VII: 620) - raken (VIII: 130-131) - flying a raken (VIII: 153- - raken have to be shared by riders (VIII: 153-154) - three of four fliers were women (VIII: 155) - Morat'raken are taught not to watch the ground if the raken falls (VIII: 155) - der'morat'raken are master raken handlers (VIII: 155) - lead ball and streamer have a metal message tube used to deliver messages (VIII: 432) - the raken riders normally have good aim with the message balls ? (VIII: 432) - tall thin message poles use to get messages to the raken, without them having to land (VIII: 432) - the same tube weight and streamer are attached to the top of the message pole with a clip that releases the message when pulled to be picked up by the flying raken (VIII: 433) - the message pole is fifteen paces long (VIII: 433) - fliers hang from saddle straps, below the flying raken, to pick-up the message (VIII: 433) - morat'raken, fliers (VIII: 443) - fliers like to fly high unless the sky was full of lightning (VIII: 443) - fliers can follow the curves of the land if they see a need (VIII: 443) - Seanchan border patrols consist of fliers, morat'torm, and horse-mounted parties (VIII: 445) - raken (VIII: 456) - morat'torm (VIII: 457) - torm scare horses (VIII: 457) - morat'grolm (VIII: 457) - morat'torm wear brown-and-black enameled armor (VIII: 457) - a trained torm would not attack a horse - at least not unless the killing frenzy overtook it, the reason torm were no good in battle (VIII: 471) 40.2 Clothing and Appearance of Seanchan ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - military armor looks insectile, and is painted and gilded to increase the effect. (II: 421) - soldier carries two-handed sword with a curved blade. (II: 421) - sul'dam wear a blue dress inset with red panels on the breast and sides of skirt. The panels are marked with silver forked lightning. The hem comes to just above the ankles. (II: 422) - lower ranks have plainer armor. (II: 423) - solder who works with grolm has three eyes painted on his armor. (II: 426) - high servant has half of head shaved, the rest braided over one ear. (II: 429) - High Lord has head completely shaved, inch-long fingernails, with the first two on each hand lacquered blue. (II: 429) - certain servants of the nobility are chosen for their good looks, and dressed in sheer white silk robes embroidered with flowers. (II: 432) - High Lady has both sides of head shaved leaving narrow strip in the middle. (II: 564) - slightly lower level servant only has temple shaved. (II: 591) - lower ranked servants wear dark clothes with matching cloaks and ribbons (for women). Plain, dark woolens. (II: 596, 643) - cooks wear all white wool? (II: 641) - the Deathwatch Guards have black-tasseled spears and black-lacquered shields. (IV: 44) - High Lady wears a white gown with hundreds of tiny pleats. (IV: 44) - the Seanchan wear markings on their cloaks? (V: 369) - Fists of Heaven were the most lightly armored of Seanchan soldiers (VIII: 155) - red and green stripes are painted across the Tarabone lancer's breastplates (VIII: 431) - desc of Seanchan soldier (VIII: 435) - the Deathwatch Guard wear red-and-green (VIII: 442) - the Deathwatch Guard wear a red that is blood-red, and a green that is nearly black (VIII: 433) - Ogier Gardeners are not marked or owned, but that is between them and the Empress (VIII: 443) - soldiers in service to the Seanchan have their brestplates stripes horizontaly in the colors of the regiments they were attached to (VIII: 457) - red slashes criss-crossing their chests indicate irregulars of doubtful reliability, unknown by those not Seanchan (VIII: 457) - physical traits of people from different regions of Seanchan (VIII: 457) - pale-eyed men from Alqam (VIII: 457) - honey-brown men from N'kon (VIII: 457) - men black as coal from Khoweal and Dalenshar (VIII: 457) - clerks wear plain brown coats marked only with the insignia of rank on the wide collars (VIII: 457-458) - Blood (VIII: 458) - Voice of the Blood have the left side of their heads shaved (VIII: 458) - damane garbed as property was unheard of (VIII: 458) - there are those of the Blood that do not have enough rank to shave their heads (VIII: 459) - nails of little fingers lacquered, head unshaved (VIII: 459) - HighLadies have the First two fingernails lacquered, and have only a crest of hair, both sides being shacved (VIII: 459) - promotion from first two fingernails laquered and both sides of head shaved would add a third fingernail, and a completely shaved head (VIII: 459) - nails of little fingers painted green (VIII: 471) - those not high enough to shve their heads wear wigs to hide baldness (VIII: 471) 40.3 Seanchan Customs, Crime and Punishment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - High Lords announced with a gong, commoners lie down and kiss the floor to honor the blood, and never turn back to a noble. (II: 429, 430) - commoners also avoid using certain words/phrases with nobility, such as "must". (II: 496) - no man's hand may slay one of Artur's blood, noble executions are by being placed alive in a silken bag and hung over the side of the Tower of Ravens. (II: 497-8) - there are a great many rules and customs governing the behavior of every segment of society. (II: 595) - Seanchan insist on protocol before comfort. (II: 600) - servants may receive visitors in their own quarters. (II: 605) - the Seanchan offer a reward of 1000 gold to those who turn over an Aes Sedai, and kill those who shelter one. (III: 248) - even a noble considers having to apologize to the Empress an ultimate humiliation, the more so if one is denied death afterwards and has to continue to live with the public embarrassment. (IV: 45) - it is unacceptable to avoid answering a question asked by one of the Blood, or to imply/state that one of the Blood speaks an untruth. (IV: 46) - the mere touch of a Channeler is considered defiling to a Seanchan. (IV: 48) - the so'jhin learn to respond to subtle gestured commands of the Blood. (IV: 48) - the Seanchan have a tight social hierarchy, but believe all should have their basic needs of life met. Only the Blood of Seanchan is "allowed" to help the poor, anyone else doing so rises above his station. (IV: 622) - a member of the Blood would rather suicide honorably than beg, etc. (IV: 761) - desc of Seanchan attitude to a High Lady (V: 236) - being allowed to look at the Empress is a gift or a boon. (V: 372) - a High Lady, or higher (but not of the royal family) could become da'covale if they failed (VIII: 459) - those Blood of low rank would only have to slit their wrists if they failed (VIII: 459) 40.4 Damane and Sul'dam ~~~~~~~~~~~~~~~~~~ - few but nobles can afford to own a damane, most are property of the throne. (II: 422) - it is a feastday in a Seander village when the sul'dam come to test the girls and find those who are damane or who could be sul'dam. (II: 648) - the Seanchan offer a reward of 1000 gold to those who turn over an Aes Sedai, and kill those who shelter one. (III: 248) - no sul'dam has ever before been raised to the level of so'jhin, let alone to a Voice of the Blood. (IV: 46) - the power of the Seanchan and the Crystal Throne is built on control of damane. (IV: 46) - the mere touch of a Channeler is considered defiling to a Seanchan. (IV: 48) - the Seanchan believe female Channelers are dangerous animals who Broke the World. (IV: 638) - when someone becomes damane, she is struck from the rolls of citizens and removed from family records. (IV: 639) - women are tested once a year to see if they are damane until the age of twenty or so. (IV: 639) - sul'dam's have a tent larger than the captains (VIII: 431) - damane around Ebou Dar have problems and all are sick or unable to use the One Power (VIII: 432) - Seanchan celebrate victory with the damane displaying Sky Lights (VIII: 432) - the Seanchans did not do Sky Lights when they secured Ebou Dar (VIII: 432) - Seanchan sul'dam (VIII: 439) - shortage of damane (VIII: 443) - attempt to release damane (VIII: 449) - der'sul'dam (VIII: 471) - damane walk beside their sul'dam's mounts (VIII: 471) - damane having trouble with the One Power (VIII: 477) 40.5 Seanchan Food ~~~~~~~~~~~~~ - kaf - a drink, plant only grown in Seander? (II: 432) - kaf (VII: 431) - kaf (VIII: 471) 40.6 Seanchan Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Everyone has a place in the Pattern, and the place of everyone must be readily apparent. (II: 596) - On the Heights, all paths are paved with daggers (old Seanchan saying) (VIII: 9) - Lady of Shadows, what Seanchan call death (VIII: 155) - Seanchan- the Light burn my eyes (VIII: 445) - springing out of the ground like trap-worms out of the Sen T'jore (Seanchan) (VIII: 458) - greeting to one of the Blood from a Captain-General (also one of the Blood), High Lady Suroth: kneel on one knee, "The Light be upon the High Lady Suroth. All honor to the High Lady Suroth" (VIII: 458-459) 41.0 SEANDER - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - regions of Seanchan: Alqam, N'kon, Khoweal, Dalenshar (VIII: 457) - springing out of the ground like trap-worms out of the Sen T'jore (Seanchan) (VIII: 458) - Sa'las Plains (Seandar) (VIII: 470) 42.0 SEA FOLK - GENERAL CULTURE (ATHA'AN MIERE) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SEE ALSO: 66.0 SEA FOLK (ATHA'AN MIERE) CHANNELERS - Sea Folk inhabit the islands in the Aryth Ocean and the Sea of Storms (I: 667; Ia: 795) - Aryth Ocean -- AH-rihth (I: 667; Ia: 795) - the Sea Folk spend little time on their islands (I: 667; Ia: 795) - Sea Folk live most of their lives on their ships (I: 667; Ia: 795) - most seaborne trade is carried by Sea Folk ships (I: 667; Ia: 795) - Sea Folk are said to care only about sailing and searching for the Coramoor, the Chosen One. (I: 300; Ia: 356) - there are Sea Folk Aes Sedai. (II: 52) - Sea Folk very close-mouthed with non-Sea Folk. (II: 108) - Sea Folk refuse to cross Ayrth Ocean, they say the Islands of the Dead are on the other side. (II: 108; III: 20) - Sea Folk pay gleemen well. (II: 382) - thin, green porcelain of Sea Folk costs its weight in silver. (III: 217) - the Sea Folk trade a good deal of silk through Tear. (III: 590) - Sea Folk porcelain as thin as leaves. (IV: 76) - porcelain in golden color. (IV: 76) - Sea Folk can be touchy until they feel they know you. (IV: 308) - the Sea Folk trade ivory and silk that they buy from lands beyond the Waste. (IV: 309) - the Sea Folk are seen as secretive, and keep to themselves, they are almost as mysterious as the Aiel. (IV: 309) - examples of Sea Folk familial relationships (IV: 311) - Sea Folk do not "charge" for passage, rather passengers exchange a gift of value equal to the gift of passage. (IV: 311) - Sea Folk refer to ships as masculine. (IV: 311) - Sea Folk keep unreadable expressions among strangers? (IV: 312) - Sea Folk very rarely agree to carry Aes Sedai passengers, and Aes Sedai are the only people who may be refused passage, "and almost always are, as from the first day of the first sailing." Knowing this, the Aes Sedai rarely bother asking. (IV: 314-315) - Sea Folk feel you must be born and die on water, a woman will go onto a rowboat to give birth if she has to, to fulfill this, and corpses are given burial at sea. (IV: 316) - Sea Folk rarely go on land - men weep when they must serve ashore. (IV: 316) - it's the Windfinder, not the Sailmistress, who decides whether to accept passengers? (IV: 316-317) - the Sea Folk make the best looking glasses and burning lenses off on one of their islands. Spectacles are very rare. (IV: 317) - the Cargomaster on a Sea Folk ship conducts trade based on the travel route. (IV: 317) - touching the heart is the salute of a Sea Folk deckboy. (IV: 318) - many Sea Folk consider Aes Sedai bad luck. (IV: 318) - the Sailmistress and Windfinder of one vessel would honor their counter-parts on another vessel by bathing together, serving honeyed wine, and telling tall tales. (IV: 319) - the sources of ivory and silk are not known in the known part of the world, even to the SF who trade for them. (IV: 331) - even the Sea Folk know little of the lands beyond the Aiel Waste. They allowed only to dock in certain harbors, which are walled and closely guarded. Any ship other than the Sea Folk, or Sea Folk who go where they're not permitted simply disappear. (IV: 331) - the real reason the Sea Folk are leery of Aes Sedai is because some Windfinders can Channel. (IV: 333) - the Sea Folk send a few girls to the Tower so the Aes Sedai won't come looking for them and find out about the Windfinders. (IV: 334) - Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334) - it takes 7-10 days for an Sea Folk raker to sail to Tanchico from Tear, an unbelievable speed for any other type of ship. The next fastest ship would take 15 days, and a coasting craft could take up to 100. (IV: 335) - Sea Folk Sailmistress' feelings towards her ship. (IV: 335) - the crew of a Sea Folk ship is half male, half female. (IV: 569) - the Sea Folk have an oily potion to help those with seasickness. (IV: 641) - kissing one's fingertips and touching them to another's lips is a gesture of honor between lovers and family members. (IV: 641) - Sea Folk never take a ship further from open sea than nearest port. (VI: 123) - Sea Folk divided into clans? (VI: 376) - the Sea Folk don't approve of the excessive Cairhien revelry during the Feast of Lights. (VI: 666) - the Atha'an Miere are great bargainers (VII: 535) - Atha'an Miere clan: Shodein (VII: 538) - it was said that the Sea Folk could make a Domani sweat (VII: 544) - Every Atha'an Miere, man or woman, began as the lowest deckhand whether they were destined one day to to become the Master of the Blades or the Mistress of the Ships herself, and every step of the way between, the Sea Folk were sticklers for rank to make any king or Aes Sedai look a sloven (VII: 606) - Westlanders have access to quite a bit of silk through the Atha'an Miere, not everyone wears it, but it is there (VII: 255) - Sea folk understanding of Aiel (VII: 267) - achieving rank within the Windfinders did not depend on age or strength (VIII: 69) - Windfinders can be demoted(?) (VIII: 69) - Windfinder Apprentices (VIII: 69-70) - Windfinders on horses (VIII: 73-74) - Windfiders do not take weaves apart (VIII: 77) - Atha'an Miere strip Darkfriends of their names as soon as proven guilty, then they are thrown over the side tied to ballast stones (VIII: 397) - marriage rites of Sea Folk take into account the fact that a husband and wife may be promoted above each other many times in their lives (VIII: 398) - who ever had the right to command in public, must obey in private (VIII: 398) - Amayar are fair-skinned (VIII: 45) - Amayar are farmers, and makers of fine galss and porcelain (VIII: 45) - Amayar follow the peace of the Water Way (VIII: 45) - the Water Way teaches that this world is only illusion, a mirrored reflection of belief. (VIII: 45) - Tremalking is one of the islands that the Amayar live on (VIII: 45) - Amayar have their own prophecies, some of which concern the hand and the sphere. And the end of illusion (VIII: 45-46) 42.1 Clothing and Appearance of Sea Folk ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - a Sea Folk man has a tattoo of a six-pointed star on his right hand, marks of clan and line on his left. (II: xviii) - the Sea Folk are dark with curly hair. (III: 343) - the Sea Folk are dark-skinned, with straight black hair. (IV: 309) - sailors go barefoot and bare-chested. The men are clean-shaven. (IV: 309) - the Sea Folk have tattoos on their hands. (IV: 309) - both genders wear gold or silver necklaces, and earrings, sometimes more than one and with stones set in them. (IV: 309) - both genders wear baggy breeches of dark, oiled cloth, held up by narrow, colorful sashes, and left loose at the ankle. (IV: 309) - a few women have nose rings. (IV: 309) - the women wear loose, colorful blouses when near the shore. (IV: 309, 313-314) - the Sea Folk are a graceful people, especially the women, who are also rumored to be exceptionally beautiful and tempting. (IV: 309) - the Sailmistress and Windfinder wear clothes of the same cut as the others, but made from finer cloth. They have a chain linking their nose ring and earrings, hung with gold medallions. (IV: 310) - they also wear a gold perfume box around their neck, which emits a musky scent. (IV: 310) - the number of earrings and other jewelry indicate rank among the Sea Folk. (IV: 310) - one of the tattoos is of stars and seabirds surrounded by stylized waves. (IV: 310) - gold wire inlays and carving decorate belt knives. (IV: 311) - the Sea Folk are not overly tall, of only average height. (IV: 311) - Sea Folk man dark skinned and tattooed. (V: 234) - two-tiered fringed red parasol marks a clan Wavemistress, a single tiered red parasol marks her Blademaster. (VI: 124) - desc of Sea Folk Windfinder jewelry (VI: 448) - Atha'an Miere women don't wear blouses out of sight of land (VII: 367) - Sea Folk: dark women and barechested men with colorful sashes that dangled to the knee (VII: 535) - Sea Folk gold or silver chains around their necks and rings in their ears, in their noses of all places on some of the women (VII: 535) - women wear blouses above their dark, baggy breeches (VII: 535) - Atha'an Miere have black eyes (VII: 538) - Windfinder to the Mistress of the Ships identified by ten fat gold rings in earlobes, those in each ear connected by a golden chain (VII: 605) - the medallions along finer chain that run to nose ring tells what clan, amoung other things, so would the tattoos on her hands (VII: 606) - single thin ring in left ear means they are deckhands, two rings in right ear indicate that they are being trained as Windfinders, with two more to earn, in addition to the nose ring. (VII: 606) - Atha'an Miere (VIII: 56) - Atha'an women mark rank with earings and noserings (VIII: 56) 42.2 Sea Folk Food ~~~~~~~~~~~~~ - the Sea Folk serve their tea hot, bitter and unsweetened. (IV: 314) - Atha'an Miere drink tea black and bitter (VII: 537) 42.3 Sea Folk Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of formal greeting (IV: 311) - The Light be merciful to all who sail. (IV: 312) - If it pleases the Light. (IV: 313) - desc of tea ritual (IV: 314) - shorebound (non-sailors) (IV: 314) - The Light see us safe to docking. (IV: 316) - Father of Storms (Dark One) (IV: 318) - The wave that has passed cannot be called back. (IV: 333) - If it pleases the Light, all will be well. All will be well, and all manner of things will be well, if it pleases the Light. (IV: 334) - desc of why Sea Folk refer to their ships as "he" (IV: 335) - The Light illumine [his/her] soul, and the waters take [him/her] peacefully. (IV: 335) - The welcome of my ship to you, and the grace of the Light be upon you until you leave his decks (VII: 536) - daughter of the sands, way Sea Folk refer to landbound, an insult either way, not the worst insult, but it comes close (VII: 610) - when the blades are bare, even the Mistress of the Ships bows to the Master of the Blades (VII: 610) - touching fingertips to lips, then to other party in bargain to seal bargain (VII: 611) - Seafolk oath "By the nine winds and Stormbringer's beard" (VII: 263) - Atha'an Miere oath: by my father's heart (VIII: 61) - joke concerning a Domani merchant, a Sea Folk Cagomaster and an Aes Sedai: the merchant and the Cargomaster found an ordinary rock on the shore and proceded to sell it back and forth between them, somehow making a profit each time. Then an Aes Sedai came along. the Domani convinced the Aes Sedai to buy the simple stone for twice what she herself had last paid. After which the Atha'an Miere convinced the Aes Sedai to buy the same rock from him for twice that again (VIII: 115) - Sea Folk earn "salt names" (VIII: 119) 42.4 Sea Folk Prophecies ~~~~~~~~~~~~~~~~~~~ - Sea folk have the Jendai Prophecy, about the Coramoor (VII: 532) - the Jendai Prophecy says that the Coramoor will bring the Atha'an Miere glory, and that all the sea of the world will be theirs, but the Coramoor must seal the Bargain with the Atha'an Miere (VII: 538) - the Bargain with the Atha'an Miere: Harine din Togara Two Winds, Wavemistress of Clan Shodein, speaking for Nesta din Reas Two Moons, Mistress of the Ships to the Atha'an Miere, and thus binding all the Atha'an Miere, has promised such ships as the Dragon Reborn needs, to sail when and where he needs them, for whatever purpose he requires. In return, Rafela and I, speaking for you, promised that the Dragon Reborn will not change any laws of the Atha'an Miere, as he has done among the shorebound. Secondly, you must give the Atha'an Miere land, a square one mile on a side, at every city on navigable water that you control now or come to control. Within that area, the laws of the Atha'an Miereare to hold sway above any others. this agreement must also be made by the rulers of those ports so that the agreement will survive the Dragon Reborn. Thirdly, the Dragon Reborn agrees to keep an ambassador chosen by the Atha'an Miere with him at all times. Harine din Togara has named herself. She will be accompanied by her Windfinder, her Swordmaster and a retinue. And fourthly, the Dragon Reborn agrees to go promptly to a summons from the Mistress of the Ships, but not more than twice in any three consecutive years. (VIII: 526-528) 42.5 Sea Folk Ships ~~~~~~~~~~~~~~ - Sea Folk ship _White Spray_, a soarer (VII: 533, 536) - desc of soarer (VII: 533- - desc of sea folk ship (VII: 261-26 - a darter is the least of the Sea Folk vessels (VIII: 70) 43.0 SEA FOLK - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Sea Folk inhabit the islands in the Aryth Ocean and the Sea of Storms (I: 667; Ia: 795) - Aryth Ocean -- AH-rihth (I: 667; Ia: 795) - the Sea Folk spend little time on their islands (I: 667; Ia: 795) - Sea Folk live most of their lives on their ships (I: 667; Ia: 795) 43.1 Cantorin Island ~~~~~~~~~~~~~~~ - Cantorin Harbor is in the shape of a wide, lop-sided bowl. (IV: 44) - beyond the seawall is an inner harbor filled with Sea Folk ships. (IV: 44) - there's a mudflat near the harbor mouth. (IV: 44) - the palace has a colonnaded terrace. (IV: 44) - pale wood panels in palace. (IV: 45) - the island is governed by a Sea Folk Governor, who lives in a grand palace. (IV: 45) - the palace floor is inlaid with a pattern of light and dark woods. (IV: 46) - the mainland is hundreds of miles to the east of Cantorin. (IV: 50) - Cantorin is part of Aile Somera? Dantora part of Aile Jafar? (IV: 641) - the deepest part of the known sea is near Aile Somera. (IV: 921) 43.2 Tremalking ~~~~~~~~~~ - one of the Sea Folk isles. (I: 300; Ia: 356) - there is a stone hand 50 feet high holding a crystal sphere on the isle. (I: 300; Ia: 356) - there is a twin to the huge sa'angreal at Tremonsien in Cairhien, a female statue on Tremalking. (II: 456) - Tremalking is one of the islands that the Amayar live on (VIII: 45) - on Tremalkin there is a massive hill where a massive stone hand rises from the earth, holding a clear crystal sphere larger than many houses (VIII: 45) 44.0 SHIENAR - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~ - Shienar -- shy-NAHR (I: 667; Ia: 796) - Shienar is one of the Borderlands (I: 667; Ia: 796) - the sign of Shienar is a stooping black hawk (I: 667; Ia: 796) - bounty on ravens in Borderlands. (I: 358; Ia: 426) - Ogier known of and well-accepted in Borderlands, called the Builders. (I: 583; Ia: 693, II: 30) - when Shienar rides to war, it is called the Ingathering of the Lances. (I: 587; Ia: 698) - everyone goes unarmed within the fortresses, from highest noble on down. (I: 603; Ia: 718) - symbol of Shienar is the white hart. (I: 635; Ia: 757) - Shienarans fight as cavalry, so don't use long bows, only short bows that can be shot from horseback. (II: 25) - Shienaran warriors swear an oath to their lords. (II: 103) - Aes Sedai are respected by most in Shienar. (II: 112) - Borderland warriors count their age as from the time they were given their swords. (II: 119) - Shienaran fight/fought Aiel in the Eastern Marches near Ankor Dail? (II: 169) - a unit of Shienaran fighters knows the chain of command right down to the last man, so each knows his duty if the one before him falls, and even a single man left will have his duty to keep him going. (II: 191) - the Shienarans are an accepting people. (III: 35) - while most Shienarans respect Aes Sedai, few wish to be completely surrounded by them, as at Tar Valon. (III: 151) - in Shienar, a woman is safe, wherever she goes, at whatever time she goes there. (V: 428) - the Aiel commonly raid the Border Reaches of Shienar. (VI: 585) - Shienaran women do not train with weapons or fight duels (implying that Kandori women do?) VIII: 20) - Shienarans were a polite people (VIII: 269) - Shienarans give much credit to how well Aiel women fight (Maidens) (I: 588; Ia: 699) - Togita (toh-GHEE-tah), a royal house in Shienar (I: 662; Ia: 789) - by Shienaran custom, the sign of its king is also the sign of the nation, along with the Black Hawk (I: 662; Ia: 789) - Shinowa -- shih-NOH-wah (I: 665; Ia: 793) - Shinowa is a noble house of Shienar (from Fal Dara?) (I: 665; Ia: 793) 44.1 Clothing and Appearance of Shienarans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - prisoner guards carry long bills (I: 591; Ia: 703) - Shienar soldiers in Fal Dara wear golden yellow surcoats bearing the Black Hawk, Hilts of long swords on thier backs peak over their shoulders, and broadsword or mace hung at every waist (I: 582; Ia: 693) - Shienar mounts are covered in steel barding, on chest, necks and head (I: 582-583; Ia: 693) - servants in Fal Dara fortress wear black and gold livery. (I: 584, 585; Ia: 695) - Shienaran fighting men shave most of head, leaving only a topknot they tie back with a leather thong. (I: 584; Ia: 695-696) - widows in the Borderlands wear black. (I: 614; Ia: 731) - desc of Shienaran cloak. (I: 656; Ia: 781) - Shienaran men wear high-collared coats, and shirts with billowy sleeves. (II: 15) - menials wear leather jackets and have bowl hair cuts. (II: 29) - many Shienaran warriors use a two-handed sword which they scabbard on their backs. (III: 32) - Shienarans use horse barding. (III: 35) - some Shienarans have extremely pale hair and eyes. (VI: 226) - during spring celebrations, Shienarian soldiers allow flowers to be woven into their armor and topknots (I: 653; Ia: 777) 44.2 Shienaran Customs ~~~~~~~~~~~~~~~~~ - Shienarans welcome travelers with warm, damp clothes to wipe face and hands. (I: 585; Ia: 697) - Shienarans have a great love of ceremony. (II: 14) - desc of welcome ceremony (II: 20) - servants touch brow and heart as gesture of respect. (II: 21-22) - beaded curtain across the doorway to private quarters indicates the resident is receptive to receiving visitors. (II: 28) - Shienarans of all classes are very polite, even to their enemies. (II: 36) - desc of ritual farewell (II: 202) - Shienarans bury their dead without shrouds or coffins, with the bodies nude, calling this the "last embrace of the mother". Simple ceremony of: "The Light shine on you, and the Creator shelter you. The last embrace of the mother welcome you home." - law of Shienar, and all the Borderlands, no one may hide his face inside a towns walls; a Halfman can't hide with his face exposed (I: 582; Ia: 693) - Shienarans believe that there is beauty in simplicity (I: 590; Ia: 702) 44.3 Shienaran Familial Relations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - custom of bride price? (I: 614; Ia: 731) - Borderlands custom that whomever raises a child is its "real" parent. (II: 4) - no man over the age of ten will enter the women's apartments without an invitation. (II: 44, 48) - the women's apartments are decorated, but the men's are bare and stark. (II: 83) - men never go armed into the women's apartments unless the keep is under attack. (II: 88) - a contingent of women "guards" the entrance to the women's apartments, spending their time doing accounts and sewing. (II: 121) - women set punishments for those men who transgress the rules of the women's apartments. (II: 142) - in Shienar, a woman is safe, wherever she goes, at whatever time she goes there. (V: 428) - House of Jagad (in Shienar) (I: 659; Ia: 784) 44.4 Shienaran Food ~~~~~~~~~~~~~~ - flatbread and dried meat eaten during traveling. (II: 191) - coin peppers are very popular in Shienar, and Malkier (VII: 232) - mulled wine in Borderlands (I: 585; Ia: 697) - food in Shienar (I: 589; Ia: 701) 44.5 Shienaran Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Peace (I: 653; Ia: 778) - Peace (I: 583; Ia: 693) - Peace (oath) (I: 589; Ia: 698) - Peace favor [you/object/etc.] (I: 595; Ia: 709) - Honor to [serve/etc.] (II: 14) - On my honor. (II: 14) - Heart and soul to serve. (II: 14) - Spirit and heart to serve. (II: 22) - A man who will not die to save a woman is no man. (II: 253) - Shienarans use the word "peace" as a talisman and an oath. (V: 425) - A woman's rights are whatever she says they are. (V: 576) 45.0 SHIENAR - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Borderlands neighbor the Graet Blight, they are: Saldaea, Arafel, Kandor, and Shienar (I: 660; Ia: 786) - borderposts which mark the border between Shienar and Malkier still stand (I: 606; Ia: 721) - Shienar -- shy-NAHR (I: 667; Ia: 796) - Shienar is one of the Borderlands (I: 667; Ia: 796) - Map of the eastern borderlands (Shienar, Arafel, Kandor, Tar Valon) (I: 578; Ia: 688) - a Waygate is located a few miles south-west of Fal Dara in an area of forested, rolling hills. (I: 579; Ia: 689) - homes in the Borderlands are built with very steep roofs, with eaves almost touching the ground, to allow the snow to fall off rather than weighting down the roof. (I: 580; Ia: 690) - every street and alley of the larger cities and towns is lit by night, so that Fades have no hiding place. (I: 599; Ia: 713, II: 33) - everyone goes unarmed within the fortresses, from highest noble on down. (I: 603; Ia: 718) - desc of Shienaran watchtowers (I: 605; Ia: 720) - towns/fortresses: Fal Dara, Fal Sion, Ankor Dail, Mos Shirare, Camron Caan. (I: 607; Ia: 722) - the River Erinin is about four days ride south of Fal Dara. The river is about 60 paces wide, and a small village and ferry are built there for crossing. (II: 173) - the land south of Shienar was once the country of Harad Dakar, but now is independent villages or wilderness. (II: 180) - Fal Moran is south of Fal Dara and is the capital of Shienar (I: 586; Ia: 697) - three of the gates of Fal Dara are (there are probably more): the East Gate (to Tarwin's Gap), Kings Gate (towards Fal Moran in the south), Malkier Gate (to north?) (I: 607; Ia: 722-723) - Ankor Dail holds the Eastern Marches and guards the Spine of the World (I: 607; Ia: 722) - Tarwins gap (I: 635; Ia: 756-758) - hundreds of Fades at Tarwin's gap (I: 635; Ia: 757) - Mafal Dadaranell was razed during the Trolloc Wars (I: 544; Ia: 648) 45.1 Fal Dara ~~~~~~~~ - two days to go between Fal Dara and Caemlyn in the Ways (I: 566; Ia: 675) - take less time to travel from Caemlyn to Tar Valon then to Fal Dara, but not much (I: 570; Ia: 680) - Fal Dara is built on hills higher than the surrounding country (I: 582; Ia: 692) - not as big as Caemlyn, but the wall around it was every bit as high (I: 582; Ia: 692) - for a full mile around Fal Dara the ground was cleared of anything taller than grass, and that was cut low (I: 582; Ia: 692) - the tall towers are topped by wooden hoardings (I: 582; Ia: 693) - interior of fortress (I: 584; Ia: 695) - the gates to Fal Dara are tall and covered in dark iron (I: 582; Ia: 693) - streets in Fal Dara stone-paved (I: 583; Ia: 693) - fortress in center of Fal Dara (I: 583; Ia: 694) - the fortress is massive stone pile atop the highest hill. A dry moat, deep and wide, its bottom a forest of sharp steel spikes, razor-edged and as tall as a man, surrounds the walls of the keep. (I: 583; Ia: 694) - the gate is fortified: the drawbridge is made of heavy timbers, a stout porticullis with sharp spikes. (I: 583; Ia: 694) - the first courtyard is a huge square paved with big stone blocks and surrounded by towers and battlements as fierce as those on the outside of the walls (I: 583; Ia: 694) - half a dozen smithies around the courtyard, each tended by two smiths (I: 584; Ia: 694) - interior of fortress (I: 584; Ia: 695) - Black Hawk of Fal Dara (I: 635; Ia: 757) - Fal Dara was once called Mafal Dadaranell. (I: 542; Ia: 645) - symbol of Fal Dara is the black stooping hawk. (I: 582; Ia: 693) - servants in Fal Dara fortress wear black and gold livery. (I: 584, 585; Ia: 695, II: 12) - the fortress is in the center of town. (II: 2) - city built upon high hills, and the keep build on the highest of those. The land around the walled city is cleared to a few inches high of growth for a mile, and beyond that is forest. (II: 9) - keep is decorated sparsely with simple tapestry and painted screens. (II: 12) - men's apartments separate, with wide, iron-banded doors. (II: 12-13) - the Shatayan of keep is someone like the head housekeeper. (II: 13) - beds are set on black & white tiled platforms with warming stoves beneath them. (II: 13, 16) - keep has common bathing rooms, where no concern is made over rank or gender. (II: 14) - smithies and fletchers' stalls surround the keep. (II: 19) - the Shambayan is the male partner to the Shatayan and carries a staff marked with the house symbol, and is secretary to the Lord. (II: 20) - a paved square separates the keep from the town. (II: 26) - beaded curtain across the doorway to private quarters indicates the resident is receptive to receiving visitors. (II: 28) - prisoners of the keep are fed the same as servants. (II: 42) - no man over the age of ten will enter the women's apartments without an invitation. (II: 44, 48) - the women's apartments are decorated, but the men's are bare and stark. (II: 83) - men never go armed into the women's apartments unless the keep is under attack. (II: 88) - Two Rivers tabac is hard to come by in Fal Dara, but worth the cost (I: 589; Ia: 701) - every street and alley is lit by torches at night in Fal Dara (I: 599; Ia: 713) - Waygate at Mafal Dadaranell is only a few hours south of Fal Dara (I: 600-601; Ia: 715) - three of the gates of Fal Dara are (there are probably more): the East Gate (to Tarwin's Gap), Kings Gate (towards Fal Moran in the south), Malkier Gate (to north?) (I: 607; Ia: 722-723) 45.2 Medo ~~~~ - the village of Medo is built on the border of Shienar and Arafel. (II: 211) - Medo is a small village, about the same size as Emond's Field. (II: 211) - it has narrow streets, and two stone docks that jut into the River Mora. (II: 211) 46.0 TARABON - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~ - Tarabon doesn't have a lot of sea ships. (II: 163) - one of Tarabon's most important products is olive oil. (II: 350) - a fringed Taraboner carpet is worth a purse of silver. (III: 535) - Panarch keeps civil order, only in Tanchico? (IV: 175) - the country is governed by a hereditary King, and an elected Panarch. The Panarch is equal to the king in authority, and she is responsible for collecting taxes, customs and duties, while he determines how the monies are spent. She has authority over the Civil Watch and the Panarch's Legion, he controls the rest of the army. She is in charge of all courts but the High Court of the King. (IV: 206) - bribes are often needed with Taraboner officials. (IV: 339) - the King's personal guard is the King's Life Guard. (IV: 623) - most of the lords have estates in the country. (IV: 623) - the Assembly of Lords is made up of lords, though its only real power is to vote for the Panarch and the King. (IV: 623) - the Panarch's symbols are her Crown and the Staff of the Tree. (IV: 623) - fine carpets are made in Tarabon. (IV: 626) - there are at least 1000 men in the Panarch's Legion. (IV: 628) - polished weathervanes are a popular decoration on Tarabon houses. (IV: 640) - excise and custom are charged in Tarabon. Custom men are marked by a brass key on a chain around their necks. (IV: 643) - Tarabon has a neutral attitude towards Aes Sedai? (IV: 748) - the Assembly is housed in the Grand Hall of the Assembly, also in Tanchico. (IV: 835) - some nobles in Tanchico involved in smuggling. (IV: 846) - the Crown is formed from gold trefoil leaves, with rubies, pearls and huge moonstones. (IV: 858) - Panarch also wears a long stole embroidered with trees. (IV: 858) - the Legion is headed by a Lord Captain. (IV: 898) - tea is one of Tarabon's products. (V: 154) - the way Daes Dae'mar is played between Tarabon and Arad Doman, it leads to endless, tangled feuds between houses. (V: 248) - Seanchans make use of Taraboner lancers (VIII: 431) - Taraboner lancers ride well (VIII: 431) - Taraboners in service to Seanchan (VIII: 435) - Taraboners under the command of the Seanchan do not fight like men driven to it by conquerers (VIII: 438) - Taraboners in service to Seanchan (VIII: 435) 46.1 Clothing and Appearance of Taraboners ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the combination of dark eyes and light hair is not uncommon in Tarabon. (II: 47, V: 237) - men wear baggy breeches and blouse-style tops with embroidery on the legs and chest. (II: 398) - women's clothing is also embroidered on the chest, and they wear their hair in short, tiny braids. (II: 398) - many Taraboner women have "pouty" shaped lips. (III: 471) - men sometimes wear round hats, and have thick moustaches. (IV: 174, 893) - the Lord Captain of the Panarch's Legion wears gilded, ornately-worked armor and a helmet with egret plumes. (IV: 211) - men wear baggy trousers, and thick moustaches, covered by a transparent veil. (IV: 213) - the women wear thin, close-fitting dresses with veils. (IV: 216) - the coats of noblemen are gold-embroidered. (IV: 622) - noblemen wear gold-embroidered coats. (IV: 622) - men wear baggy trousers, coats embroidered with scrolls on the shoulder, and dark cylindrical caps, with veils covering their moustaches. (IV: 641) - excise and custom are charged in Tarabon. Custom men are marked by a brass key on a chain around their necks. (IV: 643) - wealthy women wear draped and clinging silk, the middle class wear linen or fine-spun wool. Country dresses are "drab". (IV: 744) - the dresses have lace-trimmed necks to their chin. (IV: 745) - women wash their hair with scented hair soap. (IV: 752) - some women weave beads into their tiny braids. (IV: 835, VI: 369) - desc of Panarch's crown and stole (IV: 858) - tight bodices fastened by a triple row of tiny buttons up the back are popular at the moment. (IV: 871) - the dresses of the poor are of drab wool, coarse and shapeless when compared with the fashionable clothes of the other classes. (IV: 893) - even the poor wear the thin veils under their noses. (IV: 893) - the servants in the Panarch's Palace wear white dresses belted in green, with a tree on the left breast atop the outline of a trefoil leaf. Also a linen veil scraped almost as sheer as silk, and white slippers. (IV: 898) - the Civil Watch in Tanchico wear grey coats and steel caps, and carry staves or cudgels. (IV: 900) - men's pants are often embroidered on the legs. (VI: 352) - men wear moustaches. (VI: 571) - red and green stripes are painted across the Tarabone lancer's breastplates (VIII: 431) - Taraboner lancers were veils of mail which hide their thick mustaches (VIII: 431) 46.2 Taraboner Food ~~~~~~~~~~~~~~ - roast lamb with apple jelly, yellow long beans and pine nuts. (IV: 644) - honeyed porridge. (IV: 657) - lamb with honey sauce and glazed apples. (IV: 835) 46.3 Illuminators of Tarabon ~~~~~~~~~~~~~~~~~~~~~~~ - only the Illuminators have the right to make fireworks, a right they lose if they're kicked out of the Guild. (III: 470-471) - the Mistress/Master of the Chapterhouse is held responsible for any mistakes made therein. (III: 472) - Tanchico houses the Chapterhouse of the Guild of Illuminators. (IV: 202) - the Illuminators travel frequently, across the length and breadth of the land. (VI: 180) - the Illuminators live and travel with their own, rarely even speaking to others. (VI: 181) - Illuminators very rarely outside of the Guild, the only way to become an Illuminator is by birth. (VI: 181) - Illuminators' nightflower (VII: 360) - saying of illuminators: When Illuminators made the sky bloom, they planted more then four flowers (VII: 360) 46.4 Taraboner Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - [his/your/etc.] mother was a pig, sons of goats, pig, oxen - insults (III: 472) - commoners use animal insults. (IV: 631) 47.0 TARABON - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Tarabon and Arad Doman have squabbled over the Almoth Plain for almost 300 years, but it has never come to open blows. (II: 53) - most of the lords have estates in the country. (IV: 623) 47.1 Tanchico ~~~~~~~~ - the city is built on three peninsulas, and is guarded by a dozen fortresses. (IV: 202) - Tanchico houses the Chapterhouse of the Guild of Illuminators. (IV: 202) - the Great Circle is a huge stadium capable of holding thousands of spectators who come to watch fireworks or horse races. (IV: 202) - the city is built on steep hills, with white buildings, thin towers and pointed domes, some gilded. (IV: 211) - the Panarch's Circle is about a half mile away from her palace. (IV: 211) - Tanchico is larger than Tear, and at least the equal of Caemlyn. (IV: 211) - stone-paved streets wind and curve up and down the hills of Tanchico. (IV: 213) - only the larger buildings and the towers are made from stone, the rest of the buildings are white-plastered wood or brick. (IV: 213) - most buildings in the city have flat roofs. (IV: 214) - spectators also gather in the Panarch's Circle to watch fireworks. (IV: 216-217) - only the Illuminators have the right to make fireworks, a right they lose if they're kicked out of the Guild. (III: 470-471) - the Mistress/Master of the Chapterhouse is held responsible for any mistakes made therein. (III: 472) - domes topped with golden spires and bronze weather vanes. (IV: 217) - ships crowd the harbor and docks. (IV: 217) - Tanchico the sort of city to have murderous street thieves. (IV: 269) - Tanchico has a dangerous reputation. (IV: 269) - some districts of Tanchico are dangerous even in the day, let alone the night, despite the Civil Watch. (IV: 324) - desc of Tanchico (IV: 616) - the Garden of Silver Breezes is a huge wineshop atop a hill on the peninsula of Calpene. (IV: 616) - desc of Garden of Silver Breezes (IV: 616-617) - the powerful and rich meet at the Garden to scheme, often come masked with guards. (IV: 617) - inn: Three Plum Court, it's three stories tall with no windows on the ground floor. (IV: 644) - Tanchico has a definite dark side with thieves and burglars. (IV: 645-646) - warehouses on the Calpene docks. (IV: 835) - some nobles in Tanchico involved in smuggling. (IV: 846) 47.1.1 King's Palace ~~~~~~~~~~~~~ - the King's palace is a maze, and houses the King's Library. (IV: 634) 47.1.2 Panarch's Palace ~~~~~~~~~~~~~~~~ - bones of strange animals in museum. (I: 300; Ia: 356) - there is a wall in the museum that shows a frieze of animals no one's ever seen. (I: 300; Ia: 356) - desc of display room in Panarch's Palace - high ceilings holding objects on stands and in cabinets, massive skeletons (IV: 206) - desc of display room in Panarch's Palace - 200 by 100 paces, with rows of thin white columns, a white stone floor, and a gilded plaster ceiling pricked with a pattern of tiny openings under the ceiling to let in the light. (IV: 208) - the displays are open to all on feast days, and three days of the month. (IV: 208) - there are six heartstone figures in the center of the room, guarded members of the Panarch's personal guards when the room is open to viewing. (IV: 209) - desc of displays (IV: 209) - the Panarch's Circle is about a half mile away from her palace. (IV: 211) - desc of way out of Palace - tall, carved doors, wide steps leading down to huge square (IV: 211) - desc of Panarch's apartments (IV: 858) - desc of Panarch's bedchamber (IV: 858) - desc of palace exterior (IV: 895) - desc of delivery square in rear of palace (IV: 895) - desc of kitchens in palace (IV: 898) - desc of palace (IV: 900) - desc of exterior of Panarch's apartments (IV: 901) - desc of museum (IV: 860) 48.0 TAR VALON - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - those who speak out against Aes Sedai will meet with objection, even violent objection. (III: 148) - Tar Valon is the wealthiest city in the world, and is a center of trade between the Borderlands and the south. (III: 220) - few street thieves or strong-arms in the city, any caught are punished by the Tower, and whatever the punishment is, it is frightening. The Tower is even harder on female criminals. (III: 357) - thieves never escape the city with their haul. (III: 364) - citizens of the city are very respectful of Aes Sedai. (III: 421) - few within the city have much contact with Aes Sedai. (IV: 18) - the Flame of Tar Valon is the symbol of Tar Valon and the Aes Sedai (I: 664; Ia: 791) - the Flame of Tar Valon is a stylized representation of a flame: a white teardrop with the point upward (I: 664; Ia: 791) 48.1 Tar Valon Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Wheel of Time turns around Tar Valon, and Tar Valon turns around the Tower. (III: 14) - Aes Sedai: - By the First Oath (III: 270) 49.0 TAR VALON - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Dragonmount (I: 101; Ia: 121) - Tar Valon -- TAHR VAH-lon (I: 668; Ia: 797) - Tar Valon is a city on an island in the River Erinin (I: 668; Ia: 797) - Tar Valon is the center of Aes Sedai power and the location of the Amyrlin Seat (I: 668; Ia: 797) - the White Tower is the Palace of the Amyrlin Seat in Tar Valon (I: 670; Ia: 799) - forces of the Dark One fear to attack the White Tower, even during the Trolloc Wars (I: 96; Ia: 115) - Tar Valon holds all the knowledge the Aes Sedai have gathered since the Time of Madness (I: 96; Ia: 115) - some fragment of records date from the Age of Legends (I: 96; Ia: 115) - desc of Tar Valon from afar (I: 101-102; Ia: 121) - desc of Tar Valon (I: 102-103; Ia: 122) - the Aes Sedai are stopping on the way to Tar Valon to display Logain they will stop in Caemlyn (I: 325; Ia: 387) - many weeks to reach the Blight from Caemlyn through Tar Valon (I: 541; Ia: 645) - take less time to travel from Caemlyn to Tar Valon then to Fal Dara, but not much (I: 570; Ia: 680) - the paths (in the Ways) to Tar Valon are trapped against Shadowspawn (I: 572; Ia: 681, 682) - Map of the eastern borderlands (Shienar, Arafel, Kandor, Tar Valon) (I: 578; Ia: 688) - Tar Valon banner - swirl of colors with a white tear drop. (II: 10) - desc of Tar Valon from the river (II: 280) - the streets in the Southharbour area are cobblestone instead of paved with stone blocks, no buildings are over four stories, and some of the bridges arcing across the street are wood instead of stone. (II: 342-343) - desc of Tar Valon (II: 282) - the city is visible some distance away. (III: 130) - Dragonmount lies in the center of rolling flat lands, and all in the area avoid the mountain. (III: 130) - the bridges of Tar Valon are high enough for trading ships to pass beneath. (III: 138) - Eldone market on the north side of Erinin? (III: 147) - desc of Tar Valon (III: 149, 150) - people of all nations throng the streets of the city. (III: 149-150) - Tar Valon is the wealthiest city in the world, and is a center of trade between the Borderlands and the south. (III: 220) - there are guards at each bridge, and dock masters at each harbor. (III: 230) - the main streets of the city are lit by lamps on poles. (III: 342) - the newer parts of the city, down near Southharbour, were built by men, though in imitation of the other parts. There are inns and merchant houses decorated with statues in niches, cornices, and friezes. (III: 342) - the roofs of buildings in the city slope slightly, and are tiled. (III: 348) - desc of the Southharbour - huge, round basin with a long, roofed wharf lit with lamps hung from the beams, watergates. Vessels are moored by their sterns. The dockmen unload with ropes and beams as well as by hand. A redstone arch leads into the city. (III: 359) - the dockmaster has three lines of hemp rope sewn down the sleeves of his dark coat. (III: 360) - there are lots of bells in Tar Valon. (III: 637) - the upper half of Dragonmount is wreathed in clouds, and the peak smokes slightly. In the evening, the mountain's shadow just touches Tar Valon. (IV: 13) - desc of Tar Valon (IV: 14) - Amyrlin governs the city as well as the Tower. (IV: 14) - the Tower is visible before anything else of the city. (IV: 14) - desc of Ostrein Bridge (typo - village is Osenrein?) (IV: 15) - buildings within Tar Valon that look like flights of birds. (IV: 784) - sky-bridges connect Tar Valon lesser towers (VII: 13) - nearest stedding to Tar Valon is Stedding Jentoine in the Black Hills (VII: 14) - 20 to 30 days to travel from Cairhien to Tar Valon (VII: 16) - plans to seige Tar Valon, and discussion of previos failures of seiges of Tar Valon (VII: 219-220) - Tar Valon had been breached by armies, though very few know (VII: 220) 49.1 Darein ~~~~~~ - the village of Darein is almost as old as Tar Valon itself, though it was burned in the Trolloc Wars, sacked by Hawkwing, and suffered other damages, though it is always rebuilt. (III: 145) - the village is made up of red and brown brick houses and shops on stone-paved streets. (III: 145) - the bridge crossing from Darein to the island reaches fifty spans above the water, and runs a half a mile long completely unsupported. (III: 148) - desc of Tar Valon from Darein (III: 149, 150) 50.0 TEAR - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~ - Tear -- TEER (I: 668; Ia: 797) - Tear is mentioned in the Karaethon Cycle, part of the Prophesies of the Dragon (I: 158; Ia: 189) - the Stone of Tear is the fortress that guards Tear (I: 158; Ia: 189) - said to be the first fortress built after the Breaking of the World, and in all that time it has never fallen, though more than one army has tried (I: 158; Ia: 189) - One of the prophesies say that the Stone of Tear will never fall until the People of the Dragon come to the Stone (I: 158; Ia: 189) - Another says that the Stone will never fall till the Sword That Cannot Be Touched is wielded by the Dragons hand (I: 159; Ia: 189) - the fall of the Stone will be one of the major proofs that the Dragon has been reborn (I: 159; Ia: 189) - The Sword That Cannot Be Touched is in the Heart of the Stone (I: 159; Ia: 190) - the Heart is the central citadel of the fortress (I: 159; Ia: 190) - none but the High Lords of Tear may enter there and they never speak of what lies inside (I: 159; Ia: 190) - people in the big cities in the south (Tear, Illian, Ebou Dar) like tightrope walkers and slackwire artists (I: 303; Ia: 360) - Lord of the Seven Towers is a title even older than titles held in Tear, though Queen of Andor comes close (I: 595; Ia: 708) - Cuendillar can break Tears best steel (I: 647; Ia: 771) - Tear's flag is three white crescent moons across a half red, half gold field. (I: 497; Ia: 592; III: 554) - the Great Lords govern Tear. (I: 159; Ia: 190) - Tairens hate anything to do with the One Power even more than Amadicians. (I: 159; Ia: 190) - a weaving/dying pattern known as the Tairen maze is very popular on carpets, among other things. (III: 37, 644) - valuable horses bred in Tear. (III: 52) - Channeling is outlawed in Tear, though Aes Sedai are tolerated as long as they don't Channel while within its borders. (III: 93) - if a Tairen girl displays the ability to Channel, she is shipped off to Tar Valon that very day. (III: 337) - one of Tear's main products is olive oil. (III: 365) - one of Tear's major products is oil made from the olives it grows. (III: 365) - Tairens don't like the idea of being ruled by a single man or women, the High Lords rule in concert. (III: 366) - a new Lord of the Land is only raised when the old one dies. (III: 368) - a woman known to be associated with the Tower will be watched as long as she's in Tear. (III: 555) - Tear and Andor have a good relationship. (III: 557) - Wisdoms are referred to as either Wise Women or Mothers. (III: 559) - Tairen Wise Women don't listen to the wind, that is too close to the use of the One Power and would draw negative attention towards them. (III: 561) - a Wise Woman advertises her shop by hanging herbs in window. (III: 563) - many Tairens think that Trollocs and how many Shienarans become warriors to fight them are stories. (III: 569) - low-backed chairs are popular. (III: 577) - the Sea Folk trade a good deal of silk through Tear. (III: 590) - Ogier are not an uncommon sight in Tear. (III: 590) - the Tairens are very proud of their horse stock. (III: 614) - only a noble or merchant could afford a horse, others in Tear use oxen. (III: 615) - the High Lords have trained with the sword. (III: 645) - Tear is the richest land in the world? (V: 51) - whomever holds the Stone of Tear is the Lord of Tear, and accepted by the people. (IV: 52) - Tairen High Lords had held First of Mayene as prisoner in all but name for several months to try and bend her to their will. (IV: 77) - Mayene dares not anger Tear too openly. (IV: 135) - people use woven, dyed straw mats as coasters. (IV: 137) - Tairen lords tax according to their own needs and wants, not taking into account crop failures or other such problems. (IV: 154) - the lords of Tear are known to be schemers. (IV: 177) - like the Cairhienin, the Tairens play the Game of Houses in a "cruel" way. (IV: 225) - fine Tairen horses are prized everywhere. (IV: 297) - the women of the Stone give Loial flowers to honor his bravery after a battle. (IV: 261) - some feel that the Tairens rule poorly, as the poor have little dignity or pride and bitterly resent the rich. (IV: 307) - the High Lords control the size of villages and towns through building tax that increases as the density of buildings increases. (IV: 327) - there are at least 8 High Lords at the moment. (IV: 344) - Tairens think that Aiel live in "caves". (IV: 810) - Tairen women are considered "forward" by some other cultures, including Saldaea? (IV: 890) - desc of Tairen infantry tactics (V: 486) - men dance to a clapping rhythm, with their arms around each other's shoulders and stepping quickly. (V: 509) - Tairens and Cairhienn hate one another (VIII: 283) - Illianers and Tairens despise each other (VIII: 283) - Tairen High Ladies seldom claim a place in the councils of the High Lords (VIII: 285) - Saniago House of Tear (VIII: 474-475) 50.1 Clothing and Appearance of Tairens ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - High Lords of Tear wear silver-worked boots. (II: xviii, 463, V: 530) - desc of Tairen fashions (III: 558) - women wear thick curls down the sides of their heads. (III: 559) - because of the muddy ground of the city, people often wear wooden raised clogs over their shoes. (III: 566) - innkeepers wear deep blue. (III: 579) - soldiers wear breastplates over their red coats, which have side sleeves and narrow round cuffs. Their breeches are tight and tucked into their boots. They wear round, rimmed helmets with a ridge on top. (III: 590) - the middle and upper class men wear coats and tighter breeches, the dresses of the women are longer. (III: 590) - upper class men have puffy-sleeved coats, and wear bright colors. (III: 590) - there are some Tairens with blue eyes. (III: 593) - the poor have ties to fasten their clothes, instead of buttons. (III: 614) - the puffy sleeves are striped, and the lords wear silver-worked boots. (III: 648) - upper classes wear padded sleeves, heavy coats made of padded silks and brocades with satin strips. (IV: 61) - the servants in the Stone of Tear wear red and gold livery (IV: 61), or black and gold livery (IV: 87)?? - Tairen lords like to smoke perfumed tabac. (IV: 62) - young Tairen lords oil their beards and trim them to points. (IV: 62-63; V: 351) - a Captain of the Defenders has two short white plumes in his helmet to indicate his rank. (IV: 92) - upper class women carry painted silk fans. (IV: 112) - the Defenders of the Stone of Tear wear black and gold coats and breeches, and rimmed helmets. (IV: 124, 190) - Tairens aren't overly tall, and have thick builds. (IV: 164) - some women like to wear their hair braided and coiled about their heads. (IV: 169, 172) - servants wear clothes of wool. (IV: 190) - Tairens are dark-skinned? (IV: 321) - the lords wear ruffed collars and peaked hats. (IV: 337) - Tairen widows wear shimmering white. (IV: 340) - noblewomen often carry small porcelain bottles of smelling salts. (IV: 343) - Tairens are dark in skin tone. (IV: 753) - blue eyes are rare in Tear. (V: 530, VI: 308) - coats have satin cuffs. (VI: 89) - soldiers wear rimmed helmets and puffy striped sleeves. (V: 351) - officers and nobles carry gilded cuirasses, and have white plumes on their helmets. (V: 351) - the Defenders wear rimmed helmets, breastplates and plump coatsleeves striped black and gold. (V: 458) - officers and underofficers of the Defenders wear colored plumes on their helmets, and the rest of them wear colors of their lords on their sleeves. (V: 486) - noblewomen wear close-fitting caps that are embroidered or sewn with pearls or jewels. (V: 531) - Tairens often carry pomanders or perfumed handkerchiefs to sniff. (VI: 99) - the average Tairen is at least a head taller than the average Cairhienin. (VI: 294) - noblewomen wear bright gowns with broad lace ruffs, and close-fitting caps sewn with pearls or gems. (VI: 308) - Tairen nearly as dark as good soil(VIII: 161) - Tairen defenders of the Stone wear fat-sleeved coats striped black and gold (VIII: 294) - Defenders wear ridged and rimmed helmets (VIII: 294) - black-and-gold is livery of Tear (VIII: 294) 50.2 Tairen Crime and Punishment ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - no one may enter the Stone of Tear without the permission of the High Lords, and only the High Lords themselves may enter the Heart of the Stone itself. (I: 159; Ia: 190; III: 93-94) - Channeling is outlawed in Tear, though Aes Sedai are tolerated as long as they don't Channel while within its borders. (III: 93) - a woman known to be associated with the Tower will be watched as long as she's in Tear. (III: 555) - only foreigners passing through the city, the wealthy and the lords may go armed within the city of Tear. (III: 569) - justice in Tear usually depends on class, with the lower classes being persecuted where the upper classes wouldn't be. (III: 582) - one of the punishments for criminals would be working the channel dredges in the Fingers of the Dragon. (III: 582) - Tairen lords can't be summoned to a magistrate by a commoner. (IV: 67) - only the Defenders may go armed within the Stone. (IV: 89) - the Defenders have had to put down riots before. (IV: 165) - Tairens occasionaly have fair hair and blue eyes (VII: 38) - desc of Tairen noble dress (VII: 118) 50.3 Tairen Food ~~~~~~~~~~~ - sausage (III: 174) - fruits and vegetables not seen in the north. (III: 604) - olives, nuts, and cheese served as snacks in the Stone. (IV: 61) - High Lords have ice packed in sawdust brought from the Spine of the World. (IV: 136) 50.4 Tairen Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - When there are fishheads and blood in the water, you don't have to see the silverpike to know they are there. (???) - Trust is as slippery as a basket of eels. (???) - An anchor is not demeaned by being used to hold a boat. (II: 130) - A full net on the first cast. (III: 179) - If you are going to gut a fish, no need to wait until it rots. (???) - By the Stone (III: 361) - Tairen men talk about finding a "yellow-haired Andor girl". (III: 564) - Mudfish don't school with silversides. (Birds of a feather flock together.) (III: 566) - Lurks (Fades) (IV: 189) - Do not trouble trouble until trouble troubles you. (Maule) (IV: 289) - A flapping tongue can put you in the net, instead of the fish. (V: 33) - Caution gets the boat home, but boldness brings back a full hold. (V: 171) - as sulky as a fisher-bird in winter (V: 314) - A fish in the boat is worth a school in the water. (A bird in the hand is worth two in the bush.) (V: 326) - or I don't know a bar knot from a running hitch (V: 596) - squealing like a spawning grunter (V: 596) - catch minnows (catch flies - for having one's mouth hang open) (VI: 265) - An Aes Sedai is ten women in one skin. (VI: 592) - saying in Tear: Men scheme and women plot, but the Wheel weaves as it will (VII: 644) 51.0 TEAR - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~ - the lords have cooler estates to the east, on the slopes of the Spine of the World. (IV: 172) - it's about 20-22 days from Maerone to Tear. (VI: 336) - Tear is mentioned in the Karaethon Cycle, part of the Prophesies of the Dragon (I: 158; Ia: 189) - the Stone of Tear is the fortress that guards Tear (I: 158; Ia: 189) - said to be the first fortress built after the Breaking of the World, and in all that time it has never fallen, though more than one army has tried (I: 158; Ia: 189) - One of the prophesies say that the Stone of Tear will never fall until the People of the Dragon come to the Stone (I: 158; Ia: 189) - Another says that the Stone will never fall till the Sword That Cannot Be Touched is wielded by the Dragons hand (I: 159; Ia: 189) - the fall of the Stone will be one of the major proofs that the Dragon has been reborn (I: 159; Ia: 189) - may the Stone stand til I am dust (I: 159; Ia: 189) - The Sword That Cannot Be Touched is in the Heart of the Stone (I: 159; Ia: 190) - the Heart is the central citadel of the fortress (I: 159; Ia: 190) - none but the High Lords of Tear may enter there and they never speak of what lies inside (I: 159; Ia: 190) - the grove in Tear is now pasture for horses (I: 464; Ia: 551) - the Stone of Tear is the Fortress guarding the city of tear (I: 667; Ia: 796) - the Stone is said to be the earliest fortress built after the Time of Madness (I: 667; Ia: 796) - some say the Stone was built during the Time of madness (I: 667; Ia: 796) - Tear -- TEER (I: 668; Ia: 797) - Tear is a great city on the Sea of Storms (I: 668; Ia: 797) - the sign of Tear is three white crescents on a field of red and gold (I: 668; Ia: 797) 51.1 Tear City ~~~~~~~~~ - Tear is the greatest port on the Sea of Storms. (I: 158; Ia: 188) - Tear is as large as Tar Valon or Caemlyn. (III: 554) - desc of Tear - the city is built on flat land. Near the warehouse district, the houses are built of wood and stone on muddy streets. Deeper into the city is a wall of dark grey stone, and beyond that towers, balconies and white-domed palaces. (III: 554) - large numbers of ships moor at the Tear docks near their many warehouses. (III: 554) - the streets of Tear are not especially crowded or busy. (III: 557) - desc of poor section of Tear (III: 557-558) - the poor section is called the Maule. (III: 566) - only foreigners passing through the city, the wealthy and the lords may go armed within Tear. (III: 569) - there are hundreds of inns in a city the size of Tear, maybe a hundred more outside the city walls proper. The smallest would have only a dozen rooms. (III: 576) - inns in Tear: The White Crescent, The Golden Cup, The Star (four stories tall, windows in roof) (III: 577, 578, 590-591) - the Tavar is the name of the farmer's market in Tear. (III: 580) - desc of Tear (III: 590) - the Ogier stay in the Stone when they come to work in Tear. (III: 591) - the city wall is only a pace wide, but ten spans high, with stone buttresses supporting it. Some houses are built right up against the city wall. (III: 630) - the Defenders have had to put down riots before. (IV: 165) - the Maule is the port district, the Chalm is filled with warehouses and inns. (IV: 175) - tavern in Maule has a band with drums, dulcimers and semseer. (IV: 229) - the city has an outer wall, with simple stone houses and shops built beyond it. (IV: 300) - Tear is Ogier-built. (VI: 324) - when docks busy, ships have to anchor and wait their turn at the docks. (IV: 326) 51.1.1 The Stone of Tear ~~~~~~~~~~~~~~~~~ - the Stone of Tear was the first fortress built after the Breaking. (I: 158; Ia: 189) - no one may enter the Stone of Tear without the permission of the High Lords, and only the High Lords themselves may enter the Heart of the Stone itself. (I: 159; Ia: 190; III: 93-94) - desc of Heart of the Stone (III: 71-72) - servants are admitted to clean the Heart of the Stone. (III: 317) - the High Lords only speak of Callandor when a Lord of the Land is raised to High Lord. (III: 337) - there are almost as many ter'angreal in the Stone as there are in the White Tower. (III: 337) - a Lord of the Land is raised to High Lord within the Heart of the Stone, and four times a year the High Lords gather there to perform the Rite of Guarding, guarding the world against the Dragon Reborn. (III: 338) - the Stone looks almost like a huge hill, and is hundreds of hides large. (III: 554) - the Stone has battlements and towers. (III: 555) - the Stone was built using the One Power. (III: 555) - the Ogier stay in the Stone when they come to work in Tear. (III: 591) - there is a small gate by the river that thief catchers use to bring prisoners to the cells. (III: 634) - alarm gongs call out warning if Stone in danger. (III: 644) - desc of Stone interior - golden lamp stands, tapestries of battle scenes, silk carpets. (III: 644) - there is a private route from the High Lords' apartments to the cells. (III: 645) - desc of Stone torture chamber (III: 654, 656) - Tear has collected many objects related to the One Power, not just ter'angreal. (III: 669) - whomever holds the Stone of Tear is the Lord of Tear, and accepted by the people. (IV: 52) - the Lords' rooms within the Stone are extremely elaborate. (IV: 53) - the only commoners housed in the Stone are the Defenders and servants. (IV: 53) - the daily affairs of the Stone are managed by the majhere, who organizes the servants, etc. There are more servants than Defenders. (IV: 53) - Stone has narrow windows. (IV: 76) - the Stone might be furnished and decorated lavishly, but it was built for war, with murder holes in the ceilings and arrow slits in corridors. (IV: 88) - the servants do most of their work at night. (IV: 88) - only the Defenders may go armed within the Stone. (IV: 89) - the Defenders train with the spear. (IV: 92) - desc of unused king's chamber in Stone (IV: 92) - the Stone has it's own docks. (IV: 102) - Chief Librarian in Stone, with nine different translations of the Prophecies locked in a chest. (IV: 131) - this collection is referred to as the Great Holding, kept in a crowded series of filthy rooms deeper than the dungeons. There is at least enough in the collection to fill ten riverboats. (IV: 132) - the king's chamber faces towards the river to the west, and is cooler than most of the Stone rooms during the hot season. (IV: 143) - desc of Stone hallway (IV: 168) - the library also has books about Tarabon and Tanchico. (IV: 175) - the Defenders are housed in their own area of the Stone. (IV: 176) - there is more than one librarian. (IV: 177) - the Stone predates the age of the great Ogier stoneworks. (IV: 260) - there are Ogier guest rooms in the Stone. (IV: 260) - the docks are the responsibility of the Defenders. (IV: 274) - desc of first floor of Stone - cavernous hallways wide as roads lead to outer gates, no wall hangings, black iron lamps, floor paved with rough, broad stones (IV: 297) 52.0 TINKERS - GENERAL CULTURE (TUATHA'AN) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Mahdi -- Old Tongue seeker (I: 665; Ia: 793) - Mahdi -- MAH-dee (I: 665; Ia: 793) - the leader of a Tuatha'an caravan is called Mahdi (I: 665; Ia: 793) - Tinkers are also known as Tuatha'an (I: 668; Ia: 797) - Tuatha'an -- too-AH-thah-AHN (I: 669; Ia: 798) - Tuatha'an are a wandering folk (I: 669; Ia: 798) - Tuatha'an are also called Tinkers and the Traveling People (I: 669; Ia: 798) - Tinkers live in brightly painted wagons (I: 669; Ia: 798) - Tinkers follow a totally pacifist philosophy called the Way of the Leaf (I: 669; Ia: 798) - things mended by Tinkers are often better than new (I: 669; Ia: 798) - Tinkers are shunned by many villages because of stories that they steal children and try to convert young people to their beliefs (I: 669; Ia: 798) - Tinkers use large mastifs to frighten people away (I: 308; Ia: 365-366) - Tuatha'an, Traveling People, (more common) Tinkers (I: 308; Ia: 366) - Tinkers don't enter the Two Rivers (I: 308; Ia: 366) - stories say that the Tinkers even steal infants and children (I: 308; Ia: 366) - tinkers mend things (I: 309; Ia: 366) - most times Tinkers do things any which way, but there's times they are formal (I: 309; Ia: 366) - Tinker wagons are small houses on wheels, tall wooden boxes lacquered and painted in bright colors, reds, blues, yellows, greens, and other hues difficult to put a name to. (I: 309; Ia: 367) - Tinkers go about everyday work in the camps: cooking, sewing, tending children, mending harnesses (I: 309; Ia: 367) - Tinkers wear clothing more colorful than their wagons, and seemingly chosen at random; sometimes coat and breeches or dress and shawl went together in ways that hurt the eyes. They look like butterflies in a field of wildflowers (gypsies?) (I: 309; Ia: 367) - four or five men in different places around the camp play fiddles and flutes, and a few people dance. Dogs and children play amoung the cookfires. (I: 309; Ia: 367) - the Tinker dogs are mastiffs big enough to reach a mans throat while barely getting their front feet off the ground; yet they accept children tugging at their ears and climbing on their backs (I: 309; Ia: 367) - Tinker formal greeting: Mahdi: bows with hands pressed to chest, "You are welcome to our fires. Do you know the song?"; visitor: returns bow, "Your welcome warms my spirit, Mahdi, as your fire warms the flesh, but I do not know the song."; Mahdi: "Then we seek still. As it was, so shall it be, if we but remember, seek, and find." (I: 310; Ia: 367-368) - mahdi - (Old Tongue) seeker (I: 310; Ia: 368) - the Tinkers seek the song, that is why the travel. They say they lost it during the Breaking of the World, and if they find it again, the paradise of the Age of Legends will return (I: 310; Ia: 368) - one of the wagons is painted yellow trimmed in red, the spokes of its tall, red-rimmed wheels alternated red and yellow (I: 310; Ia: 368-369) - Clasping hands in welcome? (I: 311; Ia: 369) - Tinkers use tripods to support kettles, and have a traveling oven which rest in the end of the coals (I: 311; Ia: 369) - the Tinkers are graceful (I: 311; Ia: 369) - the Way of the Leaf: "The leaf lives its appointed time, and does not struggle against the wind that carries it away. The leaf does no harm, and finally falls to nourish new leaves." it means that no man should harm another for any reason whatsoever. There is no excuse for violence. (I: 312; Ia: 370) - villagers put up with the Tinkers for their mending, but towns and cities do not need them (I: 313; Ia: 371) - Tinkers do not try to convert people, when people are curious about their way of life, they answer their questions, if they decide to join the Tinkers, it is of their own free will. Not everyone accepts this, that is why the Tinkers are rumored to still children (I: 313; Ia: 371) - some find the Way of the Leaf difficult (I: 314; Ia: 373) - Tinkers eat thick vegetable stew with crusty bread (I: 314; Ia: 373) - Tinkers knit (I: 314; Ia: 373) - at night, the musicians who palyed before change with others, and more people dance (I: 314; Ia: 373) - Aiel loath Tinkers (I: 316; Ia: 375) - Tuatha'an see no need to hurry; they never do (I: 337; Ia: 401) - Tinkers do not start travelling until the sun is well above the horizon, and stop as early as midafternoon (I: 337; Ia: 401) - Tinkers travel slowly enough that dogs and children have no trouble keeping up (I: 337; Ia: 401) - young and old, the People (Tinkers) were joyful on their feet. No danger in their grace, only delight. Even the grandmothers and greybeards step lightly, if with more dignity. They all seem on the point of dancing, even when standing still (I: 337-338; Ia: 401-402) - there is music around the People, whether in camp or on the move (I: 338; Ia: 402) - non-Tinkers generally believe Tinkers to be thieves. (I: 308; Ia: 366) - while Tinkers are a friendly and relaxed people, there are times when they insist on formality. (I: 309; Ia: 366) - the leader of the Tinker band is called the Mahdi, or Seeker. (I: 310; Ia: 368) - desc of Way of the Leaf philosophy (I: 312; Ia: 370-371) - the Tinker's refer to those Tinkers who can't follow the Way of the Leaf as The Lost. (I: 314; Ia: 373) - children play hide and seek. (I: 339; Ia: 403) - Tinker women have a tradition of doing a sensuous dance of swaying hips to slow music on occasion. (I: 340; Ia: 404) - the Tinker Mahdi looks at the sky, listens to the air, and then decides it's time for the band to travel in a different direction. (I: 344; Ia: 410) - Tinkers like to give farewell feasts to visitors. (I: 345; Ia: 411) - desc of formal Tinker farewell (I: 345-346; Ia: 411-412) - desc of the Tinker philosophy (III: 38-39) - Tinkers usually leave an area if there's likely to be a physical confrontation. (III: 61) - Tinkers avoid camping near villages, not only because the villagers are suspicious, but also because where people concentrate, the potential for violence is greater. (IV: 675) - this dance is known as the tiganza. (IV: 690) - the Way of the Leaf is to accept what comes. (IV: 691) - Tinkers play fiddles. (IV: 886) - Tuatha'an gather songs from around the world, and they have songs of their own (I: 339; Ia: 404) - the (Tinker) girls do not dance the slow dance often, and the women rarely did (I: 340; Ia: 404) - Tinker farwell: Mahdi:"You came in peace, depart now in peace. Always will our fires welcome you, in peace. The Way of the Leaf is peace." Guest: "Peace be on you always, and on all the People. I will find the song, or another will find the song, but the song will be sung, this year or in a year to come. As it was, so shall it be again, world without end. People:"World without end. World and time without end." (I: 346; Ia: 411-412) 52.1 Clothing and Appearance of Tinkers (Tuatha'an, Traveling People) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Tinkers and their camp (I: 309; Ia: 367) - desc of Tinker dress (I: 309; Ia: 367) Food ~~~~ - apples (I: 338; Ia: 402) - nuts (I: 339; Ia: 403) - berries (I: 339; Ia: 403) - beets (I: 340; Ia: 405) - dried-apple pie (I: 338; Ia: 402) - always good food in the People's camps (I: 338; Ia: 403) - Tinker's eat no meat (I: 339; Ia: 403) 52.2 Tinker Phrases, Sayings and Adages (Tuatha'an, Traveling People) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - It is possible to oppose evil without doing violence. (III: 38) - Violence harms the doer as much as the victim. (III: 38) - Men will talk if their coats are afire. (IV: 676) 53.0 TINKERS - GENERAL GEOGRAPHY (TUATHA'AN, TRAVELLING PEOPLE) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Tinkers can freely enter the Waste, though the Aiel refer to them as the Lost Ones and view them with repugnance. (I: 315, 316; Ia: 374, 375) - desc of Tinker travel (I: 337; Ia: 401) - Tinkers usually leave an area if there's likely to be a physical confrontation. (III: 61) - Tinkers avoid camping near villages, not only because the villagers are suspicious, but also because where people concentrate, the potential for violence is greater. (IV: 675) 53.1 Tinker (Tuatha'an, Traveling People) Camps ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Tinkers and their camp (I: 309; Ia: 367) - the leader of the Tinker band is called the Mahdi, or Seeker. (I: 310; Ia: 368) - nearly 100 wagons in Tinker caravan. (IV: 41) 54.0 TOMAN HEAD/ALMOTH PLAIN - GENERAL CULTURE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Tarabon and Arad Doman have squabbled over the Almoth Plain area for almost 300 years, but it has never come to open war. (II: 53) - the Watchers wait for the return of Artur Hawkwing's Armies on Toman Head. (II: 107) 54.1 Clothing and Appearance of Toman Head/Almoth Plain Residents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - local fashions include embroidered shirts and long vests to the knee. (II: 426, 629) - the more wealthy you are, the more embroidery you have on your clothes. (II: 426) - shirts have very full sleeves. (II: 428) - country garb is to wear a long sheepskin coat with the fleece turned in and large pockets, and brightly-colored embroidered spirals on the breast. Men wear baggy trousers. (II: 591, 611) - more urban clothes would be an embroidered cloak. (II: 606) - light eyes are uncommon among the people of the Almoth Plain. (III: 62) - the men living on Almoth Plain wear goatees. (VI: 571) 55.0 TOMAN HEAD/ALMOTH PLAIN - GENERAL GEOGRAPHY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - most of the buildings on Almoth Plain are white-plastered stone. (II: 414) - Toman Head is rolling land with forest to the west. (II: 533) - the larger towns and villages on Toman Head are to the west of the Portal Stone. (II: 535) - town on Toman Head: Atuan's Mill. (II: 581) - an unnamed village on Toman Head is built on a hill, with a walled, paved circle in the middle of it. Its houses are built of stone and flat-roofed, most are single story dwellings. (II: 583) - there are scores of villages along the Toman Head coast. (II: 584) - lightly-wooded hills around another Toman Head village. (II: 613) 55.1 Falme ~~~~~ - high cliffs surround the harbor of Falme, and the towers of Watchers Over the Waves are built on these cliffs. (II: 425) - Falme is the largest population center in the area, but barely qualifies as a small city, more like a large town, and is not walled. (II: 425, 428) - the streets of Falme are cobblestone, and the tall houses are roofed with slate. (II: 426) - stores in Falme include: cloth merchant, potters' works, fishmonger, iron- monger, scissors sharpener, tailor and street artists who use chalk and pencils to do portraits and landscapes. The artists carry rolls of parchments and sketchboards. (II: 590, 630) - inn in Falme called the Watcher, after the Seanchan come the name is changed to the Three Plum Blossoms. (II: 606) 56.0 LANGUAGES ~~~~~~~~~ 56.1 Old Tongue ~~~~~~~~~~ - OT: Aleth nin Taerin alta Camora -- The Breaking of the World (I: xv; Ia: xv) - OT: Charal Drianaan te Calamon -- The Cycle of the Dragon (I: xv; Ia: xv) - mahdi - (Old Tongue) seeker (I: 310; Ia: 368) - Far Dareis Mai -- (Old Tongue) Maidens of the Spear (I: 315; Ia: 375) - greeting to Ogier along Borderlands: "Glory to the Builders", or "Kiserai ti Wansho" (I: 583; Ia: 693) - Old Tongue: giserai -- glory (I: 583; Ia: 693) - Old Tongue: ti -- to (the?) (I: 583; Ia: 693) - Old Tongue: Wansho -- Builders (I: 583; Ia: 693) - Old Tongue: Ninte calichniye no domashita, Agelmar Dai Shan -- Your welcome warms me , Lord Agelmar (I: 585; Ia: 696) - Old Tongue: Kodome calichinye ga ni Aes Sedai hei -- Here is always a welcome for Aes Sedai (I: 585; Ia: 696) - Old Tongue: Kiserai ti Wansho hei -- Always glory to the Builders (I: 585; Ia: 697) - Old Tongue: calinchinye -- welcome (I: 585; Ia: 697) - Old Tongue: hei -- always (I: 585; Ia: 697) - Old Tongue: Suravye ninto manshima taishite, Dai Shan -- Peace favor your sword (I: 606; Ia: 722) - Old Tongue: Carai an Caldazar! (I: 619; Ia: 736) - Old Tongue: Carai an Ellisande! Al Ellisande! Mordero daghain pas duente cuebiyar! Al Ellisande! (I: 619; Ia: 736) - Old Tongue: Tia mi aven Moridin isainde vadin -- The grave is no bar to my call (I: 648; Ia: 772) - Avendesora -- Old Tongue - Tree of Life (I: 660; Ia: 785) - Carai an Caldahzar - (Old Tongue) "For the honor of the Red Eagle", battle cry of the last king of Manetheren (I: 661; Ia: 787) - Carai an Ellisande - (Old Tongue) "For the honor of the Rose of the Sun", battle cry of the last king of Manetheren (I: 661; Ia: 787) - Carai -- cah-REYE (I: 661; Ia: 787) - an -- ahn (I: 661; Ia: 787) - Caldahzar -- cal-dah-ZAHR (I: 661; Ia: 787) - Far Dareis Mai--(Old Tongue) Maidens of the Spear (I: 662; Ia: 789) - Far Dareis Mai -- FAHR DAH-rize MY (I: 662; Ia: 789) - Mahdi -- Old Tongue seeker (I: 665; Ia: 793) - Mahdi -- MAH-dee (I: 665; Ia: 793) - Mandarb -- MAHN-dahrb (Old Tongue) Blade (I: 665; Ia: 793) - al'cair'rahienallen - hill of the golden dawn (OT) (Cairhien) (I: 464; Ia: 551) - Manetheren -- mahn-EHTH-ehr-ehn (I: 665; Ia: 793) - Shadar Logoth -- Old Tongue; the Place where the Shadow Waits, or simply Shadow's Waiting (I: 667; Ia: 796) - ta'maral'ailen -- tahn-MAHR-ahl-EYE-lehn (I: 668; Ia: 797) - ta'maral'ailen - Old Tongue; Web of Destiny (I: 668; Ia: 797) - Mantherendrelle - Waters of the Mountain Home (Old Tongue) (I: 110; Ia: 131) - mandarb - (Old Tongue) blade (I: 146; Ia: 175) - aldieb - (Old Tongue) westwind, wind that brings spring rains (I: 147) - War cry: Carai an Caldazar, Carai an Ellisande, Al Ellisande -Old Tongue For the honor of the Red Eagle, For the honor of the Rose of the Sun, The Rose of the Sun; ancient warcry of Manetheren, and the warcry of it's last king, Eldrene was called the Rose of the Sun (I: 228; Ia: 271) - Ba'alzamon -(OT) Heart of the Dark, ancient name for Dark One (I: 111; Ia: 132) - al'cair'rahienallen - hill of the golden dawn (OT) (Cairhien) (I: 464; Ia: 551) - saidar -- sah-ih-DAHR (I: 667; Ia: 795) - saidin -- sah-ih-DEEN (I: 667; Ia: 795) - Al Ellisande -- ahlehl-lih-SAHN-dah (I: 659; Ia: 785) - aldieb -- ahl-DEEB (I: 659; Ia: 785) - you honor me, Treebrother. Tsingu ma choshih, T'ingshen (I: 622; Ia: 740) 56.2 Trolloc ~~~~~~~ - Trolloc language is harsh and unsuited to the human tongue (I: 58; Ia: 69) - Trolloc: Vlja daeg roghda (put sword down ??) (I: 63; Ia: 75) - Djevik K'Shar - (Trolloc) the Dying Ground, what the Trollocs call the Waste (I: 316; Ia: 375) - Trolloc letters (runes) are sharp and angular (I: 571; Ia: 680) - Ba'alzamon -- bah-AHL-zah-mon (I: 660; Ia: 785) - Ba'alzamon -- Trolloc - Heart of the Dark, believed to be the Trolloc name for the Dark One (I: 660; Ia: 785) - Djevik K'Shar -- DJEH-vihk KEH-SHAHR (I: 662; Ia: 788) - Djevik K'Shar -- Trolloc: the Dying Ground, the Trolloc name for the Aiel Waste (I: 662; Ia: 788) 57.0 LITERATURE AND MUSIC ~~~~~~~~~~~~~~~~~~~~ 57.1 Books ~~~~~ - From book, The Breaking of the World: And the Shadow fell across the Land, and the World was riven stone from stone. The oceans fled, and the mountains were swallowed up, and the nations were scattered to the eight corners of the World. The moon was as blood, and he sun was as ashes. The seas boiled, and the living envied the dead. All was shattered, and all but memory lost, and one memory above all others, of him who brought the Shadow and the Breaking of the World. And him they named Dragon (I: xv; Ia: xv) - Prophesies of the Dragon, from The Cycle of the Dragon: And it came to pass in those days, as it had come before and would come again, that the Dark lay heavy on the land and weighed down the hearts of men, and the green things failed, and hope died. And men cried out to the Creator, saying, O Light of the Heavens, Light of the World, let the Promised One be born of the mountain, according to the prophecies, as he was in ages past, and will be in ages to come. Let the Prince fo the Morning sing to the land that green things will grow and the valleys give forth lambs. Let the arm of the Lord of the Dawn shelter us from the Dark, and the great sword of justice defend us. Let the Dragon ride again on the winds of time.(I: xv; Ia: xv) - Book: Breaking of the World (I: xv; Ia: xv) - Book: the Cycle of the Dragon (I: xv; Ia: xv) - books are hard to come by (I: 55; Ia: 65) - few peddlers carry more than a handfull of books (I: 55; Ia: 65) - Travels of Jain Farstrider (I: 55; Ia: 65) - some books are wood-bound (I: 55; Ia: 65) - The Travels of Jain Farstrider (I: 460; Ia: 547, VI: 289) - there are tales of Shara in the Travels (VI: 289) - Essays of Wilim of Maneches (I: 460; Ia: 547, III: 571) - Voyages Among the Sea Folk (I: 460; Ia: 547) - The Dance of the Hawk and the Hummingbird by Teven Aerwin (II: 75) - on the proper conduct between the sexes - Mirrors of the Wheel (II: 260) - book about alternate worlds - book on Forsaken by Santhra (II: 327) - To Sail Beyond the Sunset (II: 678) - description of 100 pages of a book that survived the Breaking written by Rosel of Essam 200 years after the Breaking. (III: 237) - Customs and Ceremonies of the Tairen Court (III: 305) - Observations on a Visit to Tear - Treasures of the Stone of Tear, Volume 12 (III: 151) - A Study of the War of the Shadow by Moilin daughter of Hamada daughter of Juendan (III: 600) - The History of the Stone of Tear by Eban Vandes (IV: 79) - Travels in the Aiel Waste, With Various Observations on the Savage Inhabitants (IV: 151) - Dealings With the Territory of Mayene, 500 - 700 of the New Era (IV: 151) - A Journey to Tarabon by Eurian Ramavni of Kandor, written 53 years ago. (IV: 201) - The Way of the Light by Lothair Mantelar (IV: 282) - quote from on IV: 282 - Killers of Black Aiel by Soran Milo, written 600 years ago, and mostly inaccurate (IV: 357) - The Flame, The Blade and the Heart (V: 297) - a collection of battle/adventure tales, each with a romance. Includes stories about Birgitte and Gaidal, Anselan and Barashelle, and Rogosh and Dunsinin - book on battle by Comadrin, dead 600 years before Artur. (VI: 127) - quote from book IV: 127 - book on the Ways by Serden, son of Kolom, son of Radlin, written 600 years ago. (VI: 608) - Essays on Reason by Daria Gahand (VI: 627) - heavy going - Men of Fire and Women of Air by Elara, daughter of Amar, daughter of Coura, written in Hawkwing's time. (VI: 672) - A Study of Men, Women and the One Power Among Humans by Ledar, son of Shandin, son of Koimal, written 300 years ago. (VI: 672) - it took 13 Aes Sedai and a sa'angreal to destroy a Waygate, according to a book by Damelle daughter of Ala daughter of Soferra. (IV: 706) - book: Reason and Unreason (VIII: 518) 57.2 Musical Instruments ~~~~~~~~~~~~~~~~~~~ - harp (I: 45; Ia: 53) - flute(I: 45; Ia: 53) - 12-string bittern. (II: 156) - desc of instruments (II: 462) - instruments - bittern, flute, harp, hammered dulcimer (III: 343) - kettle drum (IV: 159) - zither (V: 169) - harp (VI: 614) - Musical intruments: fiddles, flutes, dulcimers, zithers, drums (I: 338; Ia: 402) - instruments: flutes, fiddles drums (I: 339; Ia: 404) 57.2 Songs ~~~~~ general notes are first, songs organized by title (A & The ignored as first word), songs with many titles listed by each title. - snippet of Ogier song (II: 504) - Songs of Growing (I: 541; Ia: 645) - verse of song (II: 221) - Berin's Retreat = Wind From the North = Hard Rain Falling (I: 339; Ia: 404) - Cock o' the North (I: 396; Ia: 471) - Colors of the Sun = Jolly Jaim = Rhea's Fling (I: 396; Ia: 472) - Coming Home from Tarwin's Gap (I: 589; Ia: 701) - Coming Home From Tarwin's Gap (I: 389; Ia: 464, IV: 694) - quote from IV: 694) - The Dancing Lass (III: 488-499) - verse of one version III: 488-499 - Darling Sara = Ferry O'er The River (I: 390; Ia: 465) - Drawing Water From the Well (I: 401; Ia: 478) - The Drunken Peddler = Tinker in the Kitchen (I: 396; Ia: 472, V: 80) - quote from Tinker in the Kitchen V: 80 - Ferry O'er The River = Darling Sara (I: 390; Ia: 465) - The First Rose of Summer (VI: 647) - Fluff the Feather (country dance) (VI: 555) - The Fool Who Thought He Was King (V: 612) - A Frog on the Ice (VI: 106) - Goodman Priket's Pipe (II: 312) - quote on II: 312 - Hard Rain Falling = Wind From the North = Berin's Retreat (I: 339; Ia: 404) - Heron on the Wing (I: 72; Ia: 86; II: 311) - I Have Loved a Thousand Sailor Men (IV: 859) - (Ebou Dar) I Will Steal Your Breath with Kisses (VII: 451) - I'm Down at the Bottom of the Well (III: 632) - Jaem's Folly (I: 72; Ia: 86) - Jolly Jaim = Colors of the Sun = Rhea's Fling (I: 396; Ia: 472) - The March of Death, the final movement of the Grand Passions Cycle, composed 300 years before the War of the Shadow (V: 74-75) - Mistress Aynora's Rooster (I: 389; Ia: 464, III: 499) - My Love is a Wild Rose (IV: 887) - The Old Black Bear (I: 389; Ia: 464) - The Old Black Bear (I: 423; Ia: 504) - The Old Grey Goose (humorous) (IV: 647) - Old Jak's Up a Tree (II: 312) - Only One Boot (humorous) (IV: 647) - Only One Bucket of Water (I: 205; Ia: 243, II: 312) - A Pocket Full of Gold (III: 328) - Pretty Maids Dancing = Three Girls in the Meadow (I: 339, 389; Ia: 404, 464) - Rhea's Fling = Colors of the Sun = Jolly Jaim (I: 396; Ia: 472) - The Road to Dun Aren (I: 390; Ia: 465) - The Road to Dun Aren (favorite in Four Kings ?) (I: 397; Ia: 473) - Rose of the Morning (III: 372) - She Dazzles My Eyes and Clouds My Mind (Upside Down and 'Round and 'Round - Ebou Dar) (VII: 311) - She Wore a Mask That Hid Her Face (III: 519) - Storm from the Mountain (VII: 282) - That Old Two Rivers Leaf (II: 312) - Three Girls in the Meadow (Two Rivers)= Pretty Maids Dancing (I: 339, 389; Ia: 404, 464) - The Tinker Has My Pots (Two Rivers)= Toss the Feathers (I: 339; Ia: 404) - Tinker in the Kitchen = The Drunken Peddler (I: 396; Ia: 472, V: 80) - quote from Tinker in the Kitchen V: 80 - Toss the Feathers = The Tinker Has My Pots (I: 339; Ia: 404) - Two Horses Running = Two Kings Come Hunting (I: 396; Ia: 472) - Two Kings Come Hunting = Two Horses Running (I: 396; Ia: 472) - We're Over the Border Again (III: 342) - What He Said to Me = Will You Dance With Me (III: 344) - different words, same tune - verse on III: 344 - Wild Geese on the Wing (reel dance) (I: 206; Ia: 244) - Will You Dance With Me = What He Said to Me (III: 344) - different words, same tune - verse on III: 344 - Wind From the North (Two Rivers)= Berin's Retreat = Hard Rain Falling (I: 339; Ia: 404) - The Wind in the Barley (I: 72; Ia: 86) - The Wind that Shakes the Willow (I: 205, 318, 464; Ia: 243, 378, 464) - quote from (I: 205; Ia: 243) 57.3 Stories ~~~~~~~ - in stories Aes Sedai can Heal (making it 'common' knowledge) (I: 83; Ia; 99) - is there a story with a Aes Sedai where she isn't a villian (I: 85; Ia: 102) - Tales of Artur Paendrag Tanreall, Artur Hawkwing, Artur the High King (I: 43; Ia: 51) - Artur Hawkwing once ruled all the lands from the Aiel Waste to the Aryth Ocean, and even beyond. (I: 43; Ia: 51) - the Green Man (I: 43; Ia: 51) - Lenn, flew to the Moon in the belly of a giant eagle (John Glen, Lunar Module, The Eagle has Landed) (I: 43; Ia: 51) - Lenns daughter, Salya, walked amoung the stars (Sally Ride?) (I: 43; Ia: 51) - The Aptarigine Cycle (stories for girls and women) (I: 43; Ia: 51) - The Thousand Tales of Anla the Wise Counselor (I: 43, 149; Ia: 51, 178) - Jaem the Giant-Slayer (I: 43; Ia: 51) - How Susa Tamed Jain Farstrider (I: 43; Ia: 51; II: 468) - Mara and the Three Foolish Kings (I: 43; Ia: 51; II: 468) - Mara and the Three Foolish Kings (I: 149; Ia: 178) - tales from when men ruled the heavens and stars (I: 43; Ia: 51) - Tales of Mosk the Giant, with his Lance of Fire that could reach sround the world, and his wars with Elsbet, the Queen of All (Mosk = Moscow, russias ICBMs; Elsbet = Elizabeth, Queen of England) (I: 44; Ia: 51) - Tales of Materese the Healer, Mother of the Wonderous Ind (Mother Teressa, and her service in India) (I: 44; Ia: 51) - Tales of the Age of Legends (I: 44; Ia: 51) - Tales of the Dragon attempting to free the Dark One (44; Ia: 51-52) - tales of the Aes Sedai shattering the world (I: 44; Ia: 52) - The Siege of the Pillars of the Sky (In retrospect, it could apply to 9-11 and the Twin Towers)(I: 44; Ia: 52)) - How Goodwife Karil Cured Her Husband of Snoring (I: 43; Ia: 52) - King Darith and the Fall of the House of --- (I: 43; Ia: 52) - Avendesora; it's said it makes no seed (I: 73; Ia: 87) - the Tree of Life is supposed to have all sorts of miraculous qualities (I: 73; Ia: 87) - none of the stories mention saplings of Avendesora (I: 73; Ia: 87) - Avendesora is said to belong to the Green Man (I: 73; Ia: 87) - a portion of the Great Hunt (I: 177; Ia: 210) - The Great Hunt of the Horn - quote from (I: 327; Ia: 389) The Bargain of Rogosh Eagle-Eye (I: 204-205; Ia: 243) - quote from (I: 204-205; Ia: 242-243) Lian's Stand (I: 205; Ia: 243) Fall of Aleth-Loriel (I: 205; Ia: 243) Gaidal Cain's Sword (I: 205; Ia: 243) The Last Ride of Baud of Albhain (I: 205; Ia: 243) - quote from the Great Hunt: "In the last, lorn fight - 'gainst the fall of long night, - the mountains stand guard, - and the dead shall be ward, - for the grave is no bar to my call." (I: 327; Ia: 389) - Great Hunt of the Horn (I: 204; Ia: 242) - Great Hunt for the Horn (I: 149; Ia: 178) - the whole telling of the Great Hunt of the Horn in one sitting would take a week (I: 204; Ia: 242) - The Karaethon Cycle - the Prophecies of the Dragon - The Tale of the Nine Rings (II: 306) - an adventure story - Goodwife Mili and the Silk Merchant (II: 468) - story? Sun King with Talia (VII: 364) 58.0 SWORD FORMS ~~~~~~~~~~~ - can't become a blademaster in a couple weeks (I: 655; Ia: 780) - only in a story could one man face six without injury (NS: 34) - flame and void meditation to reach ko'di, the oneness, raises awareness (NS: 28) - heron marked sword, sword of blademaster (I: 56; Ia: 66-67) - most soldiers and guards have plain, rough blades (I: 56; Ia: 66) - the sword forms used by the Seanchan differ only slightly. (II: 638) - Rand reaches the level of Blademaster in a year or so, probably very unusual. (V: 113) - bearers of Heron Marked blades are respected by some (VII: 561) - Lan can draw faster than one can see (I: 629; Ia: 749) - knowledge that one wears a Heron-Marked sword is enough to put armsmen and soldiers on their guard (I: 512-513; Ia: 612) - flame and void (I: 148, 149; Ia: 177) - weapon training (I: 148-149; Ia: 177) 58.1 The Forms ~~~~~~~~~ - Leopard in High Grass, used when there were enemies on all sides (walking stance) (NS: 27-28) - Cutting the Clouds (NS: 34) - Soft Rain at Sunset (NS: 34) - Black Pebbles on Snow (NS: 34) - The Rose Unfolds (NS: 34) - Dandelion in the Wind (NS: 35) - Kissing the Adder (NS: 35) - Parting the Silk (II: 9, 638; III: 650; VI: 64) - Heron Wading in the Rushes (leaves you open, develops balance) (II: 9, 617) - Hummingbird Kisses the Honeyrose (II: 90, 664) - Cat Crosses the Courtyard (walking stance) (II: 121) - Sheathing the Sword (II: 147) - Cat Dances on the Wall (II: 293; III: 651) - Courtier Taps His Fan (II: 294) - Lizard in the Thornbush (II: 294) - Cat on Hot Sand (II: 294) - Heron Spreads Its Wings (II: 294) - The Moon Rises Over the Lakes (II: 393) - Swallow Takes Flight (II: 638) - Moon on the Water (II: 638, 664) - Wood Grouse Dances (II: 638) - Ribbon in the Air (II: 638) - Stones Falling From Cliff (II: 638) - Lightning of Three Prongs (II: 638; VI: 64) - Leaf on the Breeze (II: 638) - Boar Rushes Down the Mountain (II: 638; VI: 64) - River Undercuts the Bank (II: 638; III: 651; VI: 64) - Swallow Rides the Air (II: 664) - Dove Takes Flight (II: 665) - Falling Leaf (II: 665; III: 651) - Kingfisher Takes a Silverback (II: 665) - Bundling Straw (II: 665) - Striking the Spark (II: 665) - Thistledown Floats on the Whirlwind (III: 418) - Folding the Fan (sheathing move) (III: 418) - Water Flows Downhill (III: 650) - The Wind and the Rain (III: 650) - Watered Silk (III: 651) - Boar Rushes Downhill (III: 651) - Stone Falls From the Mountain (III: 651) - Apple Blossoms in the Wind (for fighting against multiple opponents) (IV: 76) - Moon Rises Over Water (IV: 81) - Unfolding of the Fan (IV: 81; V: 113) - Stones Falling Down the Mountain (IV: 81) - Lizard in the Thornbush (IV: 192) - Whirlwind on the Mountain (IV: 550; V: 113) - the Wind Blows Over the Wall (V: 113) - Low Wind Rising (seated version) (V: 275) - Lion on the Hill (VI: 64) - Arc of the Moon (VI: 64) - Tower of the Morning (VI: 64) - Grapevine Twines (spiral around opponent's blade) (VI: 64) - The Falcon Stoops (VII: 53) - Creeper Embraces the Oak (VII: 53) - The Moon Rises Over the Lakes (VII: 53) - Wood Grouse Dances (VII: 53) - Folding the Fan (VII: 53) - Courtier Taps His Fan (VII: 53) - stance: Leopard in the Tree (prepare to draw) (VII: 328) - ready stance: hilt in both hands, turned slightly sideways, blade down and left foot forward (VII: 558) - Twisting the Wind (VII: 656) 59.0 FLORA AND FAUNA ~~~~~~~~~~~~~~~ 59.1 Herbal Remedies ~~~~~~~~~~~~~~~ - willowbark used for headache and fever. (I: 61; Ia: 72) - bags of willowbark and other medicines are kept by farmers (I: 64; Ia: 77) - flatwort and andilay root tea is used to treat fatigue, clear the head, and dim the burn in sore muscles. (I: 220; Ia: 261) - foxtail and marisin tea help you sleep without causing grogginess. (I: 234; Ia: 277) - ground ivy, five-finger and sunburst root are used in an ointment to heal bruises. (I: 484; Ia: 576) - Nynaeve's medicines (I: 483-484; Ia: 577) - Nynaeve's ointment seems to heal awfully quickly for an herbal preparation. (I: 484; Ia: 577) - a tea of rannel and sheepstongue root perks one up slightly, and has a terrible taste that lingers in the mouth all day. (II: 134) - worrynot and feverbane are used to treat fever. (III: 137) - corenroot helps make blood. (III: 437) - dogwort helps heal wounds. (III: 437) - sleepwell root clears a headache and makes you a little drowsy. (III: 450) - honey and sulphur used to treat a sore throat. (III: 490) - Herb: Forkroot (Mandrake?) (VII: 20) - white shavings of crimsonthorn root, it's sweet, a little kills pain, too much kills, but slowly. The drinker would remain conscious for hours, aware but unable to move. (VIII: 546) - Wisdoms teach others which herbs are safe, and which are not (VIII: 572) 59.2 Animals - Birds, Fish, Insects, Reptiles ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 59.2.1 Birds ~~~~~ - brightly plumed birds (VIII: 260) - gray-and-white birds (VIII: 93) - ivory carving of a bird with a beak as long as its body (VIII: 488) - long tailed red-and-green birds, in flocks (VIII: 89) - bird-of-delight (Seanchan) (bright plumage) (IV: 45) - black mountain eagle (Seanchan) (IV: 45) - black-wined mocker (bird) IV: 466) - blackbird (V: 281) - bluebacked quail (IV: 466) - bluefinch (Borderlands bird) (II: 132, III: 40) - chicken (I: 13, 52, 83, 580; Ia: 15, 62, 99, 690) - chicken (I: 583; Ia: 694) - crane (I: 583; Ia: 693; VIII: 413) - dove (IV: 286; VI: 574) - duck (III: 522; VIII: 466) - ducks (I: 583; Ia: 694) - duckhawk, gray body (VIII: 581) - duskswallow (fast bird) (V: 444) - eagle (VI: 576) - egret (IV: 211) - falcon with blue-tipped wings (VIII: 581) - finch (III: 229) - fisher-bird (II: 58) - goose (I: 8, 81; Ia: 9, 97; II: 447) - geese (I: 583; Ia: 694) - grasslark (III: 101) - graylarks are a borderland bird that returns before the robins (NS: 26) - green-headed finch (VI: 352) - green-striped sparrow (VI: 144) - greywing (songbird) (II: 366) - grouse (III: 533) - gull (IV: 213) - hawk (I: 61, 68, 379; Ia: 73, 81, 452; III: 442; VIII: 152) - hawks; hawks often hunt the edges of fire, looking for animals fleeing the flames, while they float on the thermals from the fire (VIII: 152) - hawks (I: 589; Ia: 701) - heron (I: 56; Ia: 66) - hummingbird (III: 552; V: 34; VIII: 86) - jackdaw IV: 107) - lark (I: 146; Ia: 175; III: 311; VI: 588) - loon (V: 103) - magpie (III: 217) - night heron (VI: 244) - nightbirds (VIII: 191) - nightingale IV: 286) - nighthawk (I: 61; Ia: 73) - nighthawk (I: 254; Ia: 301) - owl (I: 121; Ia: 144; VIII: 191) - partridge (IV: 103) - peacock (III: 449) - pheasant (I: 307; Ia: 364; VI: 31) - pigeon (I: 232; Ia: 275) - purple finch (IV: 659) - quail (I: 250; Ia: 297) - quail (V: 460; VI: 588) - raven (I: 6; Ia: 7) - ravens (I: 147; Ia: 176) - raven, in service to the Dark One (I: 21-22; Ia: 25) - ravens roost at night (I: 358; Ia: 427) - red-tailed hawk (VIII: 220) - redbeak (IV: 354) - redbird (has a crest) (III: 315; VIII: ???) - redcrest (bird) (III: 533) - Red-crested eagles in Borderlands (NS: 78) - redhawk (III: 228; VI: 344) - redtail (NS: 101) - redwing (V: 134) - redwinged jay (III: 40) - robin (VI: 621) - seagull (II: 426, 606) - snow eagle (II: 9) - speckled thrush (IV: 466) - stork (I: 10; Ia: 12; IV: 163) - swallow (II: 638; IV: 202) - swan (III: 224; VI: 556) - swift (III: 573) - thrush (IV: 354, 667) - vulture (I: 402; Ia: 479; IV: 166, 586, 799; V: 526; VIII: 15) - vultures in Black Hills (VIII: 15) - warbler (VI: 352) - winterfinch (V: 284) - wood grouse (II: 638) - woodpecker (II: 555; IV: 500) 59.2.2 Fish ~~~~ - carp (III: 616; V: 314) - delta perch (III: 160) - eel (III: 177; IV: 657; V: 343; VI: 588) - fangfish (NS: 142; III: 565; V: 405) - flatfish (III: 562; V: 650) - flying fish (VIII: 46) - grunter (edible, squealing fish) (III: 565; V: 596; VI: 493) - lionfish (III: 162; VIII: 380) - minnow (II: 235; IV: 656) - mudfish (inedible?) (III: 562) - mussel (VI: 599) - oyster (pearl) (III: 103) - pipefish (III: 568) - prickleback (stream fish) (II: 212; III: 40) - puff-fish (II: 56) - red-stripe (Illian fish) (III: 492) - redfish (III: 618) - shark (III: 162; IV: 839) - silverback (II: 665) - silverpike (III: 162) - silversides (III: 566) - sturgeon (III: 265) - tiny green and silver fish (VIII: 174) - trout (III: 40; V: 318) 59.2.3 Insects ~~~~~~~ - ant (I: 335; Ia: 399; II: 28) - bee (II: 235) - bumblebee (I: 602; Ia: 717) - beetle (I: 171; Ia: 204; II: 464; IV: 213; VI: 481; VIII: 466) - beetles (I: 602; Ia: 716) - biteme (I: 123; Ia: 146) - biteme (I: 129; Ia: 153) - biteme (BITE-me) small. almost invisible biting insect (I: 660; Ia: 786) - blacktongue (killer sheep parasite) (III: 604) - bluefly (bites) (IV: 882; VI: 498) - butterfly (I: 621; Ia: 740; II: 235; III: 311) - cricket (III: 313; V: 385) - cutworm (tabac? field parasite) (I: 34; Ia: 40) - earthworm (I: 62; Ia: 74) - firefly (III: 359) - flea (V: 555) - fly (I: 123; Ia: 146; II: 183) - gnat (V: 628) - grasshopper (III: 604) - hornet (I: 192; Ia: 229; III: 98) - horsefly (V: 545) - hullworm (III: 366) - hundredarms (lives in Waterwood pond (I: 249; Ia: 296) - lacewing (waterbug?) (II: 235) - leech (IV: 778) - lice (VI: 128) - locust (II: 491; VI: 104) - maggot (V: 65) - moth (II: 244; IV: 842) - redspot (killer tabac parasite) (III: 604) - roach (IV: 213) - scorpion (V: 94) - slug (I: 638; Ia: 760; III: 260) - spider (II: 126) - termite (VI: 314) - wasp (V: 449) - whiteworm (cabbage parasite) (IV: 165) - worm (I: 171; Ia: 204) - worm (II: 495; III: 201; VI: 621) - worm (I: 638; Ia: 760) - yellowfly (Aiel - bite can be deadly) (VI: 287) 59.2.4 Mammals ~~~~~~~ - bear (I: 2, 82; Ia: 3, 98; II: 607; VI: 506) - badger (I: 11; Ia: 13; II: 156) - bat (I: 123; Ia: 146) - bear, black (I: 423; Ia: 504) - black ferret (Aiel) (V: 263) - capar (Aiel - boar-like beast) (V: 185) - cat (I: 16; Ia: 19) - cats seem to know women could channel (VIII: 268-269) - cattle (I: 2; Ia: 2) - shaggy cattle (I: 583; Ia: 694) - chipmunk (IV: 463) - deer (I: 343; Ia: 408) - deer (II: 247; III: 628) - Dhurrans are massive horses used for hauling (I: 48; Ia: 57) - dog, hound(I: 6; Ia: 6, 69) - dog (I: 190; Ia: 226) - dogs (I: 589; Ia: 701) - dogs seemed to know women could channel... (VIII: 268-269) - dolphin (IV: 328) - donkey (I: 323; Ia: 384) - ferret (IV: 639) - field mouse (I: 121; Ia: 144; III: 180) - field mice (I: 343; Ia: 408) - fox (I: 58, 83, 118; Ia: 69, 98, 141) - fox (I: 359; Ia: 428) - goat (I: 284; Ia: 337) - goats (I: 379; Ia: 452) - goat (II: 188; VIII: 478) - goat (I: 633; Ia: 755) - grey-nosed hare (Aiel) (VI: 609) - ground squirrel (VI: 385) - hare (I: 58; Ia: 69) - hedgehog (III: 625; IV: 157) - horse (I: 2; Ia: 2) - pressing left leg against side of war trained horse makes him turn left (VIII: 423) - war trained stallion (I: 574; Ia: 684) - Nashan draft horse - a big horse. (VI: 564) - horse (I: 323; Ia: 384) - horses (I: 589; Ia: 701) - hound (I: 58; Ia: 69) - leopard (IV: 53, 874; V: 453; VI: 369; VIII: 15) - leopards in Black Hills (VIII: 15) - lion (II: 122) - mastiff (I: 307; Ia: 365) - mouse (I: 61; Ia: 73) - mice (I: 165; Ia: 197) - mule (IV: 794) - ox (I: 323; Ia: 384; II: 611; IV: 645) - pig (I: 400; Ia: 477) - pig (I: 441; Ia: 525) - pigs (I: 583; Ia: 694) - porcupine (III: 413) - rabbit (I: 59, 68; Ia: 70, 81) - rabbit (I: 281, 284; Ia: 334, 337) - rabbits (I: 307; Ia: 364) - rabbit (I: 361; Ia: 430) - rams (I: 379; Ia: 452) - rat (I: 172; Ia: 205) - ridgecat (Aiel) (III: 456,IV: 298) - sheep (I: 2; Ia: 2) - snow fox (IV: 317) - sorda (Aiel - vile and nasty rat) (V: 92) - squirrel (I: 2; Ia: 2; 555; V: 296) - squirrel (I: 284; Ia: 337) - squirrels (I: 307; Ia: 364) - s'redit (Seanchan - elephant) (V: 185) - weasel (III: 285; IV: 69, 617) - whale (VIII: 46) - wild ox (I: 343; Ia: 408) - wolf (I: 2; Ia: 2) - wolves (I: 286; Ia: 340) 59.2.5 Reptiles ~~~~~~~~ - adder (I: 428; Ia: 510) - blacklance (snake) (IV: 188) - bloodsnake (Aiel - thick as an arm, 3 paces long, bite kills in 3 min) (V: 274; VI: 262) - blue-back (turtle) (VI: 344) - frog (III: 313) - gara (Aiel) (poisonous lizard) (IV: 792) - green basker (turtle) (VI: 344) - lizard (I: 602; Ia: 716) - mountain king (Aiel) (poisonous snake) (IV: 856) - red adder (V: 585; VIII: 370) - scarlet adder (II: 68) - scarlet puffer (looks like red adder, but not poisonous) (VI: 261) - stinkadder (Aiel) (V: 60) - two-step (Aiel) (deadly snake) (IV: 792) - viper (I: 36; Ia: 43; IV: 69) - toad (I: 172; Ia: 205; II: 458) 59.2.6 Special ~~~~~~~ - blindworm (Aiel) (V: 127) - rodehen (Aiel) (V: 263) 59.3 Plants ~~~~~~ - acorn (I: 621; Ia: 740) - acorn (I: 441; Ia: 525) - alder (I: 276; Ia: 329) - andilay (I: 220; Ia: 261; III: 561) - apple trees (in Two Rivers) (I: 36; Ia: 43) - apple tree (I: 624; Ia: 743) - apple (I: 432; Ia: 514) - apples (I: 338; Ia: 402) - apple (I: 567; Ia: 675) - apricot (I: 585; Ia: 697) - ash (I: 264; Ia: 314; IV: 660) - ash (tree) (I: 276; Ia: 329) - ash (tree) (I: 309; Ia: 367) - ash (tree) (I: 266; Ia: 316) - ash used for axles (I: 65; Ia: 78) - barley (III: 433) - bay (IV: 660) - beans (I: 54; Ia: 64; IV: 492) - beets (I: 54, 340; Ia: 64, 405; IV: 292) - bellfruit (I: 567; Ia: 675; IV 620) - berries (I: 339; Ia: 403) - black elder (II: 554) - blackthorn bush (white flowers) (II: 208) - blackwasp nettle (stings and prickles) (IV: 107) - blackwood (IV: 763; VIII: 141, 530) - blue fir (VIII: 18) - blueberries (VIII: 227) - bluespine (Aiel) (V: 101) - bluewort (III: 560) - boneknit (III: 561) - briar (IV: 250; VIII: 274) - brambles (I: 2; Ia: 2) - broomweed (tiny yellow flowers) (V: 152) - burningleaf (II: 519) - butterpea (III: 217) - cabbage (I: 54; Ia: 64; II: 451; V: 163)) - calma (red or white) (IV: 281) - carrot (II: 451) - catfern (V: 209) - cedar (I: 275; Ia: 327) - cedar (I: 277; Ia: 329) - chainleaf (III: 560) - chives (V: 385) - chokevine (IV: 467) - cloudberry bush (III: 315) - cockleburr (V: 554) - corenroot (III: 437) - corpse moss (Aiel, lives in caves) (IV: 96) - creepers (I: 222; Ia: 264) - crimsonthorn root (VIII: 546) - daisies (VIII: 274) - dara lily (V: 386) - deathshead mushroom (I: 631; Ia: 751) - dogfennel (V: 378) - dogweed (IV: 144; V: 378) - dogwood (III: 437) - duckberry (sour) (V: 450) - elder (I: 147; Ia: 175) - Emond's Glory (purple) (I: 507; Ia: 605) - evergreens (I: 275; Ia: 327) - evergreens (I: 264, 266; Ia: 314, 316) - feathertop (weed) (IV: 467) - ferris (V: 385) - feverbane (III: 137) - fig (I: 501; Ia: 598; III: 193) - fir (I: 9; Ia: 10; VIII: 141) - fir(I: 147; Ia: 175) - firs (I: 264, 266; Ia: 314, 316) - five-finger (I: 484; Ia: 576) - flatwort (I: 220; Ia: 261; III: 561) - flax (IV: 74) - forkroot (Mandrake?) (V: 154, 166; VII: 20; VIII: 489) - foxtail (I: 234; Ia: 277) - gheadin blossom (III: 561) - giantsbroom (II: 236) - goatflower (blue) (III: 561) - goldenthorn (found hundreds of miles south of Tar Valon) (VIII: 505) - gooseberry (green) (III: 309) - green feath dusters as tall as men (Ferns or aloe ?) (VIII: 87) - greenwood (II: 196; III: 33) - grey fennel (poison) (II: 346) - grape (blue) (V: 219) - ground ivy (as in crushed?) (I: 484; Ia: 576) - gourd (V: 99) - hardgum (I: 276; Ia: 329) - hazelnut (I: 621; Ia: 740) - heartsblush (small red flowers) (IV: 534; VIII: 274) - healall (III: 437; V: 217) - hemlock (I: 277; Ia: 329; IV: 660) - hemp (III: 360) - henpea (I: 166; Ia: 198) - hensfoot (weed) (IV: 292) - hickory, hickory nuts (II: 501; IV: 358) - honeypea (V: 151) - honeyrose (II: 487) - horseradish (III: 317) - ironwood (V: 294) - itch oak (II: 519) - itchweed (V: 319) - jumpup (pink flowers) (III: 101) - jute (IV: 369, 617) - kaf (Seanchan) (II: 332) - kardon (Aiel cactus fruit) (IV: 812) - knifegrass (IV: 51) - laurel (I: 147; Ia: 175) - leatherleaf (an evergreen) (I: 139; Ia: 166; VIII: 18, 141, 157, 346, 448) - leatherleaf (I: 277; Ia: 329) - leatherleaf (I: 147; Ia: 175) - leatherleaf (I: 148; Ia: 177) - leatherleafs have broad thick tough leaves (I: 152; Ia: 181) - lentil (IV: 484) - lichen (I: 631; Ia: 751) - lilypad (III: 538) - loveapples (Aiel) (IV: 585) - loversknot (crimson) (I: 651; Ia: 775) - maiden's hope (white flowers) (III: 101) - maidenhair (IV: 358) - marshwhite (bitter taste) (III: 560) - marisin (I: 234; Ia: 277) - mavinsleaf (V: 209) - melon (II: 591) - morningdrop (Aiel) (V: 277) - morningstar (white) (I: 624; Ia: 743; II: 83) - morningstars (I: 651; Ia: 775) - morningstars (White) (I:642; Ia: 766) - moss (I: 282; Ia: 336) - mountain holly (III: 33) - mountain willow (IV: 459) - mustard (III: 217) - needleburr (Aiel) (IV: 561) - nettles (I: 2; Ia: 2; V: 347; VIII: 274) - nettles (I: 631; Ia: 751) - stinging nettles (I: 147; Ia: 175) - nightwood (III: 157) - nuts (I: 339; Ia: 403) - oak, stove oak, scrub oak, (I: 9; Ia: 11; II: 176, 188, 501; IV: 660; VIII: 18, 141, 346, 448) - oak (Two Rivers) (I: 9; Ia: 11) - oak (I: 309; Ia: 367) - oak (I: 283; Ia: 336) - oak for a long burning fire (I: 54; Ia: 64) - oat (I: 48, 53; Ia: 57, 63; III: 333; IV: 297) - olive (III: 350) - olive groves in Ebou Dar (VIII: 99, 456) - onion (I: 590; Ia: 702; II: 168) - oxeye (yellow flower) (IV: 281) - paperbark (II: 501) - pea (I: 54, 399; Ia: 64, 475) - pear (yellow, red) (III: 147; V: 219, 410) - pear (I: 567; Ia: 675) - pecan (III: 302) - pecara (pale, wrinkled nuts) (V: 62) - persimmon (IV: 724) - pine (I: 54; Ia: 64; II: 443, 501; IV: 40; VIII: 346, 141, 157, 448) - pine (I: 147; Ia: 175) - pine makes a quick hot flame (I: 54; Ia: 64) - plum (I: 585; Ia: 697; V: 477) - potato (I: 390; Ia: 465) - radish (V: 151) - rannel (II: 134) - red daisy (V: 184) - redbell (II: 59) - redberry (IV: 491) - redcockleburr (found hundreds of miles south of Tar Valon) (VIII: 505) - redoil tree (IV: 667) - redwort (V: 504) - reed (III: 177) - rose (I: 507; Ia: 605; II: 612; VIII: 274) - rosewood (III: 123) - Queen's Crowns mushrooms (edible) (I: 282; Ia: 335) - sawleaf (weed) (IV: 467) - scatterhead (dandelion) (V: 379) - segade (Aiel - fat, leafless, leathery, spiny, with large white blossoms) (V: 98) - shadowshand mushrooms (grow on fallen logs) (I: 264; Ia: 314) - sheepstongue root (II: 134; III: 561; V: 184) - sleepwell root (III: 450) - silverbell (II: 502) - silverleaf (Aiel) (IV: 559) - snowberry (tiny white blossoms) (III: 422) - snowcap (VIII: 274) - snowdrop blossom (II: 86) - sourgum (IV: 491; VIII: 141, 346) - spice arrath (sweet) (III: 527) - spicewood (I: 147; Ia: 175; IV: 354) - squash (IV: 805) - starblaze (crimson) (I: 507; Ia: 605; VIII: 274) - stingwood (sea plant?) (III: 563) - stinkweed (leaves a rank smell on whatever crushes it) (I: 2; Ia: 2) - stinkweed (I: 631; Ia: 751) - stinkweed (I: 147; Ia: 176) - strawberry (V: 219) - sugarberry (tiny white blossoms) (III: 422; IV: 811) - sunburst, sunburst root, golden sunburst (I: 484, 507; Ia: 576, 605; IV: 275; VIII: 274) - sunflower (III: 534) - sweetbean (III: 122; V: 385) - sweetberry (I: 20; Ia: 24) - sweetberry bush (I: 20, 624; Ia: 24, 744; IV: 667) - sweetroot (Aiel) (V: 277) - tallowend (tiny and pink) (I: 507; Ia: 605) - thistle (IV: 71) - coarse thistle(I: 147; Ia: 175) - threadleaf (weed) (IV: 292) - three-needle pine (VIII: 18) - timsin root (Aiel) (IV: 559) - t'mat (tomato) (Aiel) (IV: 885) - trees with narrow fronds at the top (Palm trees?) (VIII: 87) - trueheart (yellow flower) (II: 517) - turnip (I: 166; Ia: 198; II: 168) - vines (I: 222; Ia: 264) - waterlily (III: 538) - wateroak (III: 429) - white fennel (III: 561) - whitewood (III: 442) - wild tuber (I: 282; Ia: 335) - wildrose (pink) (I: 624; Ia: 743) - willow (I: 8; Ia: 9; IV: 870) - willow (I: 642; Ia: 765) - willows (I: 264; Ia: 314) - winterberry tree (has prickly leaves) (VIII: 225) - white henpepper (V: 164) - white oak (IV: 358) - worrynot (III: 137) - yellowbell (I: 624; Ia: 743) - zemai (corn) (Aiel) (IV: 885) - Seiera - a flower, called blue-eye around Baerlon, grow in spring (VII: 531) - yellowish reedy plants (VII: 575) - vines with red-striped leaves (VII: 575) - wildrose (I: 652; Ia: 777) 59.3.1 Unusual Plants ~~~~~~~~~~~~~~ - Avendesora is not at the Eye (I: 624-625; Ia: 744) - Avendesora; it's said it makes no seed (I: 73; Ia: 87) - the Aiel gave Cairhien a sapling of Avendesora called Avendoraldera (I: 73; Ia: 87) - Cairhien had peace with the Aiel for five hundred years while Avendoraldera (the sappling of Avendesora) (I: 73; Ia: 87) - blood was the price for cutting down Avendoraldera (the sappling of Avendesora) (I: 73; Ia: 87) - Avendoraldera was cut down because of Laman's pride (I: 73; Ia: 87) - Avendesora is also called the Tree of Life (I: 73; Ia: 87) - the Tree of Life is supposed to have all sorts of miraculous qualities (I: 73; Ia: 87) - none of the stories mention saplings of Avendesora (I: 73; Ia: 87) - Avendesora is said to belong to the Green Man (I: 73; Ia: 87) - Avendesora -- Ah-vehn-de-SO-rah (I: 660; Ia: 785) - Avendesora -- Old Tongue - Tree of Life (I: 660; Ia: 785) - Avendesora has trefoil leaves (I: 559; Ia: 665) - Ogier know of Aiel and Avendesora (I: 465; Ia: 551) 60.0 PROPHECIES ~~~~~~~~~~ - Foretelling leaves the Aes Sedai trembling and gasping for breath. (VII: 26) - Foretelling is unpredictable (VII: 39) - Foretelling is a Major Talent (VII: 181) - children of Maidens are treasured, for it is prophesied that a child born of a Maiden will unite the clans and return the Aiel to the greatness they knew during the Age of Legends (I: 663; Ia: 790) - the last False Dragon could not channel and had been captured by soldiers (I: 325; Ia: 387) - Logain named his followers 'People of the Dragon' (I: 158; Ia: 188) 60.2 Foretelling ~~~~~~~~~~~ - Foretelling the future. (I: 457; Ia: 543) - Elaida's Foretelling is vague. (I: 514; Ia: 614) - Elaida has a brief Foretelling when she sees Rand. (I: 514; Ia: 614) - This I Foretell: From this day Andor marches toward pain and division. The Shadow has yet to darken to its blackest, and I cannot see if the Light will come after. Where the world has wept one tear, it will weep thousands. (I: 514; Ia: 614) - Pain and division come to the whole world, and this man stands at the heart of it. (I: 514; Ia: 614) - Fortelling: Royal House of Andor held the key to winning the Last Battle (VII: 20) - "The White Tower will be whole again, except for remnants cast out and scorned, whole and stronger than ever. Rand al'Thor will face the Amyrlin Seat and know her anger. The Black Tower will be rent in blood and fire, and sisters will walk its grounds. This I Foretell." (VII: 26) 60.2 Jendai Prophecies ~~~~~~~~~~~~~~~~~ - Sea folk have the Jendai Prophecy, about the Coramoor (VII: 532) - the Jendai Prophecy says that the Coramoor will bring the Atha'an Miere glory, and that all the sea of the world will be theirs, but the Coramoor must seal the Bargain with the Atha'an Miere (VII: 538) 60.3 Prophecies of the Dragon ~~~~~~~~~~~~~~~~~~~~~~~~ - From book, The Breaking of the World: And the Shadow fell across the Land, and the World was riven stone from stone. The oceans fled, and the mountains were swallowed up, and the nations were scattered to the eight corners of the World. The moon was as blood, and he sun was as ashes. The seas boiled, and the living envied the dead. All was shattered, and all but memory lost, and one memory above all others, of him who brought the Shadow and the Breaking of the World. And him they named Dragon (I: xv; Ia: xv) - Prophesies of the Dragon, from The Cycle of the Dragon: And it came to pass in those days, as it had come before and would come again, that the Dark lay heavy on the land and weighed down the hearts of men, and the green things failed, and hope died. And men cried out to the Creator, saying, O Light of the Heavens, Light of the World, let the Promised One be born of the mountain, according to the prophecies, as he was in ages past, and will be in ages to come. Let the Prince fo the Morning sing to the land that green things will grow and the valleys give forth lambs. Let the arm of the Lord of the Dawn shelter us from the Dark, and the great sword of justice defend us. Let the Dragon ride again on the winds of time.(I: xv; Ia: xv) - by the prophecies (?); when the Dragon is reborn, your worst nightmares will seem your fondest dreams (I: 30; Ia: 35) - the world would end, so some said, when the real Dragon was born again (I: 30; Ia: 35) - "the Dragon may have started it [the Breaking], but it was the the Aes Sedai who broke it" (I: 33; Ia: 39) - the Dragon would be reborn in mankind's greatest hour of need, and save us all (I: 33; Ia: 39) - Tear is mentioned in the Karaethon Cycle, part of the Prophesies of the Dragon (I: 158; Ia: 189) - One of the prophesies say that the Stone of Tear will never fall until the People of the Dragon come to the Stone (I: 158; Ia: 189) - Another says that the Stone will never fall till the Sword That Cannot Be Touched is wielded by the Dragons hand (I: 159; Ia: 189) - the fall of the Stone will be one of the major proofs that the Dragon has been reborn (I: 159; Ia: 189) - the Dragon is one with the land, and the land is one with the Dragon (I: 442; Ia: 526) - false Dragons: men who claim to be the Dragon Reborn, none of them were able to fulfill any of the prophecies (I: 662; Ia: 788-789) - Dragon Reborn: according to prophecy and legend the Dragon will be born again, at mankind's greatest hour of need to save the world (I: 662; Ia: 789) - most people do not look forward to the rebirth of the Dragon (I: 662; Ia: 789) - the prophecies say the Dragon will bring a new Breaking to the world (I: 662; Ia: 789) - There can be no health in use, nor any good thing grow, for the land is one with the Dragon Reborn, and he one with the land. Soul of fire, heart of stone, in pride he conquers, forcing the proud to yield. He calls upon the mountains to kneel, and the seas to give way, and the very skies to bow. Pray that the heart of stone remembers tears, and the soul of fire, love. (VII: ix) - As the plow breaks the earth shall he break the lives of men, and all that was shall be consumed in the fire of his eyes. The trumpets of war shall sound at his footsteps, the ravens feed at his voice, and he shall wear a crown of swords. (VII: 324) - Master of the Lightning, rider on the storm, wearer of a crown of swords, spinner-out of fate. Who thinks he turns the Wheel of Time, may learn the truth too late. (VII: 665) PART II: UNUSUAL ABILITIES AND OBJECTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 61.0 THE ONE POWER AND CHANNELING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - using a staff as a focus for a weave (I: 225; Ia: 268) - the age a [woman] channeler first uses the One Power always comes young (I: 269; Ia: 320) - protection (from the Dark One) extends around someone who can channel and provides protection to others (I: 539; Ia: 642) - the greatest wonders of the Age of Legends were made by men and women channeling together (I: 627; Ia: 747) - women cannot teach men to channel and vise-versa (I: 645; Ia: 768) - the ancient symbol of Aes Sedai (I: 647; Ia: 771) - focuses are sometimes used to aid channeling (I: 657; Ia: 782) - strength in Spirit is found equally in men and women (I: 663; Ia: 791) - strength in Earth and/or Fire is much more often in men (I: 663; Ia: 791) - strength in Water and/or Wind is found much more often in women (I: 663; Ia: 791) - there are exceptions to the strength in Earth/Fire Water/Wind observations (I: 663; Ia: 791) - since the Time of Madness, no man has been able to channel without eventually going mad (I: 666; Ia: 794) - even if a man survives to learn control of the Power and the madness, he will die from a wasting sickness which causes the sufferer to rot alive (I: 666; Ia: 794-795) - the sickness and the madness is caused by the Dark One's taint on saidin (I: 666; Ia: 795) - saidar -- sah-ih-DAHR (I: 667; Ia: 795) - saidin -- sah-ih-DEEN (I: 667; Ia: 795) - the True Source is the driving force of the universe (I: 668; Ia: 798) - the True Source turns the Wheel of Time (I: 668; Ia: 798) - the True Source is divided into a male half (saidin) and a female half (saidar) (I: 668; Ia: 798) - the two halves of the True Source work with and against each other at the same time (I: 668; Ia: 798) - only a man can draw on saidin (I: 668; Ia: 798) - only a woman can draw on saidar (I: 668; Ia: 798) - women cannot teach men to channel and vise-versa (I: 645; Ia: 768) - the Bore was sealed over, but the Dark One's taint settled on Saidin. (NS: 5) - due to the taint, eventually every male Aes Sedai went mad & broke the world (NS: 5-6) - taint gives madness, destruction and death (NS: 6) - respect, caution, awe or fear are all good reasons for a king to step aside for an Aes Sedai (NS: 18) - thin flows of Air can be sensed by a weak Aes Sedai at thirty paces (NS: 44) - close to 200 is not young even for Aes Sedai (NS: 65) - a man does not begin to channel until 16; more often, up to 10 years later (average of 20?) (NS: 144) - Saidin is the male half of the True Source, and saidar the female half, they work against and at the same time with each other to provide force. (I: 140-141; Ia: 168) - Saidin is tainted by touch of Dark One, like water with a slick of oil on the top of it. Only Saidar can safely be used. (I: 141; Ia: 168) - the One Power comes from the True Source, the driving force of Creation, and the force the Creator made to turn the Wheel of Time. (I: 140; Ia: 169) - Channeling can be compared to a waterwheel driven by a river, with the Channeler the waterwheel and the True Source the river, it cannot be used up. (I: 141; Ia: 169) - only a few can learn to touch the True Source and Channel the One Power, to a greater or lesser degree. (I: 141; Ia: 169) - there are a very few who are born with the ability to touch the True Source whether they wish it or not, though even they require teaching to fully use their gift. (I: 141; Ia: 169) - a trained Aes Sedai will sense the ability to Channel or the nearness of the change in one able to touch True Source. (I: 142; Ia: 170) - most have to study at Tar Valon for months before able to do something as minor as make a light flicker in a stone. (I: 143; Ia: 171) - there are Five Powers - Earth, Wind, Fire, Water and Spirit. Men are stronger in Fire and Earth, women in Water and Wind. (I: 152; Ia: 181) - Channeling the One Power helps protect one from the Dark One's creatures. (I: 199; Ia: 236) - only a living mind can wield the One Power (I: 229; Ia: 272) - an Aes Sedai knows if a woman can touch the True Source and channel the One Power, even if only now and then, when she is near them (I: 268; Ia: 319) - the age a [woman] channeler first uses the One Power always comes young (I: 269; Ia: 320) - many believe that the One Power is a filthy thing (I: 348; Ia: 414) - the greatest wonders of the Age of Legends were made by men and women channeling together (I: 627; Ia: 747) - all the women in the world would not be able to fill one spoon with the One Power (I: 627; Ia: 747) - use of the One Power requires control over one's emotions. (I: 349; Ia: 415) - a Channeler cannot use the One Power within a stedding, and can't even feel it. This loss usually gives them the shakes. (I: 363; Ia: 433) - One Power protects Nynaeve from illness??? (I: 531; Ia: 633) - even the simplest matters and uses of the One Power are dangerous to the untrained and those around them. (I: 612; Ia: 729) - Nynaeve and Egwene can feel Moiraine Channeling, although they cannot yet see the glow surrounding her. (I: 616; Ia: 733) - channel: (1) (verb) to control the flow of the One Power (2) (noun) the act of controlling the flow of the One Power (I: 661; Ia: 787) - there are threads to the One Power (I: 663; Ia: 790) - channelers can usually control some threads better than others (I: 663; Ia: 790) - the threads are named according to the things that can be done using them (I: 663; Ia: 790) - the threads are also called the Five Powers (I: 663; Ia: 790) - the Five Powers are: Earth, Air, Fire, Water, and Spirit (I: 663; Ia: 790) - any channeler will have greater strength with one, or possibly two of the powers, and lesser strength in the others (I: 663; Ia: 790) - few have strenth in three of the powers (I: 663; Ia: 790) - since the Age of Legends, none have had great strength in all five (I: 663; Ia: 790) - even during the Age of Legends, strength in all five was rare (I: 663; Ia: 790) - degree of strength can vary greatly between individuals (I: 663; Ia: 790) - certain effects requires ability (not neccessarily much strength) in more than one of the Five Powers (I: 663; Ia: 790-791) - the One Power is the power drawn from the True Source (I: 666; Ia: 794) - the vast majority of people are unable to learn to channel the One Power (I: 666; Ia: 794) - a very small number can learn to channel (I: 666; Ia: 794) - an even smaller number have the ability inborn (I: 666; Ia: 794) - those with it inborn have no need to be taught; they will touch the True Source and channel the Power whether they want to or not, sometimes without even realizing it (I: 666; Ia: 794) - the inborn ability usually manifests in late adolescence or early adulthood (I: 666; Ia: 794) - if control over the inborn ability is not taught, or self-learned, death is certain (I: 666; Ia: 794) - learning to control the Power with out a teacher is extremely difficult, with a success rate of one out of four surviving (I: 666; Ia: 794) - since the Time of Madness, no man has been able to channel without eventually going mad (I: 666; Ia: 794) - the One Power was used as a weapon during the War of Power (I: 669; Ia: 799) - Aes Sedai are human, no different from any other except for the ability to touch the One Power... becoming an Aes Sedai does not change who they are (I: 153; Ia: 182) - the more you try to touch the True Source, and the more you try to Channel, the easier it becomes to do. (II: 206) - Channeling the Source cannot be forced for women, they just lose hold of it. To control the Power, a woman must surrender to it. (II: 208) - if a Channeler draws in more of the Power than she can safely handle, she can kill herself, or burn out her ability. (II: 209-210) - in the beginning of training, a Channeler cannot handle much of the Power, but as she trains, the amount she can handle grows. (II: 210) - during the training session with Suian, on the way from Shienar to the Tower, Egwene momentarily sees the glow around Suian while she is Channeling. (II: 276) - it's a risk to use the Power too often and too freely, because the sensation is so enjoyable that the Channeler might try and Channel more of the Power than she's learned to handle. (II: 276) - a fully-trained Sister could not be shielded by one person, and the stronger she is, the more Aes Sedai it would take to shield her. (II: 277) - when a person is shielded, she can feel the source, but she cannot touch it. (II: 277) - maintaining a simple weave is easy enough for a trained Channeler that she can forget she's maintaining the weave. (II: 278) - a man and woman linked together to Channel are ten times as strong as they are individually. (II: 456) - desc of the feeling of drawing lots of Power (II: 588) - the ability to Channel is a weakness that allows the Channeler to be forced to the Dark through thirteen Dreadlords and thirteen Myrddraal. (III: 255) - this weakness is not widely-known to any but full Aes Sedai, as it would naturally make people a little paranoid. (III: 255) - a woman cannot see her own glow when she is filled with the Power. (III: 262) - Egwene spontaneously figures out how to manage two flows around the time she's made Accepted, doesn't feel it is difficult at all. (III: 303) - Egwene is able to tie off three separate weaves she's maintaining. (III: 643) - Nynaeve can't even see the glow around Egwene when she's not angry. (IV: 117) - Egwene could never have split her Channeling into as many and as diverse flows as Rand did. (IV: 150-151) - maintaining two flows is more than twice as hard as maintaining one of the same magnitude. Three is much more than two times as hard as two flows. (IV: 151) - to touch saidar, one must surrender to it. (IV: 152) - saidin must be fought against and controlled. (IV: 152) - Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334) - the fatigue caused by Channeling is not like other tiredness - it cannot be Healed completely when it's severe. (IV: 367) - Egwene finally sense the Channeling potential in another woman. (IV: 378) - Elayne can barely sense the True Source while she is drunk. (IV: 651) - a Channeler would only notice someone embracing saidar in her immediate vicinity. Channeling a small amount of that Power would alert any Channeler with 100 paces. (IV: 747) - Elayne can handle three or four weaves at the same time, only Nynaeve and Egwene are strong enough to match her in this? (IV: 902) - Channeling fatigues the Channeler. (IV: 913) - touching saidar is like an embrace, touching saidin is like a war without mercy. (V: 66) - a man can only dimly feel another man channeling, and doesn't "see" anything. (V: 75) - a woman doesn't see the glow of saidar around herself. (V: 103) - it is difficult for a person of one gender to learn to counteract the Channeling of the opposite gender, as he/she can't see the flows. (V: 125) - extensive channeling wearies Rand significantly, to the point where working with the Power at all becomes a serious strain. (V: 492) - Rand can trace the residue of a weave in Cairhien back to Sammael in Illian. (V: 495) - channeling while the body is exhausted can kill, or gentle/still the channeler. (V: 514) - you have to be able to see something or know exactly where it is in relation to yourself to channel at it. (V: 665) - Morgase's ability in the One Power is so small, she cannot manage to touch the Source more than 1 in 50 times, and when she does, she can only actually channel a dribble of the One Power 1 in 20 tries. (VI: 49) - desc of the differences between saidin and saidar (VI: 90) - you need to see to weave flows of the One Power. (VI: 237) - channeling saidar for an hour is enough to weary someone who's had a full night's sleep. (VI: 256) - you cannot identify flows of the Power without seeing them. (VI: 363) - Rand grasps saidin to augment his vision, because the senses are enhanced when in contact with the Source. (VI: 373) - Rand loses both his breath and his grasp on saidin when he gets thrown to the ground. (VI: 374) - cutting off someone's active link to the Source is a lot more difficult than shielding them before they've touched it. (VI: 391) - the Yellows, curious and excited over Nynaeve's trick, keep her demonstrating it until she's too exhausted to channel. (VI: 428) - when a woman first begins to channel, it requires testing to determine her potential strength. (VI: 468) - few Aes Sedai could divide a flow four ways, as Egwene can. (VI: 449) - working flows of the One Power directly around yourself takes care, because you cannot see the flows clearly. (VI: 449) - difficult to determine if a girl can channel if she's as young as 12. (VI: 495) 61.1 Ageing and Channelers ~~~~~~~~~~~~~~~~~~~~ - other references to the appearance of age (or agelessness) in Channelers: NS: 39 I: 22; Ia: 26 II:19, 425, 565, 572, 409 III: 55 IVb: 16, 300, 284-285, 259, 262, 217, 234, 346, 84, 535, 32 V: 64, 99; VI: 25-26, 556 VII: 60, 159, 383, 408, 623 - five years after the Oaths are taken, and Aes Sedai normally gains the Ageless features (NS: 39) - Aes Sedai do not refer to their ages, or to that of other Aes Sedai, the contemplation of how old they are may disturb some Aes Sedai (NS: 57-58) - a man does not begin to channel until 16; more often, up to 10 years later (average of 20?) (NS: 144) - close to 200 is not young even for Aes Sedai (NS: 65) - description of agelessness: At least, he could put any age to her at all. At first he thought she was young... but the longer he looked the more he thought she was older than that. There was a maturity about her large, dark eyes, a hint of knowing that no one could have gotten young. (I: 22; Ia: 26) - women who work with the One Power are not touched by time in the same way as other women. (IV: 18) - Aes Sedai lived a long, long time in the Age of Legends. (IV: 428) - even in relation to other Aes Sedai, an Aes Sedai's age might be very hard to determine. (A woman may look older or younger than she might compared to another Aes Sedai of the same age.) (VI: 475) - agelessness appearance usually takes longer to fade than it did with Leane and Suian. (IV: 781) - an Aes Sedai usually loses fifteen years or more from her appearance after being stilled. (IV: 781) - the Channeling Wise One Amys looks younger than she should, but not ageless like a Aes Sedai. (IV: 809) - Moghedien was 200 years old when she was sealed in the Dark One's prison, still young for an Aes Sedai of the Age of Legends. (IV: 909) - there are written accounts that hint at the age-reducing effect of stilling. (V: 318) - Verin is well over 70 years old. (VI: 207) - there was a Wise One who's rumored age was almost 300 years old, although she looked only middle-aged. She could channel strongly. (VI: 262) - asking an Aes Sedai's age is considered incredibly rude. (VI: 266) - Verin may have been an Aes Sedai as long as 80-90 years? (VI: 549) - Leane and Suian's appearance changes considerably after they have been stilled. - ageless look is hard to put an age to, between twenty and forty, with or without graying hair (VII: 60) - Side effect of being stilled, loss of age? (VII: 157) - the slowing (VII: 383) - slowing starts between 20 and 25 (VII: 408) - Aes Sedai of ninty years (VII: 623) 61.2 Linking (Channeling) ~~~~~~~~~~~~~~~~~~~~ - linking with other Aes Sedai to use the One Power is tiring. (II: 102) - a man and woman linked together to Channel are ten times as strong as they are individually. (II: 456) - the girls see the halos around each Aes Sedai meld together as they join their flows and link to Heal Mat. (III: 210) - the glows around Aes Sedai merge when they link. (VI: 159) - Alanna and Verin try to link. (VI: 211) - to link, you must first open yourself to it. You embrace the Source, but hold yourself at the point of embracing, the brink of surrendering. Most find it relatively simple to achieve this state. The woman in control of the link joins to bring the flow from you and join it to the whole. (VI: 254) - while linked, a woman can sense others' emotions as if they were her own, and she feels really close to the others, as if one flesh. (VI: 254) - even though Nynaeve stops being angry while linked, her flow continues, as it's controlled by another. (VI: 254) - only the woman in control of the link can dissolve it? (VI: 254) - linking takes some women funny the first time. (VI: 255) - even though another controls the link, everyone contributing to the link will be wearied by the channeling, depending on the amount and the duration. - the power of the linked women could stop a herd of charging bulls. (VI: 255) - a group of Aes Sedai link so quickly, Egwene can't even see how they did it. (VI: 391) 61.3 Stilling and Gentling ~~~~~~~~~~~~~~~~~~~~~ - no man is willingly gentled (NS: 6) - men seldom survive long after gentling (NS: 6) - men who have the ability to touch saidin born in them die, of course, if the Red Ajah does not find them and gentle them (I: 141; Ia: 169) - men and Gentling (I: 645; Ia: 769) - the Red Ajah finds and gentles men who attempt to (or who are able to) wield the One Power (I: 659; Ia: 784) - gentling: the act, perfomed by Aes Sedai, of cutting a male who can channel from the One Power (I: 664; Ia: 791) - gentling is viewed as neccessary because any man who learns to channel will go insane from the taint and will most certainly do horrible things with the Power in his madness (I: 664; Ia: 791) - a man who has been gentled can still sense the True Source, but he cannot touch it (I: 664; Ia: 791) - whatever madness has come before gentling is arrested by the act of gentling, but not cure it, and if it is done soon enough, death caan be averted (I: 664; Ia: 791) - desc of the ceremony of gentling - twelve Sisters plus the Amyrlin perform the gentling (III: 264) - Egwene uses Spirit to shield (and accidentally still) Amico from Tel'aran'rhiod. (III: 654) - the stilled/gentled can still sense the One Power, but they cannot Channel it. (IV: 115) - most of those who have been stilled live only a few more years, they seem to lose the will to live. (IV: 118) - stilling is rarely studied, and is accepted to be an irreversible condition, though there have been those that tried to Heal someone who's been stilled. (IV: 118) - Min no longer sees images around Leane and Suian like she does with most Aes Sedai once they've been stilled. (IV: 772) - one way to survive the post-stilling depression is to find something in life as much as you want the One Power. (IV: 778) - once she's been stilled, an Aes Sedai can lie, the Oaths lose their power over her. (IV: 781) - an Aes Sedai usually loses fifteen years or more from her appearance after being stilled. (IV: 781) - Leane and Suian's appearance changes considerably after they have been stilled. - agelessness appearance usually takes longer to fade than it did with Leane and Suian. (IV: 781) - Nynaeve and Moghedien try to still each other, while blocking the other woman's attempt to still her. (IV: 906) - even stilled, Leane still seems to know a fair amount about diagnosing injury. (V: 43) - desc of the effects of stilling (V: 170) - there are written accounts that hint at the age-reducing effect of stilling. (V: 318) - most Aes Sedai think occupying a stilled or burned out woman with a husband and children will give her the will to live. (V: 324) - few Aes Sedai study the stilled, it's too uncomfortable for them. (V: 326) - the Aes Sedai won't let the gentled Logain have access to very much alcohol. (VI: 417) - Siuan can still lie after being unstilled. (VI: 426) - Leane figures even some of the Accepted can channel more than the two women can after being unstilled. (VI: 427) - as soon as Suian was unstilled, severe grief over the death of her Warder came crashing down on her. (VI: 427) - the Hall decides that Leane and Suian had lost all ties, associations and titles during the duration while they were stilled, and they are allowed to select new Ajahs if they wish. (VI: 429) - Logain's strength seems to be the same as it was before he was gentled. (VI: 429) - Nynaeve tries again, but there's nothing left to Heal in Suian and Leane, no way for her to Heal them back to their previous strength. (VI: 432) - Aes Sedai were stilled when Rand broke free of thier shield (VII:60) - stilling an Aes Sedai amounted to a killing that just took a few years for the corpse to lie down (VII: 64) - Side effect of being stilled, loss of age? (VII: 157) - stilling being healed thought impossible (VII: 157) - loss of strength in One Power dropped Siuan down a long way (VII: 158) - Side effects of being stilled: the Three Oaths no longer bind (VII: 168) - strength in One Power and pecking order (VII: 212) 61.4 Strength and Numbers of Channelers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moraine makes a large, precise fog. (I: 129; Ia: 154) - an Aes Sedai knows if a woman can touch the True Source and channel the One Power, even if only now and then, when she is near them (I: 268; Ia: 319) - the age a [woman] channeler first uses the One Power always comes young (I: 269; Ia: 320) - Aes Sedai search for girls who can touch the True Source unguided as thouroughly as they search for men who can do so (I: 271; Ia: 322) - they search for girls who will channel in order to save their lives (I: 271; Ia: 322-323) - when the reaction occurs at the same time channeling occurs, a count down starts; it could take a year, or two, even five. If not found and training started before the time is up, three out of four of these women die (I: 271; Ia: 323) - the death of a woman who will channel but has not learned to control it is horrible: convulsions, screaming, it takes days, and once started it cannot be stopped, not even the Aes Sedai can stop it (I: 271; Ia: 323) - all the women in the world would not be able to fill one spoon with the One Power (I: 627; Ia: 747) - channelers can usually control some threads better than others (I: 663; Ia: 790) - any channeler will have greater strength with one, or possibly two of the powers, and lesser strength in the others (I: 663; Ia: 790) - few have strenth in three of the powers (I: 663; Ia: 790) - since the Age of Legends, none have had great strength in all five (I: 663; Ia: 790) - even during the Age of Legends, strength in all five was rare (I: 663; Ia: 790) - degree of strength can vary greatly between individuals (I: 663; Ia: 790) - certain effects requires ability (not neccessarily much strength) in more than one of the Five Powers (I: 663; Ia: 790-791) - strength in Spirit is found equally in men and women (I: 663; Ia: 791) - strength in Earth and/or Fire is much more often in men (I: 663; Ia: 791) - strength in Water and/or Wind is found much more often in women (I: 663; Ia: 791) - there are exceptions to the strength in Earth/Fire Water/Wind observations (I: 663; Ia: 791) - Aes Sedai saying (women) "There is no rock so strong that water or wind cannot wear it away, no fire so fierce that water cannot quench it or wind snuff it out" (I: 663; Ia: 791) - the vast majority of people are unable to learn to channel the One Power (I: 666; Ia: 794) - a very small number can learn to channel (I: 666; Ia: 794) - an even smaller number have the ability inborn (I: 666; Ia: 794) - those with it inborn have no need to be taught; they will touch the True Source and channel the Power whether they want to or not, sometimes without even realizing it (I: 666; Ia: 794) - the inborn ability usually manifests in late adolescence or early adulthood (I: 666; Ia: 794) - if control over the inborn ability is not taught, or self-learned, death is certain (I: 666; Ia: 794) - learning to control the Power with out a teacher is extremely difficult, with a success rate of one out of four surviving (I: 666; Ia: 794) - since the Time of Madness, no man has been able to channel without eventually going mad (I: 666; Ia: 794) - there are a very few who are born with the ability to touch the True Source whether they wish it or not, though even they require teaching to fully use their gift. (I: 141; Ia: 169) - there aren't 10 women in Tar Valon who could do as well as Moiraine. (I: 138; Ia: 165) - the White Tower is concerned by how few women with the ability can be found, and how even fewer are found with strong ability. (II: 56-57) - only one in four Wilder women survives learning to Channel on her own. (II: 205) - Nynaeve is generally able to recreate a Channeling effect after seeing it once. (II: 279) - of the forty Novices currently in the Tower, only 8-9 will be raised to Accepted. (II: 283, 536) - the Red Ajah finds about one male Channeler every five years in normal times. (II: 330) - Elayne has the potential to be stronger than any Aes Sedai in 1000 years. (III: 173) - Nynaeve is already as strong as any trained woman in the Tower. (III: 178) - Egwene and Nynaeve (individually) are more than a match for Liandrin, and she is the strongest of the Black Ajah. (III: 179) - Nynaeve could Channel up to half of what ten full Aes Sedai can handle only with the most powerful sa'angreal in the Tower. (III: 210) - only three male Channelers have been caught within the past ten years. (III: 415) - Moiraine would whimper or faint if she embraced as much of the power as Egwene. (IV: 146) - some Aes Sedai believe the ability to Channel is being culled by the hunting down of any men who can Channel. (IV: 494) - the Aes Sedai found four girls who could be trained to Channel in Watch Hill, and perhaps one with the ability in-born, but at only 12, it was hard for them to be certain. They found no girls who could Channel in Taren Ferry. (IV: 495) - Egwene could never have split her Channeling into as many and as diverse flows as Rand did. (IV: 150-151) - SF Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334) - Alanna is a far better Healer than Verin. (IV: 700) - Elayne can handle three or four weaves at the same time, only Nynaeve and Egwene are strong enough to match her in this? (IV: 902) - Aviendha is fairly powerful. (V: 368) - Rand feels he has the ability to kill Lanfear, but can't because of his feelings about killing a woman. (V: 631) - fewer and fewer male channelers are found over time, according to records. (VI: 20) - Morgase's ability in the One Power is so small, she cannot manage to touch the Source more than 1 in 50 times, and when she does, she can only actually channel a dribble of the One Power 1 in 20 tries. (VI: 49) - Rand estimates Taim is almost as strong as he is. (VI: 92) - the Aes Sedai rarely test for ability in women over the age of 16, but when they do, they find some. (VI: 175) - the Two Rivers if full of both types of women - those who can be trained, and those who will be wilders. (VI: 210) - Nicola didn't have the spark inborn, but with training, has greater potential than any Novice in centuries, outside of our heroes. (VI: 225) - Elayne can channel more strongly than half of the women in Salidar. (VI :264) - Moraine thinks the whole of the White Tower working together couldn't kill or neutralize the evil of Mashadar in Shadar Logath. (VI: 332) - few Aes Sedai could divide a flow four ways, as Egwene can. (VI: 449) - when a woman first begins to channel, it requires testing to determine her potential strength. (VI: 468) - there are less than 1000 Aes Sedai, but there are more channeling Wise Ones than that. (VI: 488) - Aviendha is stronger than Elayne? (VI: 522) - Taim figures he could find 1000 male channelers in a year or less of looking. (VI: 544) - there are 200 Asha'man by the end of the book. (VI: 691) 62.0 THE TRUE POWER ~~~~~~~~~~~~~~ - Travelling with True Power (I: x; Ia: x) - Healing with True Power (I: xi; Ia: xi-xii) - Rand sees Ba'alzamon's connection to the True Power (I: 637; Ia: 759) - the True Power could neither be seen nor detected except by those who wielded it (VII: 356) 62.1 Side Effects of using the True Power ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - black flecks floating across vision is price for using True Power, and it grows with every use (VII: 356) - Saa (VII: 419) - final price (for channeling the True Power) was different (from saa), but no less terrible (VII: 419) 63.0 THE WHITE TOWER ~~~~~~~~~~~~~~ - forces of the Dark One fear to attack the White Tower, even during the Trolloc Wars (I: 96; Ia: 115) - Tar Valon holds all the knowledge the Aes Sedai have gathered since the Time of Madness (I: 96; Ia: 115) - some fragment of records date from the Age of Legends (I: 96; Ia: 115) - some people think the White Tower is the next thing to Shayol Ghul (I: 117; Ia: 139) - some Aes Sedai have ways of sending gold to aid people, gold that cannot be traced back to the White Tower (I: 217; Ia: 257) - the White Tower is the Palace of the Amyrlin Seat in Tar Valon (I: 670; Ia: 799) - the Three Oaths make a new Aes Sedai feel as if her skin was too tight (NS: 38) - five years after the Oaths are taken, and Aes Sedai normally gains the Ageless features (NS: 39) - Amyrlin's command can supersede the strongest custom, or at least alter it (NS: 49) - Aes Sedai do not refer to their ages, or to that of other Aes Sedai, the contemplation of how old they are may disturb some Aes Sedai (NS: 57-58) - Amyrlin's normally grant indulgences and relief from penances when she is raised (NS: 64) - close to 200 is not young even for Aes Sedai (NS: 65) - far worse then being drenched in cold water on a cold day is done when an Aes Sedai is tested for the shawl (NS: 80) - desc of outer White Tower (I: 102-104; Ia: 122-123) - desc of doors into Tower (I: 104; Ia: 123) - everything made from heartstone is recorded in the White Tower. (II: 67) - desc of the room where the test to become Accepted takes place (II: 334) - desc of outer areas of the White Tower (III: 152) - desc of the Amyrlin's rooms (III: 157-158, 168, 175; IV: 27; V: 16) - desc of the Novice area (III: 163) - the Novice's rooms are small, square and windowless, with built-in furniture, and simple furnishings. (III: 163) - less than one quarter of the Novice accommodations are in use currently. (III: 166) - desc of Tower decor (III: 166) - the corridors in the Amyrlin's area are wide enough to drive a wagon through, with tall ceilings. (III: 166) - desc of the Keeper's study (III: 167) - few men in certain areas of the Tower. (III: 167) - doors to Novices' rooms are white. (III: 185) - men don't enter the Novice area, would be scandalous if they did. (III: 186, 187) - the Accepted galleries are lower than those of the Novices, and surround a garden rather than a court. (III: 190) - Accepted have slightly larger rooms than Novices, with a real bed, an armchair, rug, wardrobe. The furnishings are still simple and plain. (III: 192) - the Master of Arms is in charge of training young men in fighting, not all of those who seek training aspire to be Warders. (III: 193-4) - numerous guest rooms in the Tower. (III: 200) - Healing is traditionally done in the presence of those who bring their sick to the Tower. (III: 207) - there is a warren of hallways in the basement of the Tower, with concealed, shut and locked doors, lit by lamps in iron wall brackets. (III: 208) - the walls in the basement are pale stone. One of the doors is covered with metal worked to look like stone. (III: 209) - desc of a guest room (III: 217, 218) - desc of rooms above the library - dusty, twisting passages with few tapestries, black and white floor tiles. (III: 235-236) - desc of the domed testing chamber (III: 244-245) - the Novice testing chamber is down in the basement of the Tower, in an area smoothed from the pale rock of the island itself. (III: 244) - desc of the Amyrlin's dressing chamber (III: 256) - desc of the Hall of the Tower (III: 257-258) - the Traitor's Court is used only for serious punishments requiring the order of the Amyrlin (execution, stilling, gentling). The people of the Tower gather to watch the will of the Tower made fact. (III: 262) - stairs and ramps of Tower lead up to a trap door that opens on a roof of white tiles. (III: 264) - desc of guest room hallway - pale golden wood doors, colorful tapestries, a runner of blue carpet on white tile. (III: 276) - much of the Tower grounds are gardens, including stands of leatherleafs, paperbarks and elms. (III: 279) - desc of area around trainee barracks (III: 280) - desc of practice yard - fifty paces wide, twice as long, hard beaten earth, wooden stands of practice and real weapons. (III: 280) - there are areas of the Tower that are not in use, with the furniture draped to protect it. (III: 300) - the library is slightly apart from the Tower proper, in a building of pale stone streaked with blue, carved to look like crashing waves. (III: 302) - what's in the library, and how it's guarded (III: 302) - the doors to the library basement are outside of it, set into the ground. (III: 302) - the library basement corridor is made of grey stone walls set with wooden doors. (III: 303) - there are two sets of stairs by each other in the main library basement hallway. The hallway has a high ceiling, and some of the doors are the size of barn doors. (III: 303) - the kitchen has grey floor tiles. (III: 335) - no one in the Tower would wish to use any of the items left behind by the Black Ajah members. (III: 336) - desc of White Tower (IV: 14) - desc of entryway into Tower (IV: 15) - rich bring gifts when they come to petition the Tower for aid. (IV: 16) - few men petition the Tower for help. (IV: 16) - other than those who serve the Tower, the only men there are those who have come under duress or great need. None of those supplicants ask to speak directly to the Amyrlin herself. (V: 21) - desc of White Tower interior (IV: 21) - women can come to the Tower and claim sanctuary for whatever reason, though very few do. (IV: 35) - the Aes Sedai have people able to send off messenger pigeons with news for the Tower everywhere. (IV: 289) - one of the Novice tasks is to keep watch in the pigeon loft of the Tower for incoming messenger pigeons. (IV: 290) - bookstands in Amyrlin's office (IV: 765) - there has never been a rebellion within the Tower. (IV: 766) - no gate into the Tower grounds is ever unguarded. (IV: 767) - desc of White Tower stuff (IV: 775, 776) - library built like towering waves frozen in stone. (IV: 778) - the *angreal area of the Tower is locked and warded with an alarm that will call for help if door opened. (V: 259) - there are tons of valuables in the White Tower. (VI: 392) - a fair number of noblewomen go to the Tower to study, though few would want that known, and few have any success. (IV: 753) - there is always the feel of women Channeling in the Tower. (IV: 767) - no one has been confined in the deep cells of the Tower since Bonwhin. (IV: 769) - desc of room in White Tower (VII: 13, 14) - 80 spans is near the top of the White Tower (VII: 13) - from near the top of the White Tower, one can see for miles (VII: 13) - Amyrlins study fairly low in White Tower (below 80 paces) (VII: 13) - Palace being built for Amyrlin on what was the Warders training grounds(VII: 14) - Amyrlins palace to have a great spire ten spans higher than the White Tower (VII: 14) - The "working Model" for the Amyrlins palace was as big as some manor houses (VII: 14) - White Tower had bee Ogier built, and with aid of sisters using the One Power (VII: 14) - decs of White Tower halls & stairs (VII: 38) - the White Tower is at odds with what Rand has done (VII: 16) - before the Trolloc Wars, no ruler held a throne without the Towers approval? (VII: 15) - odd things had happened in the White Tower history (VII: 156) - White Tower desc (VI: 399) - Red quarters has red tears on white tiles in halls (VII: 514) - doors panels in Red quarter are carved with the flame, and laquered in red the color of fresh blood (VII: 515) 63.1 White Tower Law ~~~~~~~~~~~~~~~ - by Tower law, the Red Ajah must bring male Channelers to Tar Valon for gentling. (IV: 279) - the Hall of the Tower requires a certain number of Sitters to be present for a vote to meet laws. Only a unanimous vote of present Sitters can depose an Amyrlin. (IV: 766) - under Tower law, an Aes Sedai can be punished, or even cast out of the Tower, but cannot be demoted short of being demoted right out of Aes Sedai-hood by being stilled. (VI: 155) - desc of the formal words of being summoned before the White Tower. (VI: 451) - desc of snippets of Tower law (VI: 470) - no where in Tower law does it state a woman has to be Aes Sedai to become Amyrlin. (VI: 470) - the words of summons to trial at the Tower, and to become Amyrlin at the Tower are identical. (VI: 471) - the conditions a woman has to meet to be raised to Aes Sedai are written in the Tower laws. (VI: 482) - Tower law states that a male channeler must be taken to the White Tower for trial before being gentled. (VI: 672) - Only one Tower law specifically limited the power of the Amyrlin Seat. A fistful of irritating customs and a barrel full of inconvenient realities, but only one law. "The Aes Sedai being valued with the White Tower itself, as the very heart of the White Tower, she must not be endangered without dire necessity, therefore unless the White Tower be at war by declaration of the Hall of the Tower, the Aes Sedai shall seek the lesser consensus of the Hall of the Tower before placing herself in the way of any danger, and she shall stand by the consensus that stands." (VII: 178-179) - an Amyrlin can issue any decree she wished, her word law and absolute (VII, 17) - Without Hall support an Amyrlins decrees are wasted paper (VII: 17) - penalty for rebeling: stilling for leaders, and most of the rest, minimum is public birching and a year and a day of public penance (VII: 25) - penalty for rebeling is known by Accepted (VII: 25) - the White Tower had been broken before, though only a handful knew it (VII: 163) - penalties for pretending to be Aes Sedai (VII: 184) - Tower law and ter'angreal (VII: 190) - swearing fealty to the Amyrlin (VII: 209) - swearing fealty is not even hinted at in the secret records of the White Tower (VII: 246) - 6 mutinies hidden in the secret histories (VII: 247) - 'vileness' occured after the Aiel War involving the White Tower (VII: 338) - an Amyrlin can issue any decree she wished, her word law and absolute (VII, 17) - Without Hall support an Amyrlins decrees are wasted paper (VII: 17) - No sister would disobey an Amyrlin, not directly; many decrees require other things ordered to implement them (VII: 17) - Amyrlin sent a Red Sitter of 15 years off as an ambassador to a flyspeck throne (VII: 18) - Aes Sedai trial has: judges (3?), Seat of Rebuke (Prosecutor), Seat of Pardon (Defender) (VII: 476) 63.2 Amyrlin Seat ~~~~~~~~~~~~ - the White Tower is the Palace of the Amyrlin Seat in Tar Valon (I: 670; Ia: 799) - Amyrlin Seat -- ANM-ehr-lin (I: 659; Ia: 785) - Amyrlin Seat is the title of the leader of the Aes Sedai (I: 659; Ia: 785) - the Amyrlin is elected for life by the Hall of the Tower (I: 659; Ia: 785) - the Amyrlin has, theoretically at least, almost supreme authority amoung the Aes Sedai (I: 659; Ia: 785) - the Amyrlin has rank equal to that of a king or queen (I: 659; Ia: 785) - Tar Valon is the center of Aes Sedai power and the location of the Amyrlin Seat (I: 668; Ia: 797) - Amyrlin's command can supersede the strongest custom, or at least alter it (NS: 49) - Amyrlin's normally grant indulgences and relief from penances when she is raised (NS: 64) - greeting from Aes Sedai to Amyrlin: "As you have called me, Mother, so have I come." then kiss the Amyrlin's ring. (II: 55) - the Amyrlin and the Keeper represent all Aes Sedai and all Ajahs. Every Aes Sedai is pledged to obey her, and not to question her. (II: 59) - the Amyrlin gives few audiences without her Keeper present. (II: 60) - the role of the Amyrlin is to be watching over the seals on the Dark One's prison, but few remember that, let alone realize that the location of the seals has been a mystery since the Trolloc Wars. (II: 67) - desc of ritual to meet Amyrlin (II: 118-119, 124, 131) - assassination attempts have been made against the Amyrlin. (II: 150) - while few women choose to, any woman may request and be granted an audience with the Amyrlin herself, and such a request would occasion little comment. (III: 97) - any man, even a King or a Shienaran, would be kept waiting a long time if he requested an audience with the Amyrlin. (III: 97) - the Amyrlin seldom sees people without her Keeper present. (III: 159) - Verin kneels to kiss Amyrlin's ring on meeting her. (III: 159) - Amyrlin refers to Aes Sedai as "daughter". (III: 161) - the seal of the Amyrlin is a White Flame. (III: 181, 328) - Amyrlin gives girls money when they must journey to complete her task of finding the Black Ajah members. (III: 336) - the Amyrlin holds regular public audiences. (IV: 19) - any woman has the right to bring her petition directly to the Amyrlin herself, though few request it. (IV: 19) - the Amyrlin can call for the Hall of the Tower to convene when she wishes. (IV: 292) - others handle the day-to-day routine of the Tower, leaving the Amyrlin free for important decisions. (IV: 762) - the Hall of the Tower requires a certain number of Sitters to be present for a vote to meet laws. Only a unanimous vote of present Sitters can depose an Amyrlin. (IV: 766) - other than those who serve the Tower, the only men there are those who have come under duress or great need. None of those supplicants ask to speak directly to the Amyrlin herself. (V: 21) - there have occasionally been Amyrlins and Ajah heads weak in the Power. (VI: 430) - no where in Tower law does it state a woman has to be Aes Sedai to become Amyrlin. (VI: 470) - raised to the Amyrlin Seat at 30 years of age, Suian was the youngest Amyrlin ever. (VI: 471) - the words of summons to trial at the Tower, and to become Amyrlin at the Tower are identical. (VI: 471) - you cannot refuse to become Amyrlin. (VI: 471) - desc of ritual to become Amyrlin (VI: 472) - if the Hall refused to accept a woman as Amyrlin Seat during the ceremony, she is usually exiled, because she would be a source of disharmony if she remained. (VI: 476) - those who pledged for a refused Amyrlin candidate would likely also be exiled. (VI: 476) - a newly-raised Amyrlin is supposed to spend her first night in contemplation and prayer. (VI: 476) - the Amyrlin has a personal maid. (VI: 477) - desc of more Amyrlin-related ritual (VI: 480) - the Sitters raise the new Amyrlin on a platform of Air to present her to the Tower. (VI: 480) - the Amyrlin can decree almost anything she wishes to. (VI: 482) - the celebrations over a new Amyrlin usually go on for a month. (VI: 554) - Cemaile Sorenthaine (Gray) commissioned a case clock (VII: 15) - Amyrlin has a network of eyes-and-ears (VII: 17) - Case Clock commisioned by an Amyrlin (VII: 15) - White Tower teaches that the wisest of Aes Sedai are chosen as Amyrlin, in truth it is as contested as any election (VII: 161) - rarely is an Aes Sedai chosen as Sitter before she had worn the shawl 70 or 80 years at least, and Amyrlins generally longer. Often much longer (VII: 161) 63.3 The Keeper of the Chronicles ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the Keeper of the Chronicles carries tall staff topped with a gilded flame. (II: 20) - Keeper always comes from the same Ajah as the Amyrlin. (III: 256; VI: 154) - the Keeper has no real authority over the Aes Sedai, except what the Amyrlin chooses to give her. (VI: 511) - it is a strong tradition that Ajahs send information that they are willing to share to the Keeper (VII: 17) - desc of Keepers quarters (VII: 39-40) 63.4 The Sitters and the Hall ~~~~~~~~~~~~~~~~~~~~~~~~ - the Amyrlin is elected for life by the Hall of the Tower (I: 659; Ia: 785) - the Hall of the Tower is the highest council of the Aes Sedai (I: 659; Ia: 785) - the Hall of the Tower consists of three representatives from each of the seven Ajahs (I: 659; Ia: 785) - there are 3 Sitters for each Ajah in the Hall of the Tower meetings. (II: 45, 58) - the sentence of a male Channeler is pronounced only in the Hall of the Tower. The sentence of gentling has been set for 3000 years. (III: 259) - the Amyrlin can call for the Hall of the Tower to convene when she wishes. (IV: 292) - the Hall of the Tower requires a certain number of Sitters to be present for a vote to meet laws. Only a unanimous vote of present Sitters can depose an Amyrlin. (IV: 766) - by tradition, the eldest Sitter in the Hall makes the formal pronouncement of its decisions. (VI: 266) - desc of how the Hall reaches decisions (VI: 474) - Without Hall support an Amyrlins decrees are wasted paper (VII: 17) - Amyrlin sent a Red Sitter of 15 years off as an ambassador to a flyspeck throne (VII: 18) - rarely is an Aes Sedai chosen as Sitter before she had worn the shawl 70 or 80 years at least, and Amyrlins generally longer. Often much longer (VII: 161) 63.5 The Ajahs ~~~~~~~~~ - Ajah -- AH-jah (I: 659; Ia: 784) - Ajahs are societies amoung the Aes Sedai (I: 659; Ia: 784) - all Aes Sedai belong to (an) Ajah (I: 659; Ia: 784) - the seven Ajahs are designated by color and are: Blue Ajah, Red Ajah, White Ajah, Green Ajah, Brown Ajah, Yellow Ajah, and Gray Ajah (I: 659; Ia: 784) - each Ajah follows a specific philosophy of the use of the One Power and purposes of the Aes Sedai (I: 659; Ia: 784) - the Hall of the Tower consists of three representatives from each of the seven Ajahs (I: 659; Ia: 785) - most Ajahs believe that an Aes Sedai may have one Warder bonded to her at all times (I: 669; Ia: 799) - all Ajahs have the same goals, but different ideas and strategies on how to achieve those, resulting in the factions. (I: 486; Ia: 579) - Ajahs seem to plot and squabble among themselves more than anything else. (I: 142; Ia: 169) - there are 3 Sitters for each Ajah in the Hall of the Tower meetings. (II: 45, 58) - the Ajahs gain status when they find girls strong in the One Power. (II: 57) - the Amyrlin and the Keeper represent all Aes Sedai and all Ajahs. Every Aes Sedai is pledged to obey her, and not to question her. (II: 59) - even the members of an Ajah don't know which sister of the Ajah is in-charge of its eyes and ears. (V: 324) - the true Head of each Ajah is a secret known only to those sisters within the Ajah, and she is not necessarily a Sitter. (VI: 45) - all Ajahs have an "emergency" signal that there eyes-and-ears will display when there's important news. (VI: 210) - if a non-Aes Sedai claims to be a certain Ajah, but isn't, that Ajah has the first claim on her. (VI: 265) - claiming to be from an Ajah other than your own would be like sleeping with another woman's husband. (VI: 370) - Aes Sedai can't normally change Ajahs. Generally an Accepted has been guided for some time towards the right Ajah, whether she's aware of it or not. (VI: 429) - no one's ever heard of an Ajah turning someone who sought to join it down. (VI: 429) - there have occasionally been Amyrlins and Ajah heads weak in the Power. (VI: 430) - every Ajah but the White has watchers and agents (eyes and ears). The Blue have the most, and the Yellow the least, as they feel nothing of sickness and Healing can be learned from non-Channelers. (V: 15) - it is a strong tradition that Ajahs send information that they are willing to share to the Keeper (VII: 17) - a 'sister' must "entreat and appeal for acceptance" into an Ajah (VII: 169) - New Aes Sedai almost always wore their shawls more often than they needed to (VII: 206) - Aes Sedai raised by decree and not by trials truly had to beg admittance, and that guardians had been named to oversee their behavior (VII: 207) - Aes Sedai don't like mention of the Black Ajah (VII: 607) - some Aes Sedai (mainly the Reds) believe that Sanctuary made the Breaking worse by extending it (I: 544; Ia: 647) - some Aes Sedai believe that Sanctuary lessened the Breaking by keeping the men from going mad at the same time (I: 544; Ia: 647) 63.5.1 Blue Ajah ~~~~~~~~~ 63.5.2 Brown Ajah ~~~~~~~~~~ - the Brown Ajah forsakes involvement with the world and is dedicated to seeking knowledge (I: 659; Ia: 784) - the Browns concern themselves almost exclusively with the accumulation and preservation of knowledge. (II: 54) 63.5.3 Gray Ajah ~~~~~~~~~ - to facilitate their duties as mediators, the Grays have to know the laws of every land. (VI: 470) 63.5.4 Green Ajah ~~~~~~~~~~ - the Green Ajah believes an Aes Sedai may bond as many Warders as she wishes (I: 669; Ia: 799) - Green's like to bond their Warders young. (II: 122) - Greens sometimes marry. (III: 197) - desc of the purpose of the Green Ajah (III: 271) - some Greens have married more than one of their Warders, in defiance of all law and custom. (V: 332) - the Greens are particularly jealous of their Warders. (VI: 550) 63.5.5 Red Ajah ~~~~~~~~ - some Aes Sedai (mainly the Reds) believe that Sanctuary made the Breaking worse by extending it (I: 544; Ia: 647) - the Red Ajah finds and gentles men who attempt to (or who are able to) wield the One Power (I: 659; Ia: 784) - men who have the ability to touch saidin born in them die, of course, if the Red Ajah does not find them and gentle them (I: 141; Ia: 169) - the Red Ajah refuses to bond any Warders at all (I: 669; Ia: 799) - Red Ajah's prime duty is the prevention of another Breaking of the World, which they do by finding all male channelers and gentling them. (I: 142; Ia: 170) - the Red Ajah finds about one male Channeler every five years in normal times. (II: 330) - Red Ajah tried to gentle Elyas. It wouldn't have worked, being a Wolfbrother has nothing to do with the One Power. (I: 290; Ia: 345) - the Reds treat the male Channelers they find roughly? (III: 415) - any Aes Sedai would hunt down a man who can Channel, the Reds do little else. (IV: 16) - by Tower law, the Red Ajah must bring male Channelers to Tar Valon for gentling. (IV: 279) - the Reds consider all men tainted because of the effects of the taint on saidin. (V: 162) - in ten years the Reds have found 6 men with the ability, 24 in the last 20, chronicles only record 16 in 20 (VII: 22) - Elaida was involved with something 20 years ago, with other Reds (VII: 22) - not even Reds went within five levels of Elaidas new apartments, unless summoned (VII: 39) - Galina Casban is head of the Red Ajah (VII: 16) - Reds believe it is madness to allow any man who can channel, even the Dragon Reborn, to run free (VII: 16) - Logain Ablar spreading lies about the Reds? (VII: 18-19) - Logain says the Reds set him up as a false Dragon (VII: 19) - in ten years the Reds have found 6 men with the ability, 24 in the last 20, chronicles only record 16 in 20 (VII: 22) - Elaida was involved with something 20 years ago, with other Reds (VII: 22) - Red quarters has red tears on white tiles in halls (VII: 514) - doors panels in Red quarter are carved with the flame, and laquered in red the color of fresh blood (VII: 515) - Red attracts women who are at least suspicious of men, but there are those that are Red because the task is important. Reds may dislike, like, or not really care about men (VII: 515) - Red firmly discouraged friendships outside the Ajah (VII: 516) - head of Red Ajah called the Highest by the Reds (VII: 623) 63.5.6 White Ajah ~~~~~~~~~~ - the White Ajah has generally allied itself with the Blue and against the Red for the past 1000 years. (IV: 39) - the Whites pride themselves on their dispassionate logic. (IV: 39) - some of the Whites have a "mad plan" to breed gentled men with women to increase numbers of Channelers. (IV: 494) - most whites like to wear the color of thier Ajah. (VI: 390) - whites seldom show emotion. (VI: 411) 63.5.7 Yellow Ajah ~~~~~~~~~~~ - desc of the SOS signal of the Yellow Ajah's agents (V: 152) - there's a Yellow who studies sicknesses of the mind that the Power cannot seem to reach. (VI: 651) - Yellows use Spirit, Wind and Water to heal (VII: 410) - Aes Sedai don't like mention of the Black Ajah (VII: 607) 63.5.8 Black Ajah ~~~~~~~~~~ - rumors of a Black Ajah (I: 659; Ia: 784-785) - the Black Ajah serves the Dark One (I: 659; Ia: 785) - Black Ajah has been in the White Tower for 2000 years (~FY 00) (I: 551; Ia: 655) - no one in the Tower would wish to use any of the items left behind by the Black Ajah members. (III: 336) - the members of the BA are hidden, even from each other, and disguise their voices and faces in their rare face-to-face meetings. Orders are left in rooms or on clothes, and there are secret places where messages are left for pickup. (VI: 45) - one of the browns collects samples of plans and animals in sample boxes. (VI: 395) - members of the Black Ajah have secret signs and signals. (VI: 433) - Alvarian had killed before in secret (VII: 39) - Alvarian serves Mesaana (VII: 40) - Alvarian head of Black Ajah (VII: 40) - Mesaana is assumed to be in the White Tower (VII: 41) - Alvarian became head of Black in 982 (VII: 41) - Twelve sisters in Great Council (of Black Ajah?) (VII: 42) - No Black sisters went to take Black Tower (VII: 42) - after more then 3 thousand years denying the Black Ajah's existence, it was a queasy belief. Almost no one would open her mouth on the topic, no matter what they believed. (VII: 164) - the Three Oaths are broken when an Aes Sedai joins the Black Ajah, and they swear threee others (VII: 626) - Black Ajah can lie (VII: 627) - Aes Sedai don't like mention of the Black Ajah (VII: 607) 63.6 Aes Sedai ~~~~~~~~~ - only the weakest Aes Sedai would fail to be a match for a Fade (I: 91; Ia: 109) - take half dozen Aes Sedai to do something about a fade (I: 89; Ia: 106) - Aes Sedai do things for their own reasons, and those are not always the reasons you think (I: 106; Ia: 126) - the Aes Sedai are stopping on the way to Tar Valon to display Logain they will stop in Caemlyn (I: 325; Ia: 387) - only one kind of trouble for a man to get into with Aes Seai (I: 333; Ia: 396) - female channelers can feel the taint in the Ways (?) (I: 567; Ia: 676) - Aes Sedai fear that what is done with the One Power in the Ways would be corrupted (I: 567; Ia: 676) - men rarely marry Aes Sedai because they are so powerful (I: 614; Ia: 751) - Aes Sedai -- EYEZ seh-DEYE (I: 658; Ia: 783) - Aes Sedai: Wielders of the One Power (I: 658; Ia: 783) - Since the Time of Madness, all surviving Aes Sedai are women (I: 658; Ia: 784) - Aes Sedai are widely distrusted and feared, even hated (I: 658; Ia: 784) - Aes Sedai are blamed by many for the Breaking of the World (I: 658; Ia: 784) - Aes Sedai are generally thought to meddle in the affairs of nations (I: 658; Ia: 784) - few rulers would be without an Aes Sedai adviser, even in lands where the existence of such a connection must be kept a secret (I: 658; Ia: 784) - Sedai used as an honorific (i.e., Sheriam Sedai) (I: 658; Ia: 784) - Aes Sedai used as a high honorific (i.e., Sheriam Aes Seddai) (I: 658; Ia: 784) - Ajahs are societies amoung the Aes Sedai (I: 659; Ia: 784) - all Aes Sedai belong to (an) Ajah (I: 659; Ia: 784) - Amyrlin Seat is the title of the leader of the Aes Sedai (I: 659; Ia: 785) - the Hall of the Tower is the highest council of the Aes Sedai (I: 659; Ia: 785) - Aes Sedai saying (women) "There is no rock so strong that water or wind cannot wear it away, no fire so fierce that water cannot quench it or wind snuff it out" (I: 663; Ia: 791) - the Flame of Tar Valon is the symbol of Tar Valon and the Aes Sedai (I: 664; Ia: 791) - the Flame of Tar Valon is a stylized representation of a flame: a white teardrop with the point upward (I: 664; Ia: 791) - a woman who does not learn control dies a less horrible death, but they die just the same (I: 666; Ia: 795) - Aes Sedai search for girls with the inborn ability to save their lives as much to increase Aes Sedai numbers (I: 666; Ia: 795) - Aes Sedai search for men who can channel in order to stop the terrible things they inevitably do with the Power in their madness (I: 666; Ia: 795) - Tar Valon is the center of Aes Sedai power and the location of the Amyrlin Seat (I: 668; Ia: 797) - Aes Sedai are human, no different from any other except for the ability to touch the One Power... becoming an Aes Sedai does not change who they are (I: 153; Ia: 182) - few women have the ability to become initiates, much less the desire (I: 152; Ia: 181) - many believe that the Aes Sedai are not to be trusted (I: 200; Ia: 238) - some Aes Sedai have ways of sending gold to aid people, gold that cannot be traced back to the White Tower (I: 217; Ia: 257) - an Aes Sedai knows if a woman can touch the True Source and channel the One Power, even if only now and then, when she is near them (I: 268; Ia: 319) - Aes Sedai search for girls who can touch the True Source unguided as thouroughly as they search for men who can do so (I: 271; Ia: 322) - they search for girls who will channel in order to save their lives (I: 271; Ia: 322-323) - when the reaction occurs at the same time channeling occurs, a count down starts; it could take a year, or two, even five. If not found and training started before the time is up, three out of four of these women die (I: 271; Ia: 323) - the death of a woman who will channel but has not learned to control it is horrible: convulsions, screaming, it takes days, and once started it cannot be stopped, not even the Aes Sedai can stop it (I: 271; Ia: 323) - an Aes Sedai can feel the taint of things from Shadar Logoth when they see them (I: 528-529; Ia: 630) - An Aes Sedai never lies, but the truth she speaks may not be the truth you think you hear (I: 540; Ia: 644) - some Aes Sedai (mainly the Reds) believe that Sanctuary made the Breaking worse by extending it (I: 544; Ia: 647) - some Aes Sedai believe that Sanctuary lessened the Breaking by keeping the men from going mad at the same time (I: 544; Ia: 647) - respect, caution, awe or fear are all good reasons for a king to step aside for an Aes Sedai (NS: 18) - hadori would attract an Aes Sedai seeking a Warder (NS: 18) - the Three Oaths make a new Aes Sedai feel as if her skin was too tight (NS: 38) - five years after the Oaths are taken, an Aes Sedai normally gains the Ageless features (NS: 39) - thin flows of Air can be sensed by a weak Aes Sedai at thirty paces (NS: 44) - Aes Sedai do not refer to their ages, or to that of other Aes Sedai, the contemplation of how old they are may disturb some Aes Sedai (NS: 57-58) - The Great Serpent, a serpent biting it's own tail, is an even older symbol for eternity than the Wheel of Time (I: 23; Ia: 27) - "the Dragon may have started it [the Breaking], but it was the the Aes Sedai who broke it" (I: 33; Ia: 39) - discussion of the Aes Sedai, the Breaking and whom the Aes Sedai serve (I: 34; Ia: 40) - in stories Aes Sedai can Heal (making it 'common' knowledge) (I: 83; Ia; 99) - help from an Aes Sedai was sometimes worse than no help at all (I: 84; Ia: 99) - Aes Sedai gifts always had hooks in them (I: 84; Ia: 99) - no body wants to get involved with Aes Sedai (I: 84; Ia: 99) - Sedai is an honorific, follows name (I: 84; Ia: 100) - Aes Sedai do what they do for reasons of their own, and they aren't always the reasons others think (I: 84; Ia: 100) - is there a story with a Aes Sedai where she isn't a villian (I: 85; Ia: 102) - a trained Aes Sedai will sense the ability to Channel or the nearness of the change in one able to touch True Source. (I: 142; Ia: 170) - Aes Sedai rarely marry. (I: 614; Ia: 731) - Aes Sedai refer to each other as "Sister" (II: 47) - there are Sea Folk among the Aes Sedai. (II: 52) - the White Tower is concerned by how few women with the ability can be found, and how even fewer are found with strong ability (II: 56-57) - Aes Sedai sisters who go against the Tower's wishes can be sent on a contemplative retreat supervised by one of the Ajah's. (II: 58) - a fully-trained Sister could not be shielded by one person, and the stronger she is, the more Aes Sedai it would take to shield her. (II: 277) - maintaining a simple weave is easy enough for a trained Channeler that she can forget she's maintaining the weave. (II: 278) - Aes Sedai did not always swear oaths, at that time, people knew who they were and what they stood for. They took up the practice of swearing the oaths so that the nations will deal with the Tower without fearing that the Aes Sedai will use the One Power against them. (II: 335) - Nynaeve, Egwene and Elayne make ground explode when threatened by Whitecloaks. (III: 140) - using the Power that way is an abomination within the Tower, where any woman learning to Channel is expected to act as though she's already taken the Oaths. (III: 141) - the "tricks" Egwene learned with the Seanchan could lead to stilling or even death in the Tower. (III: 150) - it is the custom that an Aes Sedai Heal anyone who asks, but it's not an Oath, so nothing compels her to. (III: 199) - the ability to Channel is a weakness that allows the Channeler to be forced to the Dark through thirteen Dreadlords and thirteen Myrddraal. (III: 255) - this weakness is not widely-known to any but full Aes Sedai, as it would naturally make people a little paranoid. (III: 255) - Aes Sedai wear the serpent ring on whichever finger they wish, or not at all. Accepted wear it on the third finger of the left hand. (III: 267) - Aes Sedai saying: - By the First Oath (III: 270) - Moiraine could sense a darkfriend who is very far gone into the Shadow, though few humans would be that deeply evil that she could sense. (III: 391) - any Aes Sedai would hunt down a man who can Channel, the Reds do little else. (IV: 16) - most country folk don't understand the difference between an Aes Sedai and an Accepted. (IV: 17) - the Aes Sedai and the power of the Aes Sedai stands for the Light and against the Shadow in the popular mind. (IV: 31) - the oaths: 1. To speak no word that is not true. 2. To make no weapon for one man to kill another. 3. Never to use the One Power as a weapon except against Darkfriends or Shadowspawn, or in the last extreme of defending her own life, that of her Warder, or that of another Sister. - the Oath of not lying is the first one taken. (IV: 119) - Moiraine's had her suspicions about the Sea Folk Windfinders being Channelers. (IV: 339) - not all Aes Sedai can Heal with any skill, Sheriam can Heal no more than a minor bruise or cut. (IV: 554) - there are Aes Sedai who speculate that the Wise Ones can channel. (V: 330) - many sisters get touchy when another steps between them and their Warders. (V: 331-332) - no Aes Sedai can read thoughts? (V: 333) - Aes Sedai pretty much force a woman born with the spark (but who has not yet channeled) into training at the Tower. They are slightly more lenient about those who could be trained, or Wilders, but they avidly seek the women to train at the tower. (V: 591-592) - an Aes Sedai can no more write a lie than speak one. (V: 609) - kings are seldom honored with an embassy of greater than 3 Aes Sedai. (VI: 22) - Aes Sedai tend to keep any personal tricks they've learned to do with the One Power a secret, though there is a body of common uses for the One Power that are taught to Novices. (VI: 28) - under Tower law, an Aes Sedai can be punished, or even cast out of the Tower, but cannot be demoted short of being demoted right out of Aes Sedai-hood by being stilled. (VI: 155) - Aes Sedai have personal maids? (VI: 221) - the Tower firmly believes there would have been more wars and strife without it and its machinations. (VI: 237) - some Aes Sedai write intellectual papers. (VI: 396) - full Aes Sedai can also be given penance. (VI: 429) - strength in the Power determines the hierarchy among the Aes Sedai, although weak Ajah heads or Amyrlins are considered for their office, not their strength. The hierarchy is also modified by other factors: being a wilder (detracts slightly), progressing faster or slower as a Novice and Accepted. (VI: 430) - the hierarchy is only supposed to determine everyday life, but actually goes beyond that. (VI: 430) - lots of Aes Sedai barely know one another. (VI: 433) - the conditions a woman has to meet to be raised to Aes Sedai are written in the Tower laws. (VI: 482) - there are less than 1000 Aes Sedai. (VI: 488) - only full Aes Sedai are taught the trick of concentrating in a certain way so as not to be affected by the heat, and it has nothing to do with the One Power. (VI: 506) - Elayne can commandeer Aviendha away from a group of Aes Sedai because she's stronger than any woman in the group, and none of them have any political power. (VI: 522) - the hierarchy determination in everyday situations becomes deeply ingrained, weighted and responded to almost automatically. (VI: 549) - every Aes Sedai knows exactly how long all the other Aes Sedai spent as Novice and Accepted, because that is a factor in the hierarchy determination. (VI: 549) - no Aes Sedai would willing expose her eyes and ears. (VI: 550) - most Aes Sedai go years after being raised to full sister before finding their first Warder. (VI: 592) - when an Aes Sedai meets a ruler, she would give a slight dip and a tiny bow of the head, and no more bow or curtsey than that. The ruler would respond with the same type of gesture. (VI: 601) - the ambassador of an Aes Sedai embassy has the full power of the Aes Sedai and the White Tower behind her, regardless of the strengths of the other delegation members. (VI: 620) - it is common knowledge among all peoples that Aes Sedai cannot lie. (VI: 647) - not all Aes Sedai can split their weaves. (VI: 647) - would rebels allow Accepted to pretend to be Sisters (VII: 19) - penalty for rebeling is known by Accepted (VII: 25) - Some Aes Sedai hid when the Elaida came down (VII: 39) - defeating Aes Sedai was not easy; making them admit defeat lay on the far side of impossible (VII: 62) - 3 Aes Sedai and 6 Warders died at Dumai's Well (VII: 69) - By the Three Oaths, no sister may use the One Power as a weapon except against Shadowspawn or in defense of her life, or that of her Warders or another sister (VII: 74) - some Aes Sedai swore beneath the Light and by her hope of salvation and rebirth to obey the Dragon Reborn and serve him until the Last Battle had come and gone (VII: 79) - social pecking order of Aes Sedai is quite rigid (VII: 158) - loss of strength in One Power dropped Siuan down a long way (VII: 158) - strength in One Power and pecking order (VII: 212) - Aes Sedai appreciate being made fools of less than other people; kings had been made to pay for that (VII: 168) - after three thousand years of plotting, it was hardly surprising that scheming had become second nature to most sisters and only a breath away for the rest. - a 'sister' must "entreat and appeal for acceptance" into an Ajah (VII: 169) - New Aes Sedai almost always wore their shawls more often than they needed to (VII: 206) - Aes Sedai raised by decree and not by trials truly had to beg admittance, and that guardians had been named to oversee their behavior (VII: 207) - some people looked at Aes Sedai with awe or adoration, others with fear or hate, but Caddsuane had never seen contempt beore, not even from Whitecloak. (VII: 346) - Aes Sedai don't like mention of the Black Ajah (VII: 607) 63.7 Test to Become Aes Sedai ~~~~~~~~~~~~~~~~~~~~~~~~ - Three Oaths (NS: 6) - the Three Oaths make a new Aes Sedai feel as if her skin was too tight (NS: 38) - five years after the Oaths are taken, an Aes Sedai normally gains the Ageless features (NS: 39) - far worse then being drenched in cold water on a cold day is done when an Aes Sedai is tested for the shawl (NS: 80) - Accepted take the final vows to become Aes Sedai holding a ter'angreal that makes her vows binding. (II: 335) - the final test for an Accepted before becoming Aes Sedai is to Channel while staying calm under extreme pressure. (III: 178) 63.8 Accepted Life ~~~~~~~~~~~~~ - a Novice is not supposed to Channel without the supervision of a teacher or an Accepted. (II: 278) - of the forty Novices currently in the Tower, only 8-9 will be raised to Accepted. (II: 283) - an Accepted has to break more rules to be called to the Mistress of Novices' study than a Novice does, but it does happen. (II: 283) - the Novices and Accepted are disciplined by the Mistress of Novices. (II: 283) - Novices wear a white dress, Accepted wear the same, but with seven colored bands at cuff and hem, the color of the Ajahs. Accepted also wear the serpent ring. (II: 355) - the Accepted have larger rooms with nicer furnishings than the Novices. (II: 537) - it is frowned on for the Accepted to have Novice friends? (II: 543) - Novices and Accepted are not supposed to leave the Tower grounds without permission. (II: 545) - using the Power to hurt a person is an abomination within the Tower, where any woman learning to Channel is expected to act as though she's already taken the Oaths. (III: 141) - a bare handful of Novices are raised to Accepted. (III: 155) - most women spend years as a Novice, and then more years as an Accepted. (III: 155) - Novices are supposed to obey the dictates of an Accepted almost as quickly as they would a full Aes Sedai. (III: 166) - Accepted can't leave the city without permission. (III: 171) - no Novice or Accepted should have a ter'angreal in her possession. (III: 241) - one of the Accepted duties is speaking with the petitioners who gather in the entry hall of the Tower, to determine their requests and who might fill them. (IV: 17) - most country folk don't understand the difference between an Aes Sedai and an Accepted. (IV: 17) - the Accepted need permission to leave the Tower, except during certain hours. (V: 319) - it is an offence for an Accepted to bond a Warder. Not a severe enough offence for stilling, but it would result in a serious punishment. (V: 401) - it is forbidden for Novices or Accepted to channel to finish their assigned chores. (V: 600) - the Accepted are discouraged from wearing too much jewelry. (VI: 17) - runaway Novices and Accepted are almost always found and brought back to the Tower. (VI: 175) - no Accepted should be out of the Tower without an Aes Sedai to oversee her? (VI: 354) - Novices, and occasionally Accepted, try to sneak off sometimes, but few ever make it off of the island of Tar Valon, and almost all are found and dragged back. (VI: 599) - leaving training at the White Tower is never the individual's decision, unless she is a full Aes Sedai. (VI: 599) - would rebels allow Accepted to pretend to be Sisters (VII: 19) - a 'sister' must "entreat and appeal for acceptance" into an Ajah (VII: 169) - Aes Sedai raised by decree and not by trials truly had to beg admittance, and that guardians had been named to oversee their behavior (VII: 207) 63.9 Accepted Training ~~~~~~~~~~~~~~~~~ - the Accepted are expected to question things, as they know enough to have a good idea of which questions to ask, and when. (II: 207) - the first few weeks of Accepted training are even harder than the Novice training, to catch anyone who might have passed through Novice training though her character is not strong enough for the rigors of the life of a full Sister. (II: 283) - during thirteen weeks at the Tower, the girls have only three "free days". (II: 537) - Accepted chose their own lessons and pace. Though if they don't choose a direction relatively quickly, one will be chosen for them. (III: 309) - an Accepted risks being called to the Amyrlin's study if she does not choose the focus of her studies fast enough. (III: 335) - there are "teachers' pets" at the Tower. (V: 323) - even when both teacher and pupil are Accepted, the teacher has the status of Aes Sedai for the duration of the lesson. (V: 591) - El teaches a class of Novices, but Accepted can only do that when they're given permission. (VI: 166) - numbers of Novices and Accepted have claimed to have rediscovered lost Talents or discovered something new, though they usually haven't. One even jumped off the Tower believing she could fly. (VI: 421) - penalty for rebeling is known by Accepted (VII: 25) 63.10 Test to Become Accepted ~~~~~~~~~~~~~~~~~~~~~~~ - the Novice testing chamber is down in the basement of the Tower, in an area smoothed from the pale rock of the island itself. (III: 244) - desc of the domed testing chamber (III: 244-245) - desc of ritual of the Novice to Accepted test (III: 245) - it is the custom not to speak of what happens during one's test. (III: 255) - desc of how Egwene uses the Power during her test (III: 261) - during her test, Egwene can hear some of the thoughts of the Sisters fuelling the arches. (III: 265) 63.11 Novice Life ~~~~~~~~~~~ - guiding a woman to touch the One Power (I: 142; Ia: 170) - few women have the ability to become initiates, much less the desire (I: 152; Ia: 181) - usually, the younger the Novice, the better she fares at the Tower, because a Novice is expected to do exactly what she is told without question, and older, independent women might balk at that. (II: 207) - Novice chores: wash dishes, scrub floors, do laundry, serve at table. (II: 208) - Novices are assigned chores to build character. (II: 208) - the Novices and Accepted are disciplined by the Mistress of Novices. (II: 283) - of the forty Novices currently in the Tower, only 8-9 will be raised to Accepted. (II: 283, 536) - Novices wear a white dress, Accepted wear the same, but with seven colored bands at cuff and hem, the color of the Ajahs. Accepted also wear the serpent ring. (II: 355) - a Novice who's been at the Tower a while is assigned to a new Novice to help familiarize with her new position. (II: 356) - Novice rules: can't leave the Tower without permission, must show respect towards Accepted, can't speak to an Aes Sedai until she speaks to you. (II: 358, 545; III: 171) - during thirteen weeks at the Tower, the girls have only three "free days". (II: 537) - many of the Novice rooms have small holes in the walls allowing the Novices in adjoining rooms to talk after lights out. (II: 541) - it is frowned on for the Accepted to have Novice friends? (II: 543) - Novices are expected to live as though they are already bound to the Oaths. (III: 141) - using the Power to hurt a person is an abomination within the Tower, where any woman learning to Channel is expected to act as though she's already taken the Oaths. (III: 141) - Novice punishments: scrubbing floors, scrubbing pots, raking paths in the Spring Garden, being switched, turning a spit. (III: 154, 184) - most who come to the Tower to study leave without even having learned to sense the One Power. (III: 154-155) - most women spend years as a Novice, and then more years as an Accepted. (III: 155) - a bare handful of Novices are raised to Accepted. (III: 155) - Novices are supposed to obey the dictates of an accepted almost as quickly as they would a full Aes Sedai. (III: 166) - a punishment is always kept private between the punished and the Mistress of Novices. (III: 171) - men don't enter the Novice area, would be scandalous if they did. (III: 186, 187) - the only punishment that is publicly announced is stilling. (III: 204) - Novice chores: cleaning hearths and ovens, rubbing tables down with sand, scrubbing floors. (III: 235) - no Novice or Accepted should have a ter'angreal in her possession. (III: 241) - Novice punishment: have mouth scrubbed out with soap, being sent to a farm to do labor there. (III: 334, 336) - Else Grinwell was kicked out of the Tower for not applying herself enough during Novice training. (III: 336) - one of the Novice tasks is to keep watch in the pigeon loft of the Tower for incoming messenger pigeons. (IV: 290) - when a girl is accepted as a Novice at the Tower, the clothes she arrived in are burned before her eyes. (IV: 379) - it is forbidden for Novices or Accepted to channel to finish their assigned chores. (V: 600) - the Aes Sedai rarely test for ability in women over the age of 16, but when they do, they find some. (VI: 175) - punishment: switching (VI: 175) - runaway Novices and Accepted are almost always found and brought back to the Tower. (VI: 175) - few women over the age of 18 are accepted into the Tower for training, because older women would find the strictures of Novice life too restrictive. (VI: 210) - there is a prohibition against channeling to complete chores because saidar is so seductive. (VI: 232) - the Aes Sedai feel there is an age beyond which a woman is too old to become a Novice, somewhere in the mid-twenties. (VI: 488) - Novices will sometimes have contests of strength in the One Power, though a stop is put to these if any Aes Sedai discovers them at it. (VI: 549) - Novices, and occasionally Accepted, try to sneak off sometimes, but few ever make it off of the island of Tar Valon, and almost all are found and dragged back. (VI: 599) - leaving training at the White Tower is never the individual's decision, unless she is a full Aes Sedai. (VI: 599) - ten time the number of novices study at the White Tower in exile as the White Tower had held in years (VII: 180) 63.12 Novice Training ~~~~~~~~~~~~~~~ - most have to study at Tar Valon for months before able to do something as minor as make a light flicker in a stone. (I: 143; Ia: 171) - Novices learn the names of those few women who have been stilled, and the crimes for which they were punished. (II: 62) - most girls who wish to become Aes Sedai, even those born with the spark, have a certain fear of the Power. Even after they've learned what to do, they need to be led step-by-step by an Accepted or a Sister. Only a very few will jump right in to Channeling with no regard or thought for the dangers, often putting them in a very dangerous position. (II: 205) - usually the guidance of the teachers, and the girl's own fear, slows her progress down so that the sure ability to touch the Source and Channel come together at the same time as control over Channeled effects. (II: 206) - in the beginning, the student will try reaching for the True Source, and more often than not feel as though she's grasping for air. Or, when she does manage to touch the Source, she can do nothing with the Power, or what she does is not at all what she intended. (II: 206) - Novices are disciplined to do what they're told without question because at a certain point of their training in Channeling hesitation or doubt could lead to catastrophic results. (II: 207) - desc of meditation training to try and touch Source and Channel (II: 207, 209) - in the beginning of training, a Channeler cannot handle much of the Power, but as she trains, the amount she can handle grows. (II: 210) - desc of the teaching techniques of various Aes Sedai (II: 210-211) - part of the training is learning when to use one's ability, as well as how, and when it's better to do things the way everyone else does. (II: 276) - training sessions include such exercises as making the air stir, or lighting and dowsing a candle with the Power. (II: 276) - Nynaeve learns very quickly, her progress is not typical. (II: 277) - a Novice is not supposed to Channel without the supervision of an Aes Sedai or an Accepted. (II: 278) - the girls are told that the training in the Tower will be harder than that they receive on the ship. (II: 280) - the training at the Tower is deliberately hard, and no exceptions are made for any women, regardless of her potential or ability. The Aes Sedai feel it's important to learn if a person does not have the character and internal strength to handle the duties and responsibilities of a full Sister before she lets anyone down. (II: 283) - during thirteen weeks at the Tower, the girls have only three "free days". (II: 537) - there are "teachers' pets" at the Tower. (V: 323) - Aes Sedai tend to keep any personal tricks they've learned to do with the One Power a secret, though there is a body of common uses for the One Power that are taught to Novices. (VI: 28) - El teaches a class of Novices, but Accepted can only do that when they're given permission. (VI: 166) - Novices are characterized as either leaping ahead foolishly, or balking and arguing. (VI: 218) - example of Novice exercises (VI: 233) - Novice lectures include lectures on the nature of reality. (VI: 360) - numbers of Novices and Accepted have claimed to have rediscovered lost Talents or discovered something new, though they usually haven't. One even jumped off the Tower believing she could fly. (VI: 421) - when a woman first begins to channel, it requires testing to determine her potential strength. (VI: 468) - few women have the ability to become initiates, much less the desire (I: 152; Ia: 181) 63.13 Warder Training ~~~~~~~~~~~~~~~ - the Master of Arms is in charge of training young men in fighting, not all of those who seek training aspire to be Warders. (III: 193-4) - the Master of Arms disciplines and punishes the warrior students in the same way as the Tower disciplines the Novices. (III: 195) - the "younglings" study under the Warders. (IV: 769) - few warders' students even old enough to shave regularly. (IV: 782) 63.14 Warder Abilities and the Aes Sedai-Warder Bond ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Malkieri Warder (I: 25; Ia: 29-30) - stories of Warders (I: 25; Ia: 30) - a Warder won't keep many secrets from his Aes Sedai. (I: 106; Ia: 126) - Warders heal quickly, can go longer without food/water/sleep than most people, and can sense creatures of the Dark One if they're close. (I: 106; Ia: 127) - stories are silent as to what the Aes Sedai get from the Warder Bond (I: 106; Ia: 127) - Aes Sedai will know if their Warders fail (I: 220; Ia: 262) - the Ways feel wrong to Warders (I: 570; Ia: 679) - a Warder is a warrior bonded to an Aes Sedai (I: 669; Ia: 799) - the bonding is a thing of the One Power (I: 669; Ia: 799) - the bond gives the Warder special abilities: quick healing, the ability to go long periods without food, water, or rest, and the ability to sense the taint of the Dark One at a distance (I: 669; Ia: 799) - so long as the Warder lives, the Aes Sedai to which he is bonded knows he is alive however far away he is, and when he dies she knows the moment and manner of his death (I: 669; Ia: 799) - most Ajahs believe that an Aes Sedai may have one Warder bonded to her at all times (I: 669; Ia: 799) - the Red Ajah refuses to bond any Warders at all (I: 669; Ia: 799) - the Green Ajah believes an Aes Sedai may bond as many Warders as she wishes (I: 669; Ia: 799) - ethically, the Warder must concent to the bonding (I: 669; Ia: 799) - the bonding has been known to be done involuntarily (I: 669; Ia: 799) - what Aes Sedai gain from the bonding is a closely held secret (I: 669; Ia: 799) - Warders can sense a Trolloc within a quarter mile. (I: 199; Ia: 236) - Warder and his Aes Sedai will know when the other dies, and how. (I: 245; Ia: 291) - Lan can smell that a Fade has been in a place recently. Do they really have that pungent of a scent, or is it a Warder thing? (I: 354; Ia: 421) - Warders seldom show emotion. (II: 4) - an Aes Sedai can compel her Warder through their bond. (II: 322) - no Aes Sedai has passed her Warder's bond to another Aes Sedai for 400 years, and doing so is considered unethical in these times. (II: 323) - the Warder's bond shields the dreams of the Warder. (III: 95) - Lan leaves physical signs of his trail so he can easily be followed by the party. (III: 101-103) - Lan could sense a darkfriend who is very far gone into the Shadow, though few humans would be that deeply evil that he could sense. (III: 391) - Lan could sense a darkfriend who is very far gone into the Shadow, though few humans would be that deeply evil that they could sense. (III: 391) - most Warders use long-hilted swords. (IV: 25) - the Warders swear to accept and obey. (IV: 269) - Warders move very stealthily. (IV: 489) - Alanna felt every wound that her Warder took, as well as his death. (IV: 496) - it is the custom not to bond someone against his will. (IV: 497) - most Warders dislike being any distance away from their Aes Sedai. (IV: 767) - many sisters get touchy when another steps between them and their Warders. (V: 331-332) - physical contact is required for Warder bonding. (V: 400) - a Warder gains strength and energy from the bond, and can withstand more serious injuries than previously. (V: 400) - it is an offence for an Accepted to bond a Warder. Not a severe enough offence for stilling, but it would result in a serious punishment. (V: 401) - once bonded, Birgitte can feel Elayne, and could point to her if she was a mile away. (V: 408) - there are tales of female Warders, but they are so old that Birgitte barely remembers them. (V: 409) - one of the Warder's jobs is to tell his Aes Sedai if she pushes herself too hard. He often provides a dose of caution. (V: 410) - Birgitte is hungry the day after Elayne bonds her. (V: 410) - the Aes Sedai make their Warders give oaths, obedience to the Aes Sedai isn't a function of the bond itself. (V: 413) - an Aes Sedai has not transferred her Warder's bond to another for hundreds of years. (V: 636) - Elayne can sense Birgitte's feelings through the Warder bond. (VI: 24) - Elayne can feel that Birgitte has a splinter. (VI: 27) - when Semirhage tortures the Aes Sedai, her Warder feels her pain. (VI: 142) - Warders often die avenging their Aes Sedai. (VI: 167) - when a Warder is bonded, he feels a huge flash of heat, and more aware of himself and the Aes Sedai. (VI: 204) - after bonding, the Warder's knees feel wobbly for a while. (VI: 206) - it can take an Aes Sedai a long time to get over her Warder's death, it took Verin ten years. (VI: 209) - no one knows what would happen if a Warder bonding was attempted while two or more Aes Sedai were linked. (VI: 211) - once bonded, Rand can feel Alanna, his sense of her grows fainter with distance. (VI: 212) - Rand could point out Alanna's direction with his eyes closed. (VI: 212) - Elayne and Birgitte can tell when the other is weary or unsteady. (VI: 264) - Rand can still sense Alanna though she's 600 miles away. (VI: 282) - the Warder/Aes Sedai bond can't be broken unless one dies? (VI: 298) - Rand senses Alanna more strongly the closer he is to her, but even at a distance, he can tell she's been weeping. (VI: 311) - Warders don't seem to be very affected by the temperature, either. (VI: 337) - Rand senses that Alanna has a bruised heel, a scraped hand and is in a temper. (VI: 372) - Rand senses whether Alanna's awake or asleep. He can also tell that she's been crying. Alanna can sense when he's returned through the gateway. (VI: 398) - the Warders seldom let Accepted get away with portraying themselves as full Aes Sedai. (VI: 420) - as soon as Suian was unstilled, severe grief over the death of her Warder came crashing down on her. (VI: 427) - when Leane's Warder was killed, it took her a year to recover. (VI: 427) - Elayne can feel Birgitte walking closer towards her on the street. (VI: 520) - Rand can tell when Alanna is eager, sad or nervous. (VI: 539) - Rand begins to grow accustomed to the feeling of his bond with Alanna. (VI: 539) - bonding a Warder without his permission is considered a crime akin to rape among Aes Sedai. (VI: 549) - the sensation of a Warder's injuries can almost make the Aes Sedai faint, if the injuries are severe. (VI: 550) - the Greens are particularly jealous of their Warders. (VI: 550) - the death of her Warder has a severe effect on the Aes Sedai. (VI: 551) - most Aes Sedai go years after being raised to full sister before finding their first Warder. (VI: 592) - the Warders drink little alcohol, and seldom. (VI: 614) - Alanna tried to compel Rand moments after bonding him, but said it was like trying to uproot an oak with her bare hands. (VI: 620) - no one has ever bonded a male channeler as Warder before. (VI: 621) - after his bond is transferred, Lan is compelled to travel to Myrelle as straight as an arrow, could not deviate his path even to avoid battle. (VI: 651) - some would consider transferring a Warder's bond without his permission a crime, and it could be enough to drive the associated Aes Sedai into exile. (VI: 651) - 400 years ago, transferring a Warder's bond was commonplace. (VI: 651) - Myrelle can tell if Lan's wounds are fresh, half-healed or infected. (VI: 651) - Myrelle can sense Lan the moment his bond is transferred to her. (VI: 651) - Myrelle compels Lan through their bond with a touch of Spirit so delicate he won't feel it. (VI: 652) - Warder bond did not exist in the Age of Legends (VII: 143) - 581 Younglings were far enough in training to be at Dumai's Well, fewer then 200 survived (VII: 52) - Younglings wear a silver tower on collar to mark them as veterans of the fighting when the White Tower split (VII: 52) - Younglings ride war-trained horses (VII: 52) - about Warders under guard: "More guards then Warders, a good many more, and maybe few enough at that." (VII: 61) - about Warders under guard: "Broken bones or no, unarmed as they were, hands tied behind their backs, the Warders still looked like a wolfpack awaiting the lead wolf's command to attack." (VII: 61) - many Warders wear an olive green coat (VII: 232) - how an Aes Sedai's death affects her Warder (VII: 234) - how to try to save a Warder who's Aes Sedai has died (VII: 235, 236) - passing a Warders bond (VII: 235) - customs of bonding (VII: 236) - Female Warder bothers Aes Sedai (VII: 255) - Female Warder accepted by other Warders (VII: 255) - woman-woman bond differs from woman-man bond (VII: 369) - snapping of a Warders bond to his Aes Sedai (VII: 492) - Warders honor: first to go in, last to come out (VII: 501) 63.15 Eyes and Ears ~~~~~~~~~~~~~ - individual Aes Sedai also have their own agents (eyes and ears). (V: 15) - every Ajah but the White has watchers and agents (eyes and ears). The Blue have the most, and the Yellow the least, as they feel nothing of sickness and Healing can be learned from non-Channelers. (V: 15) - desc of general eyes and ears information (V: 152) - desc of the SOS signal of the Yellow Ajah's agents (V: 152) - eyes and ears are not found everywhere, and their reliability varies. (V: 170) - there are few eyes and ears within Tar Valon itself. (V: 324) - even the members of an Ajah don't know which sister of the Ajah is in-charge of its eyes and ears. (V: 324) - it's unusual for an Ajah to have eyes-and-ears in Tar Valon itself. (VI: 153) - all Ajahs have an "emergency" signal that their eyes-and-ears will display when there's important news. (VI: 210) - most eyes-and-ears are women, but not all are. (VI: 264) - no Aes Sedai would willing expose her eyes and ears. (VI: 550) - Amyrlin has a network of eyes-and-ears (VII: 17) - it is a strong tradition that Ajahs send information that they are willing to share to the Keeper (VII: 17) - White Tower spys (Tarna Feir) in Salidar, the Tower in Exile (VII: 18) - desc of eyes-and-ears and how messages are recieved by the White Tower in exile (VII: 174-175) 63.16 White Tower and Male Channelers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - false Dragon's procession (I: 496-497; Ia: 591-593) - due to the taint, eventually every male Aes Sedai went mad & broke the world (NS: 5-6) - taint gives madness, destruction and death (NS: 6) - no man is willingly gentled (NS: 6) - men seldom survive long after gentling (NS: 6) - a man does not begin to channel until 16; more often, up to 10 years later (average of 20?) (NS: 144) - Aes Sedai have ridden south, to Ghealdan, since this Dragon can channel (I: 31; Ia: 37) - only Aes Sedai can hold a man who can channel (I: 31; Ia: 37) - the sentence of a male Channeler is pronounced only in the Hall of the Tower. The sentence of gentling has been set for 3000 years. (III: 259) - desc of the ceremony of gentling - twelve Sisters plus the Amyrlin perform the gentling (III: 264) - the Reds treat the male Channelers they find roughly? (III: 415) - any Aes Sedai would hunt down a man who can Channel, the Reds do little else. (IV: 16) - by Tower law, the Red Ajah must bring male Channelers to Tar Valon for gentling. (IV: 279) - the Aes Sedai won't let the gentled Logain have access to very much alcohol. (VI: 417) - 6 is the traditional number used to shield a male channeler. (VI: 646) - it is also custom that all of the strength of those maintaining a shield must be directed into that shield. (VI: 647) - Tower law states that a male channeler must be taken to the White Tower for trial before being gentled. (VI: 672) - in ten years the Reds have found 6 men with the ability, 24 in the last 20, chronicles only record 16 in 20 (VII: 22) - Number of men at the Black Tower severly underestimated (VII: 21) - women cannot tell if men hold the source (VII: 357) - men can feel women holding the One Power (VII: 358) 63.17 White Tower and Other Channelers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Aes Sedai view of Wise Ones teaching them: What could a great lot of wilders, savages at that, teach Aes Sedai (VII: 340) 63.18 Tower in Exile ~~~~~~~~~~~~~~ - White Tower spys (Tarna Feir) in Salidar, the Tower in Exile (VII: 18) - Salidar is on the march, with Egwene al'Vere as Amyrlin (VII: 23) - largest tent in White Tower in exile occupied by one person is less than two spans by two (VII: 173) - desc of eyes-and-ears and how messages are recieved by the White Tower in exile (VII: 174-175) - ten time the number of novices study at the White Tower in exile as the White Tower had held in years (VII: 180) - Aes Sedai raised by decree and not by trials truly had to beg admittance, and that guardians had been named to oversee their behavior (VII: 207) 64.0 AIEL CHANNELERS ~~~~~~~~~~~~~~~ - few Wise Ones could Heal with the skill that Nynaeve does. (III: 441) - all Aiel wilders are forced to take the training to become a Wise One. (IV: 377) - there are less than 1000 Aes Sedai, but there are more channeling Wise Ones than that. (VI: 488) - there are no Aiel wilders, all women with the spark are identified and receive appropriate training. (IV: 570) - the Channeling Wise One Amys looks younger than she should, but not ageless like a Aes Sedai. (IV: 809) - the status of a Wise One does not depend on her ability to Channel, or her strength if she can Channel. (V: 101) - there are Aes Sedai who speculate that the Wise Ones can channel. (V: 330) - by law and/or custom, the Wise Ones avoid strangers (or only Aes Sedai who might find out that they can Channel?) (V: 330) - most Aiel don't even know that Wise Ones can channel, though there are rumors of strange abilities, and some figure what some Wise Ones do is close to channeling. (V: 482) - channeling ability doesn't count for much among the Wise Ones, they don't judge each other by the strength of each other's ability. (VI: 300) - the Wise Ones don't know Healing, or how to check someone's health with the One Power. (VI: 357) - around two thirds of the Wise Ones can Channel. (VI: 362) - Aiel men who can channel feel they are chosen to fight the Shadow, and go north to seek out the Dark One. None ever return. (VI: 363) - the Wise Ones handle many weaves differently than the Aes Sedai would. Sometimes the Wise One weave is more complicated or cruder, but sometimes it's more direct and simpler. (VI: 488) - Wise Ones figure they could learn to weave a shield. (VI: 665) - the Wise Ones seem reluctant to admit they can channel. (VI: 670) - Shaido have over 200 Wise Ones (VII: 29) - 6 or 7 Shaido Wise Ones can wield the One Power for every 1 Aes Sedai around Rand (at Dumai's Well) (VII: 30) - Wise Ones do not take part in battle (VII: 30) - Shaido Wise Ones fight (VII: 30) - Wise Ones keep far from Aes Sedai (VII: 30) - killing a Wise Ones ranks with killing a pregnant woman, a child, or a blacksmith (VII: 30) - Sevanna sees Wise Ones being the route to power for Aiel women, As wife of a clan chief (at 16) she had power when Maidens were barely trusted with a spear, or an apprentice Wise Ones trusted to carry water (VII: 33) - Aiel dreamwalkers concider male dreamwalkers as common as legs on snakes (VII: 200) - Wise Ones pecking order (VII: 213) - Wise Ones were soft knee high boots (VII: 626) - Wise Ones take apart weaves regularly (VIII: 76-77) - The Wise Ones say thet any woman can learn to take apart a weave, some to greater extent than others, but all can learn (VIII: 77) - taking apart a weave leaves no reside that may be read, the larger the weave the longer it is readable, if it only disipates (VIII: 78) - Wise Ones apprentices are apprentices until five Wise Ones agree they are ready to be more (VIII: 217) - Wise One weaves are very different from those taught in the White Tower (VIII: 277) - from Wise One: Learning a second way is hard enough without all the hand-waving you Aes Sedai do (VIII: 277) - Wise Ones do not use hand guestures when weaving (VIII: 278) - Wise One weaves are very different from those taught in the White Tower (VIII: 277) 65.0 MALE CHANNELERS ~~~~~~~~~~~~~~~ - men who have the ability to touch saidin born in them die, of course, if the Red Ajah does not find them and gentle them (I: 141; Ia: 169) - many believe that the men were trying to free the forsaken and the Dark One (I: 152; Ia: 181) - the Aes Sedai are stopping on the way to Tar Valon to display Logain they will stop in Caemlyn (I: 325; Ia: 387) - only one kind of trouble for a man to get into with Aes Seai (I: 333; Ia: 396) - woozieness comes after lightning, and may be a reaction to a near strike plus being hurled across room (I: 407; Ia: 485) - Rand sees Aginor using the Eye (I: 634; Ia: 755-756) - without guidance, a mans first touching is like a womans, something needed or desired (I: 644; Ia: 768) - women cannot teach men to channel and vise-versa (I: 645; Ia: 768) - the Red Ajah finds and gentles men who attempt to (or who are able to) wield the One Power (I: 659; Ia: 784) - strength in Spirit is found equally in men and women (I: 663; Ia: 791) - strength in Earth and/or Fire is much more often in men (I: 663; Ia: 791) - strength in Water and/or Wind is found much more often in women (I: 663; Ia: 791) - there are exceptions to the strength in Earth/Fire Water/Wind observations (I: 663; Ia: 791) - saidar -- sah-ih-DAHR (I: 667; Ia: 795) - only a man can draw on saidin (I: 668; Ia: 798) - no man is willingly gentled (NS: 6) - men seldom survive long after gentling (NS: 6) - a man does not begin to channel until 16; more often, up to 10 years later (average of 20?) (NS: 144) - sensing for people (I: xiii; Ia: xiii) - only Aes Sedai can hold a man who can channel (I: 31; Ia: 37) - the Red Ajah finds about one male Channeler every five years in normal times. (II: 330) - Thom's nephew Owyn stayed sane for three years after discovering he could Channel, only during the fourth year did he begin to act oddly. (II: 389) - desc of what happened to the False Dragons when Rand declared himself. (III: 159) - only three male Channelers have been caught within the past ten years. (III: 415) - Sammael would not be able to Channel from Illian to Tear, even with Callandor. (IV: 103) - Rand has woven more than a dozen flows at once. (IV: 151) - Rand is rarely able to distinguish flows. (IV: 153) - Rand gets goosebumps when around woman who is touching the Source. (IV: 147) - some Aes Sedai believe the ability to Channel is being culled by the hunting down of any men who can Channel. (IV: 494) - some of the Whites have a "mad plan" to breed gentled men with women to increase numbers of Channelers. (IV: 494) - Logain has held off the madness for 6 years. (IV: 647) - Rahvin sense Lanfear's gating only as a slight tingle. (V: 24) - Rahvin is able to dimly sense that Sammael's filled with saidin, but only because he's close. (V: 25) - a man can only dimly feel another man channeling, and doesn't "see" anything. (V: 75) - Rand remembers how to do something after doing it once, most of the time. (V: 120) - fewer and fewer male channelers are found over time, according to records. (VI: 20) - Taim would be able to sense if Rand held saidin. (VI: 75) - men can't simply detect the ability to channel in another man, the way women can, they have to employ a test to determine ability. (VI: 79) - Taim can test and train male channelers. (VI: 79) - Taim tests men by channeling, and checking for a "resonance" in the tested. This reveals ability, but not potential strength. (VI: 89) - Rand estimates Taim is almost as strong as he is. (VI: 92) - men who can channel get a sense of force and menace from another man who seizes saidin, which they can clearly feel and measure. (VI: 92) - Taim makes his students do everything with One Power - they eat their food cold unless they can heat it, etc. Some will probably die because of the speed of the lessons. (VI: 214, 215) - Taim is very quick in learning what Rand shows him. (VI: 215) - channeling saidin within Shadar Logath seems to augment the sense of the taint, as the evil of the taint resonates to the evil of Mashadar. (VI: 330) - Aiel men who can channel feel they are chosen to fight the Shadow, and go north to seek out the Dark One. None ever return. (VI: 363) - Rand, the damane and her sul'dam feel a shock when he touches the collar of the a' dam. (V: 370-371) - desc of how male students are using the One Power (VI: 540) - Rand and Taim can each sense if the other is holding the One Power. (VI: 404) - men's ability usually shows at a later age than women's. (VI: 405) - men can Heal? Taim teaches his students the little he knows. (VI: 541) - so far, one out of the one hundred has died, and three have burned out. (VI: 541) - Taim figures he could find 1000 male channelers in a year or less of looking. (VI: 544) - Rand feels he has the ability to kill Lanfear, but can't because of his feelings about killing a woman. (V: 631) - there are 200 Asha'man by the end of the book. (VI: 691) - Number of men at the Black Tower severly underestimated (VII: 21) - in ten years the Reds have found 6 men with the ability, 24 in the last 20, chronicles only record 16 in 20 (VII: 22) - Scent of Rand And Lew Therin fighting for control (?) (VII: 83) - use of saidin (VII: 120) - sensation of holding saidin (VII: 138-139) - feeling strength of men who could channel (VII: 142) - male channelers have bars which restrict thier ability to channel (VII: 142) - Men gain strength faster then women (VII: 142) - Men who can channel hear voices, that converse with them and tell them what to do (VII: 331) - men can tell if men hold the One Power (VII: 356) - a man can sense another holding it even when he is not (VII: 532) - men can see and feel a weave? (or is it just that he need to be able to see normally? (VII: 650) - Rand can sense someone channeling enough saidin for a gateway from across the Square of Tammaz (VII: 650) - even if a man survives to learn control of the Power and the madness, he will die from a wasting sickness which causes the sufferer to rot alive (I: 666; Ia: 794-795) - the sickness and the madness is caused by the Dark One's taint on saidin (I: 666; Ia: 795) 65.1 Madness ~~~~~~~ - gentling is viewed as neccessary because any man who learns to channel will go insane from the taint and will most certainly do horrible things with the Power in his madness (I: 664; Ia: 791) - whatever madness has come before gentling is arrested by the act of gentling, but not cure it, and if it is done soon enough, death caan be averted (I: 664; Ia: 791) - since the Time of Madness, no man has been able to channel without eventually going mad (I: 666; Ia: 794) - even if a man survives to learn control of the Power and the madness, he will die from a wasting sickness which causes the sufferer to rot alive (I: 666; Ia: 794-795) - the sickness and the madness is caused by the Dark One's taint on saidin (I: 666; Ia: 795) - due to the taint, eventually every male Aes Sedai went mad & broke the world (NS: 5-6) - taint gives madness, destruction and death (NS: 6) - results of madness (I: ix-xiii; Ia: ix-xiii) - men who can channel the Power always go mad then waste away and die (I: 31; Ia: 37) - male channelers die of a rotting disease or go mad. (I: 644; Ia: 768) - the male Forsakens' link to the Dark One keep them from going mad from the taint on saidin. (IV: 976) - channeling saidin within Shadar Logath seems to augment the sense of the taint, as the evil of the taint resonates to the evil of Mashadar. (VI: 330) - an Aes Sedai Sister can only give a man a few minutes of sanity (I: xi; Ia: xi) - the Breaking of the World - when Lews Therin Telamon (the Dragon) resealed the Dark One's prison, the counterstroke tainted saidin. Eventually every male Aes Sedai went insane. In their madness, they changed the face of the earth. causing earthquakes, leveling mountain ranges, raising new mountains, lifting dry land where there had been sea, made the ocean cover dray. Many parts of the world were completely depopulated, and the survivors were scattered like dust on the wind. This destruction is remembered in stories, legends and history as the Breaking of the World (I: 660; Ia: 786) - gentling is viewed as neccessary because any man who learns to channel will go insane from the taint and will most certainly do horrible things with the Power in his madness (I: 664; Ia: 791) - whatever madness has come before gentling is arrested by the act of gentling, but not cure it, and if it is done soon enough, death caan be averted (I: 664; Ia: 791) - since the Time of Madness, no man has been able to channel without eventually going mad (I: 666; Ia: 794) - even if a man survives to learn control of the Power and the madness, he will die from a wasting sickness which causes the sufferer to rot alive (I: 666; Ia: 794-795) - the sickness and the madness is caused by the Dark One's taint on saidin (I: 666; Ia: 795) 66.0 SEA FOLK (ATHA'AN MIERE) CHANNELERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - there are Sea Folk Aes Sedai. (II: 52) - many Sea Folk consider Aes Sedai bad luck. (IV: 318) - the real reason the Sea Folk are leery of Aes Sedai is because some Windfinders can Channel. (IV: 333) - the Sea Folk send a few girls to the Tower so the Aes Sedai won't come looking for them and find out about the Windfinders. (IV: 334) - Sea Folk Windfinder started fires on the Seanchan vessel. Fire weaves beyond lighting a lamp are very difficult for her. (IV: 334) - Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334) - Moiraine's had her suspicions about the Sea Folk Windfinders being Channelers. (IV: 339) - the Sea Folk know more of working weather than the Aes Sedai. (VI: 448) 67.0 SEANCHAN CHANNELERS ~~~~~~~~~~~~~~~~~~~ - the sul'dam can sense when the damane is lying? (II: 574) - the sul'dam want to wear the bracelet to feel "complete". (II: 594) - damane are considered possessions (not of the sul'dam, but the nobility who buys and maintains them, and in general.) (II: 595) - a sul'dam can give a damane a new name if she chooses. (II: 598) - a sul'dam can tell if a damane has Channeled even the tiniest amount without someone wearing the bracelet? (II: 600) - desc of the sul'dam perceptions of the damane through the bracelet (II: 645) - the Seanchan offer a reward of 1000 gold to those who turn over an Aes Sedai, and kill those who shelter one. (III: 248) - the power of the Seanchan and the Crystal Throne is built on control of damane. (IV: 46) - the mere touch of a Channeler is considered defiling to a Seanchan. (IV: 48) - the Seanchan believe female Channelers are dangerous animals who Broke the World. (IV: 638) 67.1 Seanchan Damane ~~~~~~~~~~~~~~~ - few but nobles can afford to own a damane, most are property of the throne. (II: 422) - whatever hurt the sul'dam feels, the damane feels twice over, even unto death. (II: 566) - the sul'dam can create sensations of physical pain and discomfort in the damane through the link of the a' dam. (II: 566) - a damane should try and anticipate what her sul'dam wants. (II: 571) - damane punishments can even include cutting out the tongue or amputating the hands, as they aren't necessary for the function a damane serves. (II: 572) - if a man puts on the bracelet, nothing at all might happen, or both man and damane might die screaming. (II: 573) - while there are basic rules every damane is expected to obey, each sul'dam decides on exact rules and training for the damane she's linked to. (II: 572) - those damane who can make a' dam lead pampered lives (for damane). (II: 573) - if a damane channels without being linked to a sul'dam, she'll feel sick. (II: 595) - even thinking about trying to physically pick up and move the bracelet can make a damane feel so ill she's physically incapacitated. (II: 595) - damane are considered possessions (not of the sul'dam, but the nobility who buys and maintains them, and in general.) (II: 595) - a damane owns no possessions. Her food, lodging and clothes (such as they are) are all "gifts" from her sul'dam. (II: 596) - damane training includes testing for ability in Earth, making objects explode, splintering trees, and making the earth erupt. (II: 597) - a sul'dam can give a damane a new name if she chooses. (II: 598) - damane are not permitted to touch a weapon of any kind (their food must be sliced for them), and will physically ill if they try. Thinking of using a non-weapon as a weapon (hitting someone over the head with a vase) will bring the same feelings of illness. (II: 599) - a sul'dam can tell if a damane has Channeled even the tiniest amount without someone wearing the bracelet? (II: 600) - the a' dam has a mechanical fastener, but the damage's hand cramps if she goes anywhere near it with the intention of opening it. (II: 645) - it is a feastday in a Seander village when the sul'dam come to test the girls and find those who are damane or who could be sul'dam. (II: 648) - the damane and sul'dam at Falme couldn't sense Rand's Channeling. (IV: 47) - women are tested once a year to see if they are damane until the age of twenty or so. (IV: 639) - when someone becomes damane, she is struck from the rolls of citizens and removed from family records. (IV: 639) - the a'dam is a link between sul'dam and damane, with the sul'dam in control. She can see the flows, and decide whether to allow them channeled or not. The sul'dam can suppress the damane's channeling. (V: 656) 67.2 Seanchan Sul'dam ~~~~~~~~~~~~~~~~ - whatever hurt the sul'dam feels, the damane feels twice over, even unto death. (II: 566) - the sul'dam can create sensations of physical pain and discomfort in the damane through the link of the a'dam. (II: 566) - a trained sul'dam can see when another woman is about to Channel, even if not wearing the bracelet. (II: 568) - a damane should try and anticipate what her sul'dam wants. (II: 571) - while there are basic rules every damane is expected to obey, each sul'dam decides on exact rules and training for the damane she's linked to. (II: 572) - the sul'dam in charge of a specific damane must be asked for her permission for another to link with her. (II: 647) - no sul'dam has ever before been raised to the level of so'jhin, let alone to a Voice of the Blood. (IV: 46) - sul'dam go through a training program led by someone like the Mistress of Novices in the White Tower? (IV: 47) - the damane and sul'dam at Falme couldn't sense Rand's Channeling. (IV: 47) - at the moment, only four Seanchan know about sul'dam having the ability to learn to Channel. (IV: 49) - Rand, the damane and her sul'dam feel a shock when he touches the collar of the a'dam. (V: 370-371) - the a'dam is a link between sul'dam and damane, with the sul'dam in control. She can see the flows, and decide whether to allow them channeled or not. The sul'dam can suppress the damane's channeling. (V: 656) 68.0 WILDERS ~~~~~~~ - without guidance, a mans first touching is like a womans, something needed or desired (I: 644; Ia: 768) - there are a very few who are born with the ability to touch the True Source whether they wish it or not, though even they require teaching to fully use their gift. (I: 141; Ia: 169) - those born with the gift can die without proper training, and if they learn to control it themselves, they often become something like a Wisdom. (I: 142; Ia: 170) - being guided through the first touchings of the True Source avoids the negative effects that will happen to those who find their own way. (I: 142; Ia: 170) - Wilder first touches True Source in teens, fulfils strong desire with One Power. Then 7-10 days later, feels reaction. (I: 269-270; Ia: 320-321) - reactions include: fever and chills, headaches/numbness/exhilaration, taking chances and acting giddy, spell of dizziness/trouble moving/difficulty speaking. (I: 269-270; Ia: 321) - those Wilders who gain rough control over One Power, can only touch True Source randomly. Three of four Wilders will die without training, in a fit of convulsions that lasts days. (I: 271; Ia: 322-323) - each time the Wilder touches the True Source, the reactions come closer, until they finally happen simultaneously. (I: 271; Ia: 323) - reactions that Rand feels after Channeling: distanced and reckless; tingling sensation, hot, bursting with energy; like a bubble that's been pricked. (I: 186-188; Ia: 224, 225, 226) - Rand's reaction to using power four days afterwards. (I: 301; Ia: 357) - Rand feels woozy and unreal while Channeling to fend off the attack at the Four King's inn.(possibility from near miss of lightning strike) (I: 407; Ia: 485) - Rand gets sick a few days after the attack at the Four Kings inn. (I: 409, 423; Ia: 487, 504) - It is during the battle at the Eye of the World that the after-effects of Rand's Channeling hit him at the same time as the Channeling. (I: 640; Ia: 764) - almost all Wilders have built up walls of denial against what they are doing, and these interfere with conscious control over the One Power. (II: 205) - the longer the walls have been in place, the harder it is to tear them down, but Wilders free of their blocks have been some of the most adept Aes Sedai. (II: 205) - not all Wilders can work through the blocks? (II: 205) - only one in four Wilder women survives learning to Channel on her own. (II: 205) - Wilder is a term used by many in the tower to refer to those who have learned a rough control over the Power without any training. (II: 205) - the stronger the Wilder's innate abilities, the more important it is that she learn to control them before she does any unintentional harm trying to Channel. (II: 206) - Nynaeve uses her herbal medications as a focus, like M's staff. She's more dependent on them because she learned to Heal unconsciously, and didn't want to consciously know she was Channeling. (III: 137) - Nynaeve has blocked herself because of her fear of the Power. (IV: 758) - most wilders have a "trick" they've learned, often the first unveiling of their ability. (VI: 175) - Nynaeve's was Healing - Theodrin's was to make a boy want to kiss her or not kiss her - Theodrin's wilder block was that she could only channel if a male was present and she felt strongly about him, either like or dislike. (VI: 175) - wilders rarely manifest before age 15 without training. (VI: 210) - it only takes one time of channeling without the block to cure it for good. (VI: 234) - Tarna's wilder block was that she couldn't touch saidar with her eyes open. (VI: 237) - there are wilders whose ability is so weak, they wouldn't allowed to take the test to become Accepted. (VI: 645) - White Tower records show that a wilder who discovers any object tied to the Power rids herself of it as soon as possible, for fear of attracting the wrath of the White Tower (VII: 318) 69.0 ANGREAL AND SA'ANGREAL ~~~~~~~~~~~~~~~~~~~~~~ - an angreal: a smooth ivory figurine, age-darkened to deep brown. no longer than a womans hand, it is a woman in flowing robes, with long hair falling about her shoulders (I: 90; Ia: 108) - Aes Sedai have lost the making of angreal (I: 91; Ia: 108) - Moraine's staff isn't an angreal, just aid to concentration. (I: 229; Ia: 272) - things do not have the One Power, even an angreal is only a tool. (I: 142; Ia: 170) - angreal -- ahn-gree-AHL (I: 659; Ia: 785) - angreal are very rare objects which allows anyone capable of channeling the One Power to handle a greater amount of the Power that would be safely possible unaided (I: 659; Ia: 785) - angreal are remanents from the Age of Legends (I: 659; Ia: 785) - the making of angreal has been lost (I: 659; Ia: 785) - sa'angreal -- SAH-ahn-GREE-ahl (I: 666; Ia: 795) - a sa'angreal is an extremely rare object which allows a channeler to channel much more of the One Power than would otherwise be possible or safe (I: 666; Ia: 795) - a sa'angreal is like an angreal, but much, much more powerful (I: 667; Ia: 795) - sa'angreal are remnants of the Age of Legends (I: 667; Ia: 795) - the means to make sa'angreal has been lost (I: 667; Ia: 795) - ter'angreal are not as rare as other *angreal. (II: 335) - Suian, Moraine, Elaida, Nynaeve, Egwene and Elayne are the only women powerful enough to handle the sa'angreal on Tremalking. (II: 456) - ter'angreal are more common that sa'angreal or angreal. (III: 169) - the strongest angreal in the possession of the Tower is kept in a long, narrow wood box. It's a white, fluted wand the length of one's forearm. It looks like it's made from ivory or bone, but it's not. With it, a strong Aes Sedai could crumple the walls of Tar Valon. (III: 210) - the girls perceive a glow around the angreal when the Aes Sedai are using it to Channel more Power to Heal Mat. (III: 210) - Callandor is powerful enough to allow a Channeler to level an entire city with one blow. (III: 337) - only two sa'angreal more powerful than Callandor were ever made. - there are only two highly-powerful angreal made that a man can use other than Callandor. (IV: 182) - Callandor blazes when filled with the One Power. (IV: 195) - desc of the effect touching the broken sa'angreal has on Egwene. (IV: 210) - what happens when Rand touches the small figurine linked to the giant sa'angreal statue. (IV: 969) - Rand uses two sa'angreal at once. (IV: 970) - angreal and sa'angreal are kept in one locked chamber of the Tower, the smaller ter'angreal in another. - the *angreal area of the Tower is locked and warded with an alarm that will call for help if door opened. (V: 259) - desc of ivory bracelet angreal amid Rhuidean treasures - shape of a man bending backwards with his wrists and ankles bound together (V: 631- 632) 70.0 TER'ANGREAL - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - reference to Nine Rods of Dominion (ter'angreal?) from before Breaking of World. (I: xi; Ia: x) - special dagger (burns wood, ter'angreal?. poison?) (I: 428, 429; Ia: 510, 511) - ter'angreal are not as rare as other angreal. Some of them only function when the power is Channeled into them, while others require only the presence of a Channeler, and others work for anyone at all. (II: 335) - each ter'angreal was made to perform a specific function. (II: 335) - ter'angreal are more common that sa'angreal or angreal. (III: 169) - desc of the effects of activating two ter'angreal with similar purposes in close proximity. (III: 270) - a ter'angreal uses the One Power instead of magnifying it like an angreal. (IV: 133) - the ter'angreal that don't require channeling usually work for either sex. (V: 596) - Elayne makes a type of a'dam. (VI: 26) - Elayne makes a ter'angreal of a green disk that allows those not strong enough in the One Power to make themselves invisible. It took her five tries to get it right. Two of those make the user appear blurry rather than invisible. (VI: 26-27) - the pattern of colors, the shape, and the "fine structures" (molecular structure?) of ter'angreal all seem to work together to determine how and if they work. (VI: 146) - Elayne can duplicate the molecular structure of the dream ring, but she's not able to reproduce the original's red, blue and brown coloring. (VI: 146) - Elayne was able to make copies indistinguishable from the original of the Tel'aran'rhiod ter'angreal taken from the Black Ajah. (VI: 146) - there seems to be one common thread in the tiny structures for ter'angreal that require channeling to work, and another for those that simply make use of the One Power. (VI: 146) - El started out with stone to make the ring, though it's not really stone anymore. (VI: 146) - in the Age of Legends, ter'angreal were minor objects used for the purpose of teaching students. (VI: 163) - very few of the hundreds of Aes Sedai in Salidar show any knack for learning how to make ter'angreal. (VI: 218) - some hold that ter'angreal are the rightful property of the Tower. (VI: 589) 70.1 A'dam ~~~~~ - the sul'dam can create sensations of physical pain and discomfort in the damane through the link of the a'dam. (II: 566) - if a man puts on the bracelet, nothing at all might happen, or both man and damane might die screaming. (II: 573) - those damane who can make a'dam lead pampered lives (for damane). (II: 573) - the a'dam appears both linked and woven. (II: 595) - Nynaeve figures out how to open the collars with the One Power. (II: 593, 622) - even thinking about trying to physically pick up and move the bracelet can make a damane feel so ill she's physically incapacitated. (II: 595) - desc of the sul'dam's perceptions of the damane through the bracelet (II: 645) - the a'dam has a mechanical fastener, but the damane's hand cramps if she goes anywhere near it with the intention of opening it. (II: 645) - Rand, the damane and her sul'dam feel a shock when he touches the collar of the a'dam. (V: 370-371) - Elayne figures out how the a'dam works, says it doesn't really need the leash portion to function. (V: 382-383) - Elayne says she could make an a'dam with silver and other metals. (V: 397) - the a'dam is a link between sul'dam and damane, with the sul'dam in control. She can see the flows, and decide whether to allow them channeled or not. The sul'dam can suppress the damane's channeling. (V: 656) - Nynaeve traps Moghedien with dream a'dam in Tel'aran'rhiod. (V: 656) - Nynaeve can feel Moghedien try to bend Tel'aran'rhiod to her will through the dream a'dam. (V: 656) - Nynaeve erases leash, but still maintains the link with Moghedien. (V: 673) - the a'dam link is much the same as that created when Aes Sedai link. (VI: 17) - something about "absolutely identical matrices" is involved in how a'dam work. (VI: 17) - stilled Suian can sense Moghedien through the a'dam, but can't touch the Source. She also can't cause Moghedien any sensations, like a sul'dam can. (VI: 18) - Elayne makes a type of a'dam. (VI: 26) - wearing the a'dam bracelet while you sleep causes odd, unpleasant dreams. (VI: 145) - when Nynaeve is in Tel'aran'rhiod but Moghedien not, she won't be able to do anything with the a'dam to Moghedien. (VI: 147) - Elayne can't bear to wear the bracelet when Moghedien is in lots of pain. (VI: 415) - while Egwene is wearing the a'dam bracelet, she can feel the neckband being removed from Moghedien, and feels a flash of pain indicating that a male channeler touched the link. (VI: 698) - desc of White Tower a'dam (VII: 160-161) - sensation of a man who could channel touching an a'dam (VII: 164) 70.2 Miscellaneous Ter'angreal ~~~~~~~~~~~~~~~~~~~~~~~~~ - When the Aes Sedai left the stedding, they gave the Elders a key, a talisman, that could be used to grow more Ways and Waygates (I: 544; Ia: 647) - Accepted take the final vows to become Aes Sedai holding a ter'angreal that makes her vows binding. (Oath Rod) (II: 335) - desc of ter'angreal (III: 169) - desc of stolen ter'angreal (III: 293-294) - women entering into Wise One training must first pass the test of passing through a ter'angreal in Rhuidean. (IV: 380) - desc of ter'angreal in Rhuidean (IV: 395, 398) - desc of male a'dam ("sad bracelets") (IV: 905) - the male a'dam is formed from cuendillar. (IV: 908) - how to use the male a'dam (IV: 908) - use of the balefire ter'angreal (IV: 912) - the balefire ter'angreal makes the user's head hurt? (IV: 912) - desc of Rhuidean ter'angreal (V: 57, 133-134, 290) - Mat's medallion gets cold when it "absorbs" channeling. (V: 117) - Elayne makes a ter'angreal of a green disk that allows those not strong enough in the One Power to make themselves invisible. It took her five tries to get it right. Two of those make the user appear blurry rather than invisible. (VI: 26-27) - Sevanna has been given a small stone cube, intricately carved, with purpose unknown. (VI: 46) - Elayne and Nynaeve find ter'angreal that looks like a shallow bowl made from thick crystal, more than two feet across, and carved deeply with swirling clouds. (VI: 242) - Mat's medallion makes flows of the One Power simply vanish. (VI: 506) - more on Sevanna's cube (VI: 665) - Tower law and ter'angreal (VII: 190) - White Tower records show that a wilder who discovers any object tied to the Power rids herself of it as soon as possible, for fear of attracting the wrath of the White Tower (VII: 318) - desc of the Bowl of the Winds (VII: 266) - Cache of angreal, ter'angreal, and sa'angreal in Ebou Dar (VII: 316) - ter'angreal: Call Box (VII: 349-351) - Only 3 Callboxes (VII: 356) - binder? refered to as a toy, possibly a ter'angreal? (VII: 357) - Bowl of Winds, ter'angreal (VII: 379, 400-401) - Chodal'ka hold the spheres overhead in one hand(VII: 518) - Oath rod, white, little slimmer than a womans wrist, smooth except for a few odd flowing symbols incised on one flat end, and is very cool to the touch (VII: 630) - the symbols are numbers, a little spirit must be channeled there to activate it, only works on women who can channel (VII: 631) - a binding chair can bind people who cannot channel (VII: 631) 70.3 Redstone Doorway #1 (Tear) ~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of redstone doorway (IV: 133) - within the Tairen redstone doorway, one can get three answers to three questions about the past, present or future. (IV: 134) - desc of rules and dangers of using Tairen doorway (IV: 134) - Each person can only go through the doorway once. All three questions must be asked and answered before you can leave. Questions of frivolous consequence to the questioner are punished. Questions that touch the Shadow in any way can be very dangerous, with the questioner not returning from the doorway, or going mad. (IV: 134) - desc of Tairen redstone door ter'angreal - three sinuous lines from top to bottom of each upright. (IV: 248) - person stepping through the door sees blinding light and hears the sound of a roar. (IV: 248) - desc of the other side of the doorway (IV: 248-254) - two ta'veren within the land beyond the doorway simultaneously could have torn the connection between the two worlds and left both trapped there. (IV: 255) - the snakes speak in the Old Tongue. When needed, one is brought to interpret, he speaks the way an old book would read. (IV: 257) - the snakes feed off of people's sensations and experiences. (IV: 257) - the answers given by the snake people are true in regards to one's own future, but they are often obscure in phrasing. (IV: 257) - if you go through the doorway a second time it acts like any ordinary arch. (VI: 254) 70.4 Redstone Doorway #2 (Rhuidean) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - redstone doorframe in Rhuidean marked with three lines of triangles pointing downwards on each upright. (IV: 398) - desc of place where Rhuidean ter'angreal takes you (IV: 398-403) - desc of destruction of redstone frame doorway ter'angreal (V: 633) 70.5 Tel'aran'rhiod Ter'angreal ~~~~~~~~~~~~~~~~~~~~~~~~~~ - dream ter'angreal: looks like a ring slightly larger than a finger ring, appears made of stone, marked with flecks and stripes of red, blue and brown. It's harder than steel, heavier than lead, and shaped into a Moebius loop. (III: 240) - the ring eases the passage into Tel'aran'rhiod. (III: 241) - the dream ter'angreal never seems to work the same way twice for Egwene. (III: 422) - M felt the hedgehog Tel'aran'rhiod trap trigger from afar. (III: 625) - the hedgehog trap uses pure Spirit. (III: 625) - the hedgehog trap causes a sort of "hibernation", sending the soul to Tel'aran'rhiod. (III: 626) - the hedgehog trap forms a sleep "field" over most of the room. (III: 627) - Perrin breaks dream and real hedgehog of the hedgehog trap to free Faile and himself from the trap. (III: 662) - ter'angreal of an iron disc marked with spirals, and an amber plaque marked with a sleeping woman can both be used to enter Tel'aran'rhiod if Spirit Channeled into them. (IV: 204) - desc of the columns in Rhuidean that Rand enters (IV: 404) - accessing Tel'aran'rhiod with a ter'angreal that requires Spirit channeled into it, it's not possible to tie off the flow of Spirit (or you bounce back to the waking world), and almost impossible to channel anything else. (V: 576) - El made copies of the ring Tel'aran'rhiod ter'angreal. (VI: 145) - the pattern of colors, the shape, and the "fine structures" (molecular structure?) of ter'angreal all seem to work together to determine how and if they work. (VI: 146) - anything other than a twisted ring does nothing - solid blue twisted ring gives horrific nightmares - those using El's copy rings seem smoky and insubstantial to others. They can sense the Source, but saidar feels tenuous, and can only channel a meager amount. (VI: 148) - El can duplicate the molecular structure of the dream ring, but she's not able to reproduce the original's red, blue and brown coloring. (VI: 146) - El started out with stone to make the ring, though it's not really stone anymore. (VI: 146) - The iron disc inscribed with a spiral on both sides, and the amber plaque with the figure of a sleeping woman contained within both allow access to Tel'aran'rhiod when you power them with Spirit. (VI: 149) - Elayne was able to make copies indistinguishable from the original of the Tel'aran'rhiod ter'angreal taken from the Black Ajah. - the users of the copy disk look misty to Elayne, but feel solid. (VI: 159) 71.0 AIR WEAVES - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~ - affecting the weather requires Air and Water (I: 663; Ia: 791) - Air is also referred to as Wind. It is thought by many to be the least of the Five Powers, but that's not accurate. (III: 186) - one cannot levitate oneself. (II: 276-7) - you cannot use Air to "lift" yourself up and fly, though if a Channeler is strong enough, she can use it to pick up an object or a person. (II: 277) - the simple act of picking something up is one of the hardest in channeling. (VI: 426) - the eavesdropping trick is mostly Air, with a touch of Fire. It requires a precise flow. It brings the sound of the target area where you aim it at to where you are, and is audible to anyone in your vicinity. The volume varies with the strength of the weave. (VI: 363) 71.1 Air Weaves - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moraine's voice increases in volume. (I: 214-215; Ia: 254-255) - Rand causes a boom to bang into Trolloc and knock it off boat. (I: 259; Ia: 307) - Aginor tosses people back (with Air?). (I: 629, 630; Ia: 750) - Wind and Fire for a racing wall of flame (I: 636; Ia: 758) - Moraine eavesdrops with One Power. (I: 657; Ia: 782) - at the beginning of her training, during a session with Verin, Egwene manages only to make the air stir slightly. (II: 208) - Nynaeve knocks Min over with a gust of directed Air. (II: 536) - Suian makes a sword out of Air. (II: 275) - Suian binds Egwene and Nynaeve with air, then levitates them. Says one cannot levitate oneself. (II: 276-7) - Nynaeve opens a'dam from afar. (II: 622) - Nynaeve holds someone in place with Air. (III: 186) - Sheriam makes grey, opaque dome from Air to hide the body of the dead Grey Man. (III: 190) - Nynaeve makes a crowbar out of the One Power. (III: 304) - Rand uses Air to manipulate corpses and set them all in a row. (III: 419) - Elayne contracts Fades into a ball with Air. (III: 454) - Liandrin binds Tairen Mother with Air. (III: 607) - Liandrin and Rianna beat Nynaeve black and blue with Air. (III: 607) - Egwene sets up an "auto-spanker" with Air in Tel'aran'rhiod. (III: 642) - Egwene uses Air to bind Amico from Tel'aran'rhiod. (III: 654) - Nynaeve holds and levitates Mat with Air. (III: 659) - Rand or Moiraine uses Air to clear debris off of a chest. (IV: 100) - Egwene uses Air to restrain Joiya, and stop her ears. (IV: 114) - a female Channeler would be able to see the thumb-thick bands of Air binding Joiya. (IV: 114) - Moiraine removes the Air-bindings on Amico more swiftly than Elayne could. (IV: 124) - Rand and Egwene use Air to "pinch" each other. (IV: 148) - Rand levitates Elayne and Egwene with Air. (IV: 149) - Egwene tidies up feathers with Air. (IV: 150) - Lanfear makes a wall of Air. (IV: 181) - Rand and Lanfear trap each other against a wall with Air. (IV: 193) - Lanfear unravels the Air bonds Rand trapped her with. (IV: 194) - two Wise Ones lift a man with Air. (IV: 373) - the Sea Folk Windfinders weave huge flows of Air. (IV: 571) - Amys levitates and bonds Egwene with Air. (IV: 573) - Liandrin binds and gags Joachim with Air. (IV: 626-627) - Elayne pushes a man away with Air. (IV: 749) - Elaida binds Suian with Air. (IV: 765) - Rand traps Aviendha with Air. (IV: 826) - Elayne binds Egeanin and Domon with Air. (IV: 837) - Elayne binds Egeanin's hands with Air. (IV: 849) - Elayne binds Temaile with Air, propels her a distance with Air. (IV: 902) - Elayne lifts and moves Amathera with Air. (IV: 903) - Elayne raises Amathera up on her toes by lifting her braids with Air. (IV: 904) - Nynaeve tries to hit Moghedien with Air, but Moghedien slices her flow with Spirit. (IV: 906) - Nynaeve binds and gags Moghedien with Air while shielding her, then ties off the weaves. (IV: 910) - Liandrin and Riana clear a path through people by pushing them aside with Air. (IV: 914) - Lanfear pours out wine with Air. (V: 25) - Egwene or Moiraine hits Rand with Air. (V: 65) - Asmodean lifts a wine goblet with Air. (V: 72) - lifting a wine goblet with Air is about the extent of Asmodean's power under Lanfear's shield. (V: 72) - Rand pins Asmodean to a wall with Air. (V: 73) - Moghedien binds several women with Air. (V: 243) - Alviarin binds Fain with Air. (V: 259) - Elayne channels Air to make a platform. (V: 233) - Egwene smothers a fire with Air. (V: 297) - Rand channels Air to build an igloo. (V: 360) - Rand uses Air and Fire to warm the air in the igloo. (V: 361) - Elayne channels wind. (V: 566, 572) - Nynaeve uses Air to mimic the bite of horseflies. (V: 572) - Elayne swirls shirts in water, lifts huge kettle full of water. (V: 600) - Aviendha and Rand pinch each other with the Power. (V: 623) - someone blocks Lan's path with a wall of Air, and pushes him aside. (V: 628) - Lanfear flings Moiraine aside. (V: 628) - Lanfear lifts Aviendha and Egwene. (V: 629) - Lanfear severs Rand's weave of Air. (V: 629) - Rand restrains Lan with Air. (V: 633) - Rand makes a chimney of Air to carry acrid smoke away. (V: 634) - Rand restrains Maiden with Air. (V: 638) - Rand pushes gates open with Air. (V: 675) - the eavesdropping trick could be adapted to talk to someone at a distance, maybe a mile or two. (VI: 26) - Semirhage binds person, hangs her in the air with Air, and lifts flask with Air. (VI: 139-140) - Rand lifts two girls with Air. (VI: 204) - Eban lifts rock with Air, dropping it a few times. (VI: 213) - Taim throws up Air shield to protect self from shards of explosion. (VI: 213) - Taim throws up another Air shield, extending it to Rand, who makes his own shield and pushes Taim's away. (VI: 213) - Aes Sedai channels to move teacup. (VI: 227) - Theodrin lifts ball of water with Air. (VI: 233) - the Sitter weaves simple flows of Air to make her voice carry when making an announcement. (VI: 266) - Rand lifts sword and scepter with Air. (VI: 282) - Rand collapses a corroded wall with a touch of Air. (VI: 330) - Rand stops an arrow with a silvery-blue mass of Air. (VI: 374) - Rand lifts man with Air. (VI: 375) - Rand closes chest lids. (VI: 392) - Nynaeve redirects some of her shield weave into a flow of Air to physically bind and gag Logain. (VI: 419, 420) - Suian used to be able to lift three times her own weight using Air, now she can't even lift one man. (VI: 426) - the Aes Sedai who catch Aiel Maidens sneaking into their house wrap them in the Power and beat them. (VI: 446) - Egwene simultaneously places a shield of Spirit on a Sea Folk Windfinder, and lifts four Sea Folk women with Air, though she can't raise them more than 10-12 paces above the water. (VI: 449) - Romanda amplifies her voice with the One Power. (VI: 488) - Rand could blindfold Min using Air. (VI: 578) - 2 Aes Sedai bind Rand with Air, while 15 others are shielding him. (VI: 636-637) - Erian whips Rand with Air. (VI: 662) - Rand clubs Aes Sedai. (VI: 689) - the Asha'man work together to make a dome of Air over the camp to stop attacks from above with lightning and such. They leave a hole where smoke can escape. Rand can see that it's not one weave, but numerous weaves that touch each other to form a whole. (VI: 691) - the Asha'man lift the dome 2 spans up, to be able to get at things on the ground. (VI: 694) - needles of Air (VII: 483) - mans Bridge of Air laced with Fire, invisible to all but men (VII: 534) - a woman can make a longer bridge then a man, even if she was not as strong. It was not a matter of weight; any amount of weight could cross any bridge. (VII: 534) - Air & Fire amplify sound (VII: 648) - amplifier weave takes little of the Power, would be undetectable within ten paces (VII: 652) 72.0 BALEFIRE - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~ - balefire is forbidden from Aes Sedai use by vows almost as strong as the Three Oaths. One could be stilled just for knowing how to do it. (III: 515) - the White Tower forbids the Aes Sedai to even learn balefire. (V: 119) - desc of how balefire works (V: 119) - even the Dark One can't step outside of time and save a Forsaken if he's been balefired. (VI: 15) 72.1 Balefire - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Rand channels balefire. (III: 128) - Nynaeve balefires the Fades. (III: 454) - Moiraine balefires. (III: 515) - Moiraine balefires Be'lal. (III: 652) - Ba'alzamon tries to balefire Rand, but Rand deflects it with Callandor. (III: 663) - Rahvin and Rand balefire. (V: 663) - Rand balefires Rahvin. (V: 672) - Rand channels tiny amounts of balefire to kill Trollocs and fades. (V: 675) - Balefire (VII: 484) - balefire touching? (or One Power and True Power (VII: 657) 73.0 BONDING AND COMPULSION - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - a token can be used to form a bond that an Aes Sedai can follow (I: 267; Ia: 317) - if a token-bond is broken, it slowly fades (I: 267; Ia: 317) - compulsion is limited to the moment, it doesn't have lasting effects? (IV: 760) - at least some types of compulsion seem to use mostly flows of Spirit. (IV: 906; V: 23; VI: 652) - a few people have the strength of mind to try and resist compulsion subconsciously. (V: 23) - repeated use of compulsion makes the subject more likely to be obedient, even if not actively under compulsion at the time. (V: 24) - if one is commanded under compulsion to do something that is an innermost desire, the command will hold for the a lifetime. (V: 395) - the tricks of compulsion don't work on someone in contact with the True Source. (VI: 132) - Moraine's token should also make them biddable to her ideas, but Rand's ability overrides that. (I: 644; Ia: 768) - an Aes Sedai can still find one who has been given a Token, but they must be closer (I: 469; Ia: 559) - Aes Sedai can feel when a Token is taken from its owner (I: 469; Ia: 558) - a Token can be followed half way across the world (Nations-Waste-Shara or whole world) (I: 349; Ia: 415) - the token (I: 273; Ia: 325) - feeling from losing a token (I: 331; Ia: 394) 73.1 Bonding and Compulsion - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Lan's bonding to Moirainne (NS: 148-149) - Liandrin makes people very suggestible to her bidding. (II: 78) - giving a Token (I: 23-24; Ia: 28) - Moiraine is still attuned to the coin bond even when the coin carrier enters a stedding. (I: 469; Ia: 558-559) - Moraine's token should also make them biddable to her ideas, but Rand's ability overrides that. (I: 644; Ia: 768) - Lanfear causes someone's arm to twitch so she drops something. (II: 314) - Liandrin uses her compulsion trick on Juilin Sandar to force him to tell her where the girls are. (III: 610) - Liandrin opens Joachim's guards to her suggestion to gain admittance to his chamber. (IV: 630) - Moghedien uses compulsion on Elayne and Nynaeve. (IV: 758) - Moghedien's compulsion only seems to apply to direct questions. (IV: 759) - Nynaeve's recollection of Moghedien's compulsion. (IV: 860-861) - Temaile's bonds on Amathera disappear when Temaile goes unconscious. (IV: 902) - Nynaeve slices through Moghedien's compulsion attempt. (IV: 906) - Moghedien's compulsion uses mostly Spirit, with some Air and Water. (IV: 906) - Rahvin uses Spirit in his compulsion. (V: 23) - Grendael's compulsion tends to be heavy-handed. (V: 26) - Liandrin's compulsion trick is a pale shadow to Moghedien's compulsion. (V: 242) - desc of Rahvin's compulsion (V: 247) - Mazrim did something to four people to make them only want to serve and obey? (VI: 76) - Sammael "programs" his messenger to relay the precise message in Sammael's voice. (VI: 279) - Myrelle compels Lan through their bond with a touch of Spirit so delicate he won't feel it. (VI: 652) - how an Aes Sedai's death affects her Warder (VII: 234) - Asha'man bond (VII: 444-445) - Compulsion (VII: 483) - snapping of a Warders bond to his Aes Sedai (VII: 492) - Warder bond did not exist in the Age of Legends (VII: 143) 74.0 EARTH WEAVES - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Egwene is able to pick out different types of metal while blindfolded through the use of the One Power. She can "feel" iron ore within the ground. (II: 597) - type of weaves that might be used to aid in building: reinforcing stone, binding stones (VII: 14) 74.1 Earth Weaves - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moraine bends a steel sword (melts almost through it). (I: 214; Ia: 254) - Moraine makes an earthquake with angreal. (I: 225-226; Ia: 268) - Moraine opens a lock. (I: 558; Ia: 664, III: 118) - earth waves (I: 636; Ia: 758) - Egwene Channels to weaken metal. (III: 304) - Egwene breaks a chain. (III: 453) - Egwene is able to pick out different types of metal while blindfolded through the use of the One Power. She can "feel" iron ore within the ground. (II: 597) - Egwene makes the street explode. (II: 650) - Rand causes a small earthquake. (III: 52) - Nynaeve, Egwene and Elayne make ground explode when threatened by Whitecloaks. (III: 140) - Egwene channels Earth to rend lock in Tel'aran'rhiod. (III: 653) - Rand channels fine flows of Earth to smooth out the stone footprints of the Darkhounds. (V: 121) - Egwene and Aviendha make the earth erupt. (V: 483) 75.0 FIRE WEAVES - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - starting or controlling a fire requires ability in Fire (I: 663; Ia: 791) - Rand channels a sword, lights candles and lamps. (IV: 79) - Rand puts out fires by drawing in their heat and transferring it. (IV: 153-154) - a woman couldn't do the same thing with heat no matter her strength, drawing the heat in burns her, she could burst into flames even doing it with a small fire She must use Air or Water to extinguish. (IV: 154) - it is possible to use Fire to keep a room warm, but Rand almost burns down a house trying to master the trick. (V: 88) - it's dangerous to leave flows of pure Fire tied off. (V: 212) 75.1 Fire Weaves - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moiraine kills Trollocs with fire from her staff (I: 224; Ia: 266) - Moraine makes a wall of flame 20ft high as far as the eye can see from right to left with angreal. (I: 226; Ia: 269) - Egwene manages to light fire with One Power. (I: 281; Ia: 334) - Moraine uses fireballs or even balefire against Machin Shin. (I: 575; Ia: 685) - Moraine casts fireballs. (I: 619; Ia: 737) - Moraine makes a flaming chasm. (I: 631; Ia: 752) - Bathamel lights the Green Man on fire (I: 630; Ia: 750) - Wind and Fire for a racing wall of flame (I: 636; Ia: 758) - Rand flames Aginor to death. (? Aginor may have tried to draw too much for himself?) (I: 635; Ia: 756) - during a training session with Verin, Nynaeve is only once able to touch the Source and Channel, and because she's angry, she Channels a bundle of blankets afire, simply because the image of a small fire popped into her head. (II: 209) - after a few days of training sessions during the journey to Tar Valon, Egwene is able to Channel a small flame and dance it from fingertip to fingertip. (II: 278) - damane channels columns of fire. (II: 420) - Rand channels fire(?) at Machin Shin. (II: 475) - Moiraine uses a switch as a focus to "whip" Trollocs with fire, shoots fire balls, and lights trees on fire. (III: 75) - Rand sets fire to trees. (III: 83) - Rand Channels sword of fire. (III: 418) - the girls cause three Fades to burst into flames. (III: 454) - Moiraine fireballs Grey Man. (III: 496) - Rand Channels a flame sword to fight Be'lal. (III: 650) - Rand flames a lot of Trollocs and Myrddraal. (IV: 196) - Rand flames walls. (IV: 198) - Rand makes a flame for a light. (IV: 258) - Sea Folk Windfinder started fires on the Seanchan vessel. Fire weaves beyond lighting a lamp are very difficult for her. (IV: 334) - Verin and Alanna make delayed-blast (on impact) fireballs out of catapult stones. (IV: 719, 932) - Aviendha Channels a fireball that burns a half mile furrow in the ground. (IV: 797) - Rand lights lamps. (IV: 826) - Moraine flings fireballs. (IV: 830) - Rand shoots fire from Power sword. (IV: 830) - Nynaeve melts hole in the glass of a display case. (IV: 911) - Nynaeve hurls fire about. (IV: 912) - Verin fireballs Trollocs. (IV: 932) - Asmodean Channels walls of Fire at Rand, who breaks them apart. (IV: 966) - Rand Channels Fire at Asmodean, who shields himself from it. (IV: 966) - Rahvin keeps heat from himself. (V: 23) - it is possible to use Fire to keep a room warm, but Rand almost burns down a house trying to master the trick. (V: 88) - Egwene channels Fire to heat up water. (V: 96) - Egwene channels Fire to heat the stones in the sweat tent. (V: 103) - Egwene lights a lamp and fueless fire. (V: 211) - Aviendha channels a stream of Fire. (V: 284) - Rand channels to melt a path in the snow. (V: 359) - Rand uses Air and Fire to warm the air in the igloo. (V: 361) - Aviendha warms Rand's shaving water. (V: 522) - Lanfear fights Aiel with flame arrows and waves of fire. (V: 628) - Rand pulls the heat away from the flames attacking the Aiel. (V: 629) - Rand flames Trollocs. (V: 650) - Nynaeve sends fire walls towards Rahvin. He is burned, but is able to create a clear space around him. (V: 671) - Aviendha makes fireballs. (V: 675) - Egwene and Aviendha make a ball of fire to burn a hill. (V: 483) - a Novice nearly sets the class on fire when she decides to make the biggest flame she can during an exercise. (VI: 235) - Rand fireballs the crossbowman who shot at him. (VI: 374) - someone lights lamps. (VI: 399) - Taim sends a bar of fire directly through a Grey Man. (VI: 404) - Rand traps Grey Man in a ring of fire. (VI: 404) - fireballs (VII: 559) 76.0 HEALING - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~ - refreshing weave just hides the fact that the subject is tired, and can take days for them to recover (I: 140; Ia: 167) - what an Aes Sedai can do for others, they cannot do for themselves (washing away fatigue) (I: 126; Ia: 151) - Healing - type of weaves (I: xi; Ia: xi) - an Aes Sedai Sister can only give a man a few minutes of sanity (I: xi; Ia: xi) - Healing with True Power (I: xi; Ia: xi-xii) - in stories Aes Sedai can Heal (making it 'common' knowledge) (I: 83; Ia; 99) - Delving a wound (I: 88; Ia: 105) - Healing once (in Age of Legends) relied only the practitioner, now requires will and strength in the subject to work. (I: 92; Ia: 110) - Healing is not a simple thing. Part of the energy comes from within patient, part from the Healer. (I: 92; Ia: 110) - Healing requires Water and Spirit (minimum) (I: 663; Ia: 791) - Healing develops an affinity between practitioner and subject. (I: 270; Ia: 321) - the patient feels a sensation of cold as Moiraine heals his wound. (I: 553; Ia: 658) - average person believes Aes Sedai can raise the dead. (III: 114) - Moiraine is unable to heal mad Wolfbrother, nothing in him remembers his humanity to guide him back. (III: 119) - Channeler should not trying Healing until she's been guided through the process step-by-step. (III: 137) - Healing uses Spirit, Air and Water. (III: 190) - it is the custom that an Aes Sedai Heal anyone who asks, but it's not an Oath, so nothing compels her to. (III: 199) - Healing is traditionally done in the presence of those who bring their sick to the Tower. (III: 207) - the force of the Power used in Healing can kill the victim? (III: 210) - it is said that during the Age of Legends, Healing did not require anything of the Healed. (III: 224) - Healing doesn't work as well on a wound received in Tel'aran'rhiod as it does on an ordinary wound. (III: 241) - when Nynaeve scans Mat to see if he's healthy, he feels chill. (III: 327) - when Anaiya scans Mat's health, he feels a chill. (III: 340) - the flows involved in Healing are incredibly numerous and complex, akin to "weaving four carpets at once while blindfolded". (III: 440) - the Power can help replace some of the energy that comes from the injured during Healing. (IV: 97) - Healing is a complex weave, with flows of Air, Water and Spirit. The same flows are also used to diagnose. (IV: 147) - by the time Thom next meets up with Moiraine, it has been too long since he was injured for Healing to completely mend it, but she is able to refresh him and ease the pain. (IV: 276) - the fatigue caused by Channeling is not like other tiredness - it cannot be Healed completely when it's severe. (IV: 367) - through entering the dreams of someone nearby, the Dreamwalker can aid the dreamer's healing. (IV: 389) - not all Aes Sedai can Heal with any skill, Sheriam can Heal no more than a minor bruise or cut. (IV: 554) - the ability to heal can be reversed and used to kill, by boiling someone's blood in his veins, or stopping her heart. (IV: 630) - Aes Sedai cannot Heal traumas to the mind. (IV: 733) - even stilled, Leane still seems to know a fair amount about diagnosing injury. (V: 43) - Healing is extremely complex. Its predominate weave is Spirit, but it uses flows of all the five Powers. (V: 399) - physical contact is required for Healing. (V: 400) - in Age of Legends, different weaves were used to heal different illnesses. It took more time, but all the strength came from the One Power, instead of part from the injured person. (VI: 24) - in the Age of Legends, men were better at certain types of Healing. (VI: 24) - even in the Age of Legends, Healing could not cure all mental illnesses. (VI: 130) - Semirhage is the only person remaining who has the skill and training to remove the scar of a long-healed wound. (VI: 137) - working on the brain (or anything you can't see) with the One Power is a difficult task. (VI: 139) - songbirds are too small/weak to withstand the shock of Healing? (VI: 144) - the patient feels a warm ripple when having health diagnosed by an Aes Sedai. (VI: 204) - Nynaeve probes gentled Logain with all Five Powers, she finds it helpful to touch him while she probes. She feels a hole, a sense of something missing. Elayne says she couldn't even keep track of half of what Nynaeve was doing. (VI: 417) - traditionally, Healing uses only Spirit, Air and Water, but Nynaeve has always used all Five Powers. (VI: 423) - the yellows figure the use of Fire and Earth could be refined to treat other health problems, such as using Fire for heart problems. (VI: 424) - the Yellows begin to create their own marvels on the foundation of using other flows for Healing that Nynaeve showed them. (VI: 468) - men can Heal? Taim teaches his students the little he knows. (VI: 541) - Healing feels like being plunged headfirst into a freezing pond; it left you gasping and shaking and week-kneed. Hungry, too, usually. (VII: 82) - Yellows use Spirit, Wind and Water to heal (VII: 410) - stilling being healed thought impossible (VII: 157) - refreshing weave (I: 145; Ia: 173) - refreshing weave can not be used on the caster (I: 145; Ia: 173) 76.1 Healing - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - refreshing weave (I: 145; Ia: 173) - refreshing weave can not be used on the caster (I: 145; Ia: 173) - Healing - type of weaves (I: xi; Ia: xi) - an Aes Sedai Sister can only give a man a few minutes of sanity (I: xi; Ia: xi) - Healing with True Power (I: xi; Ia: xi-xii) - Delving a wound (I: 88; Ia: 105) - Healing (I: 92; Ia: 110) - Moraine healed a broken leg, a gashed back and a burned arm. (I: 109; Ia: 130) - Rand channels strength and energy to Bela. (I: 125; Ia: 149) - Rand quiets his horse with One Power? (I: 127; Ia: 151) - Moraine removes sensation of fatigue from 6 horses and 6 people. (I: 126; Ia: 151) - the horses are still tired, but don't feel it, would run until they dropped dead if pushed. (I: 140; Ia: 167) - Moraine heals Mat and "contains" the evil of the dagger from Shadar Logath, but is not strong enough to break the bond. (I: 534-535; Ia: 637) - the patient feels a sensation of cold as Moiraine heals his wound. (I: 553; Ia: 658) - Moraine heals Lan a number of times. (I: 319; Ia: 737) - Moiraine diagnoses a head injury through touch. (II: 95) - Vandene Channels to pass strength/energy to Moiraine. (II: 332) - Verin calms Rand's hysteria? (II: 445) - the initial Healing of the wound Rand took over Falme does not work the way it should and usually does. (II: 674) - Moiraine has the Talent of Healing fairly strongly. (III: 59) - Moiraine heals those wounded after battle at camp, including some wolves. (III: 81, 84) - desc of Moiraine healing Perrin, the sensations he feels (III: 84) - after being Healed of his link with the dagger, Mat will eat 3-4 meals that would feed a family of five for days, or starve. (III: 230) - Sheriam "delves" Egwene following the weirdness at her Accepted test, to make sure she's well. (III: 270) - when Nynaeve scans Mat to see if he's healthy, he feels chill. (III: 327) - when Anaiya scans Mat's health, he feels a chill. (III: 340) - Moiraine refuses Perrin's request for Healing, to remind him to be cautious in Tel'aran'rhiod, as it's not a serious injury. (III: 416) - unconscious, seriously-injured Aiel woman sits up and screams when Nynaeve heals her. (III: 440) - Nynaeve heals Elayne's cracked skull. (III: 451) - Egwene gets caught up in the weave of Nynaeve's Healing of Elayne when she touches Elayne. She feels hot and cold, and as though she's spinning, falling, flying. Even being on the periphery of the Healing that way cures the last of her headache. (III: 451) - Mat's post-Healing hunger just suddenly disappears one day. (III: 464) - Rianna (a Healer) can stop a person's heart with the One Power to kill him/her. (III: 608) - Nynaeve Heals Egwene and Elayne. (III: 659) - Moiraine heals Rand of wounds after he battles his doubles. As the flesh knits, the shards of embedded glass are pushed out of the wounds. (IV: 98) - Elayne manages to Heal Rand's bruise, but that's the limit of her Healing ability. (IV: 162) - Rand tries to bring a little girl back from the dead, but accomplishes no more than a lifeless animation of her body. (IV: 197) - Moiraine Heals Rand's weariness, but leaves a little so he will sleep. (IV: 199) - by the time Thom next meets up with Moiraine, it has been too long since he was injured for Healing to completely mend it, but she is able to refresh him and ease the pain. (IV: 276) - Moiraine washes away a portion of Rand's fatigue. (IV: 367) - Nynaeve probes Logain with all Five Powers, she finds it helpful to touch him while she probes. She feels a hole, a sense of something missing. Elayne says she couldn't even keep track of half of what Nynaeve was doing. (VI: 417) - Nynaeve finds an emptiness within the hole. It's hard to find, but feels vast once she's there. (VI: 417-418) the feeling of something cut is the same as in Suian and Leane as in Logain. (VI: 418) - Nynaeve bridges the "hole" in Logain with Fire and Spirit to make him whole. (VI: 418) - Verin diagnoses Perrin's wound with her hand an inch from his side. (IV: 697) - the severity of Perrin's injury daunts Alanna. (IV: 707) - Alanna and Verin Heal wounded. (IV: 719) - Moraine Heals. (IV: 830) - Moiraine heals Mat of the burn from Darkhound slobber. (V: 117) - Moiraine Heals a woman. (V: 266) - Elayne heals Nynaeve's black eye, which is the extent of her skill with Healing. (V: 397) - when Birgitte is torn from Tel'aran'rhiod, there is nothing wrong in her to Heal, but still she is dying. (V: 399) - Lanfear squeezes Rand's heart and brain, then he cuts the flows. (V: 630) - Nynaeve Heals Rand. (V: 673) - desc of how Aes Sedai perceives Rand's unhealing wound (V: 673) - Nynaeve probes Siuan and Leane, and feels something that's cut or torn. (VI: 17) - Semirhage is the only person remaining who has the skill and training to remove the scar of a long-healed wound. (VI: 137) - Semirhage stimulates the pain centers of the brain with Spirit and Fire - stimulating them too much can kill in moments. Later she sets the "web" a second time, and ties it off. (VI: 139) - Semirhage stimulates the pleasure centers of the brain. (VI: 140) - Semirhage can break people with pleasure, as well as pain. (VI: 142) - Semirhage kills Warder with overdose of pleasure simulation. (VI: 143) - Nynaeve and Theodrin Heal each other. (VI: 234) - Nynaeve unstills Leane and Suian. (VI: 423) - the joining feels different with the women than it did with Logain. (VI: 423) - the severity of Perrin's injury daunts Alanna. (IV: 707) 77.0 ILLUSION AND INVISIBILITY - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the Talent of being able to make oneself invisible is known from writings from the Age of Legends. (III: 96) - making something invisible is a trick of bending the light. (V: 374) - one can become "invisible" by wrapping oneself with light, but it ripples when one moves. (VI: 26) - you can disguise your appearance through weaves of the One Power. (VI: 26) - only the most subtle use of Illusion can pass the test if someone touches the person disguised and they are radically different looking than the disguise. (VI: 132) - the weave to make an illusion is called Mirror of Mists. (VI: 611) - an illusion is easier to make the closer it is to your true appearance. Clothes are not part of the weave. (VI: 643) - Mask of Mirrors used for any illusions (VII: 518) - illusion ? (I: 110; Ia: 131) 77.1 Illusion and Invisibility - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moraine appears to grow taller than a wall, and her voice increases in volume. (I: 214-215; Ia: 254-255) - Moraine lays a false trail to deceive pursuers. (I: 229; Ia: 272) - Moghedien camouflaged the seal in the Tanchican museum with minute flows of Air and Fire that are barely visible, even to a Channeler. (IV: 911) - Nynaeve removes the disguise Moghedien set on the seal in the museum. (IV: 911) - Rand creates the illusion of a piece of wall to conceal a niche. (V: 122) - Asmodean disguises a gateway. (V: 373) - Grendael changes her appearance with Illusion. (VI: 132) - Alanna weaves an illusion with Fire and Air, to make herself look like a giant, with the volume of her voice matching the illusion. Verin can see her as she really is. (VI: 208) - Rand creates a screen of invisibility and "fastens" it to the floor, for Egwene to hide behind. (VI: 389-390) - one of the Aes Sedai senses Egwene behind the shield. (VI: 395) - Nynaeve removes Moghedien's disguise for Egwene, then replaces it. (VI: 489-490) - several Aes Sedai make themselves seem taller and amplify their voices. (VI: 611) - Rand weaves Fire, Earth and Spirit almost in the way to weave a shield to destroy the illusion of taller, louder Aes Sedai. (VI: 612) - Elayne disguises herself and Birgitte. An illusion is easier to make the closer it is to your true appearance. Clothes are not part of the weave. (VI: 643) - Mask of Mirrors, illusion to hid appearance (VII: 356) - Mask of Mirrors used for any illusions (VII: 518) 78.0 LIGHT - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~ - a globe of light is made up of Fire and Air. (VI: 399) 78.1 Light - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~ - Moraine makes a ball of illuminating light. (I: 558; Ia: 663) - Egwene and Elayne make balls of light, and affix them to a wall. (III: 302, 304) - Moiraine makes a floating ball of light. (IV: 257) - Rand makes a big light in the sky. (V: 504) 79.0 LIGHTNING - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~ - lightning is made up of Air and Fire. (III: 431) - lightning is made with Fire and Air. (V: 649) 79.1 Lightning - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moraine calls ball lightning from the sky with angreal. (I: 83, 86; Ia: 98, 108) - Rand blows out a wall and kills several people with lightning. (I: 407; Ia: 485) - Moraine calls lightning. (I: 564; Ia: 564) - Rand throws lightning bolts at Dragkhar, sends wall of fire and earthquakes towards Trolloc army. (I: 636; Ia: 758) - Rand creates an "auto-killer" of Trollocs involving a lot of flows. It travels throughout the corridors of the Tower striking Trollocs with lightning. Moiraine wouldn't have believed such as thing was possible. (IV: 196) - Rand Channels lightning. (IV: 967) - Egwene and Aviendha channel wind and lightning, bring storm clouds. The clouds start to rain when the girls stop holding them back. (V: 483, 496) - Rand counters lightning with Fire and Air, makes a shield against lightning spread above him, and ties it off. He can feel Rahvin's lightning hammering against the shield. (V: 649) - Rand isn't able to shield against Rahvin's lightning quickly enough, and it breaks through to kill a number of people, Trollocs and Fades. (V: 649) - Rand channels a hundred lightnings. (V: 665) - Ba'alzamon grabs Moiraine with black lightning. - Near strike of One Power shaped lightning and effects on person (VII: 33) 80.0 MIXED WEAVES - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Egwene thinks she could recreate Rand's table dancing trick with Air and Water. (IV: 154) - when flows touch uncontrolled they emit flashes of light, sparks, and clouds of colored steam (VII: 649) - Wind and Fire for a racing wall of flame (I: 636; Ia: 758) 80.1 Mixed Weaves - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Rand cuts Lanfear's flows with Spirit, Fire and Earth. (V: 629) - Semirhage cuts off Aes Sedai's clothes with Fire and Air. (VI: 139) - Semirhage disintegrates bundle of clothes with Fire and Earth. (VI: 139) - women can channel a weave to detect a man's channeling(?). It is an intricate lacework of all five Powers in a constantly-shifting pattern, and it makes Healing seem easy. (VI: 178) - Damer and Eban make rock explode with inexpertly-woven flows of Fire and Earth. (VI: 213) - the flows to explode a head like the rocks the men train with is only a little different. (VI: 214) - the Asha'man create an expanding ring of Earth and Fire, causing the ground to erupt into flames and dirt, killing or injuring all in its path. (VI: 694) - It is possible to conceal a channelers strength in the One Power, even hide the capability completely (VII: 40-41) - Spirit & Fire can create a painful weave (VII: 640) - Fire & Earth caused tower top to explode (VII: 651) - Fire & Air create wires that can slice through stone (laser?) (VII: 651) - Wind and Fire for a racing wall of flame (I: 636; Ia: 758) 81.0 MISCELLANEOUS WEAVES - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 81.1 Miscellaneous Weaves - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Moiraine calms people and makes them feel safe (I: 569-570; Ia: 678-679) - Bathamel does something (I: 629; Ia: 749) - Aginor stands, then walks, on nothing (but air?) (I: 631; Ia: 752) - Moiraine feels the air to try and detect traps and hazards within the Ways. (I: 572; Ia: 682) - Aginor turns the rock Rand throws at him to powder. (I: 632; Ia: 753) - Rand forms the One Power into a sword, and slices through Ba'alzamon's link to the One Power. (I: 640; Ia: 762) - Rand uses One Power sword to kill Fades. (I: 639; Ia: 762) - Suian creates a blob of gross-tasting stuff and forces Nynaeve's mouth open to consume it. (II: 279) - Nynaeve, Egwene and Elayne make ground explode when threatened by Whitecloaks. (III: 140) - Rand Channels a heron-marked sword of One Power, uses it to cut off Egwene's flow of Power. (III: 314) - using "missile" effects with the One Power no more precise than with normal weapons, at least not for Moraine, who has trouble fighting the Grey Men who attack because they're intermingled with friends. (III: 496) - One Power flows through Rand, into blade. (III: 653) - Be'lal Channels a black sword to fight Rand. (III: 642) - Rand makes furniture "dance", flares up a fire without fuel, and weaves a metal mesh from melted gold and silver. Tables burst into flame, books fly, and the mattress erupts. He then undoes the shield and the levitation, dampens both fires, and stops the metal weaving. (IV: 149) - the metal cloth Rand wove was four paces long, and two feet wide. (IV: 159) - Rand Channeled a flower out of feathers. (IV: 159) - Rand creates an "auto-killer" of Trollocs involving a lot of flows. It travels throughout the corridors of the Tower striking Trollocs with lightning. Moiraine wouldn't have believed such as thing was possible. (IV: 196) - damane broke two of the Sea Folk ship's masts. (IV: 334) - Rand drives Callandor into the stone floor of the Stone. (IV: 347) - Rand explodes the dust monsters that attack him and Matt in Rhuidean. (IV: 440) - Liandrin pricks Joachim with invisible needles of the One Power. (IV: 629) - Lanfear creates a dome enclosing Rand and herself to protect them from the rain. (IV: 962) - Rand cuts Asmodean's black cords while using two sa'angreal. (IV: 970) - Rahvin keeps heat from himself. (V: 23) - Lanfear gates. (V: 24) - Moghedien uses One Power to torment Liandrin. (V: 242) - Lanfear brands scars on darkfriend in dreams. (V: 345) - Asmodean put the dragons on Couladin's arms. (V: 465) - Aes Sedai channel a "cone of silence" to confer behind. (V: 583) - Lanfear skins Isendre and explodes a wagon. (V: 628) - Rand makes a misty grey dome enclosing him and Lanfear. (V: 629) - Lanfear uses One Power to torment Aviendha and Egwene. (V: 629) - Rand cuts Lanfear's flows with Spirit, Fire and Earth. (V: 629) - Lanfear uses One Power to cause Rand great pain. (V: 631) - Rand dispels the misty grey dome he'd created. (V: 633) - Egwene is so hurt by what Lanfear did, that she'll need lots of rest, and shouldn't go into Tel'aran'rhiod while she is well. (V: 634) - Moiraine writes a letter attuned to the reader so that the words will fade a few moments after it leaves his hands. (V: 637) - Rand freezes fades and men so cold that one of them has an arm snap off. (V: 662) - inverting a weave makes it so only the woman who channeled it can see the weave. (VI: 26) - it is possible for a female channeler to hide her ability from other female channelers. (VI: 26) - Grendael creates a "net" to keep heat out of part of her palace. (VI: 129) - Elayne uses One Power to unwind "snake sheet". (VI: 253) - Sammael "programs" his messenger to relay the precise message in Sammael's voice. (VI: 279) - Sammael sets his messenger to self-destruct if the answer is no, he dies by bleeding from every pore. (VI: 280) - Egwene grasps the Source and prepares a weave of nasty things, to use just in case. (VI: 302) - Rand breaks a mirror. (VI: 398) - the Wise Ones search for traps laid with saidar in Cairhien. (VI: 445) - Egwene simultaneously places a shield of Spirit on a Sea Folk Windfinder, and lifts four Sea Folk women with Air, though she can't raise them more than 10-12 paces above the water. (VI: 449) - Wise Ones take a woman apart with the Power. (VI: 665) - Taim gates a bunch of people into the battle. (VI: 686) - Rand bursts open the chest holding him. (VI: 688) - the Asha'man make a lot of people explode in battle. (VI: 694) - Asmodean sets trap of ribbon-thin slices of the Power to kill Rand. (VI: 967) 82.0 SPIRIT WEAVES/SHIELDING - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Spirit is used to shield a channeler from the source, and to gentle or still them. - Healing requires Water and Spirit (minimum) (I: 663; Ia: 791) - Channelers strong in Spirit sometimes can force their dreams on others, even without meaning to. (III: 94) - a shield from the Source is like a glass wall, the Channeler can sense the source, but cannot touch it. (III: 607) - almost nothing uses pure flows of Spirit. (III: 625) - the Talent of Dreaming is a thing of Spirit. (III: 626) - a complicated weave of Spirit is used to make a shield. (III: 641; IV: 114, 758) - it's possible to shield someone already Channeling, but more difficult than if they weren't touching the Source. (III: 654) - Spirit is the only one of the Five Powers that can be channeled in one's sleep. (IV: 100; VI: 149) - a tied-off shield is vulnerable, if the shielded has the time and patience, she can unravel the knot. (VI: 218) - cutting off someone's active link to the Source is a lot more difficult than shielding them before they've touched it. (VI: 391) - women travel using Spirit. (VI: 491) 82.1 Spirit Weaves/Shielding - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Suian is able to shield Nynaeve off from the Source even while she's Channeling. (II: 277) - Channelers strong in Spirit sometimes can force their dreams on others, even without meaning to. (III: 94) - Aes Sedai learn to shield their dreams. (III: 95) - one trained Aes Sedai is sufficient to maintain shields on Egwene, El, and Nynaeve once it's been woven. (III: 639) - Egwene is not shielded in Tel'aran'rhiod while she is in the real world. (III: 641) - Egwene shields Joiya and holds her with Air in Tel'aran'rhiod. (III: 641-642) - Egwene uses Spirit to shield (and accidentally still) Amico from Tel'aran'rhiod. (III: 654) - Rand shields Egwene and Elayne. (IV: 149) - Lanfear shields Rand. (IV: 181) - Amys shields Egwene from the source, but can't keep her shielded for very long because of how strong Egwene is in the One Power. (IV: 573) - rebel Aes Sedai shield Suian. (IV: 765) - Elayne shields Temaile and knocks her unconscious. (IV: 902) - Nynaeve tries to hit Moghedien with Air, but Moghedien slices her flow with Spirit. (IV: 906) - Moghedien is able to hide her ability when not Channeling. (IV: 907) - Nynaeve shields Moghedien, ties off the weave. (IV: 910) - Lanfear shields Asmodean with a weave that will fade away in time. (IV: 973) - Lanfear says that there would be a way to break through her weave, if Asmodean was willing to accept the pain of it. (IV: 973) - Rahvin uses Spirit in his compulsion. (V: 23) - lifting a wine goblet with Air is about the extent of Asmodean's power under Lanfear's shield. (V: 72) - Lanfear's shield on Asmodean is "inverted" so that females can't see it. (V: 73) - Rand ties off Spirit and Fire to ward a room so that any male channeler passing through the ward will be enveloped in a wall of fire, but otherwise it will do nothing. (V: 78-79) - Rand uses Spirit to ward his dreams. (V: 89) - Lanfear could break through Rand's dream warding, and it would be unpleasant for him. (V: 125) - Moghedien shields Liandrin and the other Black Ajah members. (V: 240) - Rand shields Asmodean. (V: 373) - Moghedien shields Liandrin, ties the shield off in a complicated weave. (V: 394) - Lanfear tries to shield Rand, but he fights her off. (V: 630) - Semirhage ties off a shield around Aes Sedai. Because the Aes Sedai isn't strong in the One Power, she trusts that she won't be able to untie the tied off "knots". (VI: 139) - Verin and Alanna try to shield Rand, but he shields them, instead. (VI: 204) - Nynaeve shields Logain, but he almost bends through it, but she suspects he was just flexing his muscles, not trying the shield with his full strength. (VI: 419, 420) - six Aes Sedai take over Nynaeve's shield on Logain. (VI: 421) - Logain tries to break free of the shield on him, and is strong enough that he might have, if it had been five women maintaining the shield instead of six. (VI: 429) - Egwene channels flows of Spirit to create a reflection of Tel'aran'rhiod that IS Tel'aran'rhiod, which she steps through to enter Tel'aran'rhiod in the flesh and travel. (VI: 465) - 15 Aes Sedai shield Rand. (VI: 636-637) - it takes 6 Aes Sedai to maintain the shield on Rand. (VI: 638-639) - Elayne uses Spirit to mask her ability to channel. (VI: 643) - 6 is the traditional number used to shield a male channeler. (VI: 646) - it is also custom that all of the strength of those maintaining a shield must be directed into that shield. (VI: 647) - Myrelle compels Lan through their bond with a touch of Spirit so delicate he won't feel it. (VI: 652) - Rand tries to break the shield around him several times, but is unsuccessful. (VI: 661) - desc of how shield feels when a couple of the Aes Sedai have tied off their weave (feels like "knots") vs. where it is actively maintained. (VI: 663-664) - Wise Ones figure they could learn to weave a shield. (VI: 665) - desc of Rand breaking through the shield (VI: 687) - Rand stills 3 Aes Sedai. (VI: 688) - Rand shields Aes Sedai. (VI: 689) - Aes Sedai were stilled when Rand broke free of thier shield (VII:60) - the Asha'man shield from attack (VII: 36) - shields (VII: 398) 83.0 TRAVELLING AND GATING - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Travelling with True Power (I: x; Ia: x) - Traveling (I: xiii; Ia: xiii) - there has been no Aes Sedai strong enough to Travel since the Time of Madness. (I: 267; Ia: 317) - all the Forsaken together couldn't Move 1000 Trollocs. (I: 267; Ia: 317) - Traveling is faster than skimming. (V: 121) - blocking open a gateway is very difficult, Asmodean says only Demandred, Semirhage and Lews could do it. (V: 375) - the amount of One Power drawn for a gateway doesn't affect how large you can make it. The One Power actually has little to do with gateways, only the making of them. Asmodean calls what lies beyond the gateway a dream within a dream. (V: 645) - the direction in which one skims is mutable, and one can go into nowhere if it is directed wrong. (V: 646) - the edge of a gateway is so sharp, it makes a honed razor seem dull. (VI: 137) - desc of explanation of traveling (VI: 394) - desc of differences between male and female traveling. (VI: 490-491) - you have to know the place where you open a gateway from, as well. (VI: 689) - Traveling has been lost to Aes Sedai since the Breaking (VII: 16) - weaves for Skimming vary according to destination? (VII: 241) - a forsaken was frightened by the thought of opening a gateway out of skimming to a location other then the original destination (VII: 241) - Traveling weaves can be tied off (VII: 635) - you do not need to know a place at all to Travel if you only intend to go a very short distance (VII: 649) - sight of residue of gateway (VII: 652) - copying a gateway exactly, at the same place, will open in the exact same destination (VII: 652) - altering a gateway weave slightly could make a difference of fifty feet or five hundred (VII: 652) 83.1 Traveling and Gating - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Travelling with True Power (I: x; Ia: x) - Traveling (I: xiii; Ia: xiii) - Rand travels (I: 635; Ia: 756) - Rand channels to block open Aviendha's gateway, and ties off his weave. (V: 358) - Rand transports a few hundred people and horses via the Portal Stones. Even using an angreal, the amount of Power required almost burns him out. (IV: 365-367) - Rand Travels to Rhuidean. (IV: 963-965) - Asmodean opens up a doorway, Rand keeps it forced open to slip through, as it closes, it slices off his bootheel. (IV: 966) - Rahvin sense Lanfear's gating only as a slight tingle. (V: 24) - Rand balefires. (V: 114, 115, 284) - Rand gates/skims? (V: 120-121) - Aviendha channels a gateway. (V: 358) - when the gateway closes, it slices off the end of a spear that was sticking through it. (V: 373) - the biggest skimming gateway Rand can make is four paces wide. (V: 645) - Rand is able to make a skimming platform roughly the size of a courtyard. Only Rand's presence maintains the platform. (V: 645) - Rahvin opens gate to Rahvin. (V: 650) - Demandred travels to Shayol Ghul. (VI: 13) - Rand opens teleport gateway. (VI: 84) - Rand opens gateway to Cairhien. (VI: 282) - Rand opens gateway to Shadar Logath. (VI: 327) - Rand opens gateway to Two Rivers. (VI: 333) - Rand opens gateway to Caemlyn. (VI: 334) - a Forsaken opens a gateway directly behind Mat's tent. (VI: 343) - Egwene makes a doorway, Elayne thinks she could learn how. (VI: 491) - only a handful of Aes Sedai are strong enough to make a travel gateway larger than they can put an arm through, and most can't even manage that. (VI: 513) - Elayne opens a gateway, it's not as big as Rand's. (VI: 561) 84.0 WARDS - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~ - a channeler can remove the vestiges of a ward after its use, though they would eventually dissipate naturally. (I: 616; Ia: 734) - the ward would only have lasted a day (I: 616; Ia: 733) - it's not possible to set two kinds of wards at once. (III: 63) - setting wards that would simply kill any shadowspawn that passed through them is beyond Moiraine's ability. (III: 63) - the shield around Callandor is made of Air, Fire and Spirit. (III: 318) - wards can be made of any of the Five Powers, depending on their purpose. (III: 318, V: 78-79; VI: 330) - the weakest Forsaken could sense any warding Moiraine might make if nearby and kill the group from afar. (III: 599) - wardings are complex, tenuous weaves, and are often rendered useless if the channeler tries to make them do more than one thing. (V: 273) - There are thousands of ways to spin wards, it can take days to figure out the precise flow to spin a hole through a ward. (VI: 217) - holding a weave against eavesdropping cannot be worked through without detection, unlike one that is tied off (VII: 168) - wards against eavesdropping are insubstantial (VII: 217) 84.1 Wards - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~ - Elaida keeps rats away from the palace (I:508; Ia: 606) - Moraine sets wards around a building to keep out the evil of Shadar Logath. (I: 243; Ia: 289) - Moraine could set wards against Fades and Trollocs? (I: 247; Ia: 292) - Moraine keeps rats away from a certain street, wards they probably won't even notice. (I: 526; Ia: 627) - Moraine sets wards to warn of evil, and illusion that causes camp to disappear. (I: 611-612; Ia: 728-729) - Moiraine removes the vestiges of her wards, though they would eventually dissipate naturally. (I: 616; Ia: 734) - Moiraine makes wards that keep people out. (II: 47) - Suian wards against eavesdropping. (II: 60, III: 159) - Moiraine wards camp against the view of the Dark One's creatures. (III: 44) - dream shielding only protects from dreams outside of oneself, not one's own nightmares. (III: 124-125) - Suian wards a box to burn up when opened by any hand but hers. This weave is small enough to be difficult to detect. (III: 157; IV: 765) - the shield around Callandor is made of Air, Fire and Spirit. (III: 318) - the weakest Forsaken could sense any warding Moiraine might make if nearby and kill the group from afar. (III: 599) - almost everyone in Tear suffers from nightmares because Be'lal doesn't shield his dreams. (III: 623) - Rand wards Callandor against any who would try and Channel it out of the Stone. (IV: 349) - Rand ties off Spirit and Fire to ward a room so that any male channeler passing through the ward will be enveloped in a wall of fire, but otherwise it will do nothing. (V: 78-79) - Rand uses Spirit to ward his dreams. (V: 89) - Rand places traps around the niche where he hides his ter'angreal. (V: 122) - Lanfear could break through Rand's dream warding, and it would be unpleasant for him. (V: 125) - the *angreal area of the Tower is locked and warded with an alarm that will call for help if door opened. (V: 259) - Rand sets wards around the entire Aiel camp that will raise an alarm with a bird call if a creature of the Dark One passes. The ward could be made to kill instead of alarm, but that would be a beacon to any nearby male Forsaken or Myrddraal, whereas the other is barely noticeable. (V: 273, 284) - Rahvin sets sensing-sensing wards throughout Caemlyn. (V: 659) - wards are placed around a building to prevent eavesdropping. (VI: 217) - Moghedien shows the girls a way around the eavesdropping ward, but it doesn't work. There are thousands of ways to spin wards, it can take days to figure out the precise flow to spin a hole through a ward. (VI: 217) - the eavesdropping ward is a close, flat dome of mostly Fire and Air, with touches of Water, a channeler can see the knot where it is tied. (VI: 229) - Rand's dream, protected by a ward of saidin, looks muted, and Egwene cannot pass into it. (VI: 247) - Rand weaves a nasty ward using all Five Powers. (VI: 330) - Rand updates his Callandor traps to use inverted, invisible weave. (VI: 453) - the wards against eavesdropping can be of various sizes. (VI: 493-494) - Elayne makes a ward against eavesdropping. (VI: 597) - Suian makes a ward against eavesdropping. (VI: 650) 85.0 WATER WEAVES - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - affecting the weather requires Air and Water (I: 663; Ia: 791) - Healing requires Water and Spirit (minimum) (I: 663; Ia: 791) 85.1 Water Weaves - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Rand Channels water from deep in the ground into a spring to drink from. (IV: 393) - Rand channels Water to flow in Rhuidean's fountains. (V: 132) - Nynaeve dries clothes by sucking the moisture from them with a weave of Water, the water falling to the floor. (VI: 232) - Theodrin uses Water to gather droplets of water on the floor together into a ball. (VI: 233) - Egwene dries the water off of herself after she is dunked. (VI: 449) 86.0 WEATHER - GENERAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~ - affecting the weather requires Air and Water (I: 663; Ia: 791) - Nynaeve's ability to "listen to the wind" and predict the weather is a thing of Air and Water. (I: 269; Ia: 320) - it is very difficult to channel rain if starting with nothing, weather-wise. (V: 182) - the effects of altering the weather tend to keep going along whichever lines the sensing formed them into. (V: 566) 86.1 Weather - Specific Episodes ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Nynaeve channels a huge dust storm. (V: 137) - Moraine makes a large, precise fog. (I: 129; Ia: 154) - Moraine causes a whirlpool in river Taren. (I: 137; Ia: 164) - there aren't 10 women in Tar Valon who could do as well as Moiraine. (I: 138; Ia: 165) - the Aes Sedai embassy to Shienar called the wind to get there and back swiftly. (II: 212) - Verin wouldn't be able to stop a big storm by herself, though she could lessen it within the immediate area, which would noticed by any channeler within ten miles. (II: 581) - Sea Folk Windfinder speeds the wind with very thick flows of Air and Water in a delicate, intricate weave that stretches as far as Elayne can see. (IV: 333) - if she dropped the weave before finishing it, she could have caused a storm that would last at least 12 hours or so. (IV: 333) - Verin calls up a storm. (IV: 547, 659) - Rand makes it rain in Alcair Dal in the heart of the Aiel Waste. (IV: 961) - Elayne channels wind. (V: 566, 572) - Rand can't channel to fix the drought. (V: 602) - Egwene and Aviendha channel wind and lightning, bring storm clouds. The clouds start to rain when the girls stop holding them back. (V: 483, 496) - Rand is able to use the storm clouds that Aviendha and Egwene summoned, even if he can't see their weaves. (V: 494) - El uses flows of Air and Water to try and gather clouds in the sky to make it rain during the drought, but she isn't strong enough to counter the severity of the drought. (VI: 30) - Listening to the Wind (VII: 364) 87.0 TALENTS AND UNUSUAL ABILITIES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - the old blood is strong in the Two Rivers (I: 152; Ia: 181) - the Old Blood is like a line running from a parent back, a persons roots (sometimes memories come up these lines, follows sex of person?) (I: 235; Ia: 278) - reference to the Voice (Talent?) and Singing (Event or Occassion?). (I: x; Ia: x) - Elaida can sense truth, is this a Talent? (I: 457; Ia: 543) - the Talents of flying and making oneself invisible are known from writings from the Age of Legends. (III: 96) - Nynaeve perceives looming human conflict as though it were a looming storm. She can feel storms to do with men as well as weather. (III: 133) - Nynaeve senses bad weather coming, though all physical signs show fair weather, human conflict again? (VI: 164) - Nynaeve's weather sense indicates a "storm". (VI: 410) - lost Talents: Aligning the Matrix (strengthens metal), Spinning Earthfire, Milking Tears (VI: 511) - Aes Sedai with two Talents (VII: 181) - some speak a word or two , a phrase or two, [of the Old Tongue] because of the old blood. Usually without understanding what they say, or not quite. (VII: 363) - the old blood, split out like a river breaking into a thousand times a thousand streams, but sometimes streams join together to make a river again (I: 604; Ia: 719) - the old blood of Manetheren is strong and pure [in Two Rivers] (I: 604; Ia: 719) - the old blood is strong in Emond's Field, and the old blood sings (I: 142; Ia: 170) 87.1 Foretelling ~~~~~~~~~~ - Foretelling the future. (I: 457; Ia: 543) - Elaida's Foretelling is vague. (I: 514; Ia: 614) - Elaida has a brief Foretelling when she sees Rand. (I: 514; Ia: 614) - the Talent of Dreaming is thought to be linked to the Talent of Foretelling. (II: 213) - Foretelling is a rare Talent, there have only been two in the past twenty years. (IV: 37) - Foretelling leaves the Aes Sedai trembling and gasping for breath. (VII: 26) - Foretelling is unpredictable (VII: 39) - Foretelling is a Major Talent (VII: 181) - Elaida has the Fortelling Talent (VII: 20) - Fortelling: Royal House of Andor held the key to winning the Last Battle (VII: 20) 87.2 Meditation (the "Oneness") and Temperature Insensitivity ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - flame and void (I: 148, 149; Ia: 177) - the Void (I: 634-637; Ia: 756-759) - flame and void meditation to reach ko'di, the oneness, raises awareness (NS: 28) - Lan is not visibly effected by the unnatural heat of the Blight. (I: 608; Ia: 724) - Lanfear refers to the void/flower trick "the Oneness". (II: 260) - desc of the Flame and Void trick (IV: 152) - the temperature does not affect Aes Sedai as much. (V: 322) - the void concentration technique makes you almost unaware of your physical self. (V: 492) - the reduced sensitivity to temperature is nothing to do with the One Power, it's a trick of the mind. (V: 622) - the no-sweat trick can be expanded to allow the person to barely feel heat/cold that would a disable another. (VI: 194) - the Aes Sedai say the heat/cold trick will come "eventually", as working with the One Power for a long time allows people to achieve the necessary detachment. (VI: 217) - Warders don't seem to be very affected by the temperature, either. (VI: 337) - only full Aes Sedai are taught the trick of concentrating in a certain way so as not to be affected by the heat, and it has nothing to do with the One Power. (VI: 506) 87.3 "Sensing" ~~~~~~~~~ - Rand and the others seem to feel a tingling sensation when Moraine lays a false trail. (I: 229; Ia: 272) - Moiraine and Nynaeve feel the Dark One's eye on the world. (I: 350; Ia: 416-417) - Rand senses evil? (I: 437; Ia: 521) - Rand can sense the "wrongness" of the dagger? (I: 549; Ia: 653) - Aes Sedai can sense the taint within the Ways. (I: 567; Ia: 676) - Rand and Nynaeve can sense the "wrongness" within the Blight. (I: 608; Ia: 723) - Rand can feel the elements of his life in danger. (II: 653) - Rand senses Shadowspawn, they feel like the taint on saidin. (III: 83) - Rand and Moiraine sense Darkhounds. (V: 112, 114) - Rand and Moiraine can sense an "afterimage" of balefire. (V: 119) - Nynaeve senses evil within the seal, her imagination? (V: 553) - Rand feels the taint growing worse? (VI: 540) 87.4 Sniffing ~~~~~~~~ - Hurin can sniff out violence, and even those likely to commit a violent act? (III: 134) - there are at least three Sniffers mentioned as working in Shienar. The King keeps a Sniffer in Fal Moran, and another works in Ankor Dail. (II: 152) - Hurin has grey hair, yet only became a Sniffer four years ago. He had never heard of such a thing before it happened to him. It started slowly, with him catching smells here and there that no one else noticed, and it was a full year before he realized what it was, that he could smell violence and the trails of those who did it. When Ingtar heard of it, he took Hurin into service to serve the King's justice. (II: 152-153) - men seem to keep the Sniffing thing quiet, there's a worry because Aes Sedai seldom like what they don't understand, though it has nothing to do with the One Power. (II: 152, 153) - there is nothing physically different about Hurin's nose. (II: 153) - a Brown Aes Sedai kept Hurin in Cairhien for a month trying to find out how he did what he was doing, wondering if it was something new, or something old come again, like with the Wolfbrothers. (II: 153) - each incident of violence and the trail of the perpetrator smells different, there's no chance of mixing them up. (II: 153) - sniffers can't tell a Darkfriend by smell. (II: 154) - Hurin followed murderers as far as Cairhien and Maradon to bring them to justice. (II: 154) - "natural" human evil smells bad, but the evil of Fades, Trollocs and most especially Fain is unbelievably worse, so bad Hurin can almost taste it. (II: 154) - Sniffing is not affected by the weather, rain doesn't wash away the trail. (II: 580) 87.5 Ta'veren and Sensing Ta'veren ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - ta'veren (I: 466; Ia: 554) - the Pattern is not fixed, often the pattern allows people to live their lives; but sometimes the Wheel forces a change, the life used to force the change is ta'veren (I: 466; Ia: 554) - the Web caused by the creation of a ta'veren is called ta'maral'ailen, it can last weeks or years, take in a town or the whole pattern (I: 466; Ia: 556) - sometimes being ta'veren means the Pattern is forced to bend to you, and sometimes it means the Pattern forces you to the needed path (I: 541; Ia: 644) - ta'veren -- ta-VEER-ehn (I: 668; Ia: 797) - a ta'veren is a person around whom the Wheel of Time weaves [all, in the glossary] surrounding life-threads (I: 668; Ia: 797) - when the Wheel weaves life-threads around a ta'veren it forms a Web of Destiny (I: 668; Ia: 797) - a Web of Destiny is a great change in the Pattern of an Age, centered around one or more people who are ta'veren (I: 669; Ia: 799) - Rand pulls Egwene, Min and Elayne towards him, but Nynaeve doesn't feel it at all. (II: 670) - explanation of ta'veren (III: 47) - no one knows anything about a ta'veren as strong as Rand. (III: 115) - ta'veren are pulled towards one another? (IV: 56) - bubbles of evil (IV: 101) - Brigitte is drawn to talk to Perrin because he's ta'veren? (IV: 463) - ta'veren effects: (V: 350) - everyone dicing tosses 6's - mends feud between warring clans - vipers attack, but miss - Egwene almost says something she doesn't intend to, because she's caught up in Rand's ta'vereness. (VI: 304) - Logain can sense ta'veren. (VI: 420) - Nicola can sense ta'veren, she sees Mat as shining or glowing. (VI: 502) - the pull towards a ta'veren is very general, there's no sense of direction or location. (VI: 566) - seeing ta'veren is a minor Talent (VII: 181) - effects of Ta'veren (VII: 538) - Ta'veren become central to the pattern, and life-threads bend around them, marking them; and the stronger the Ta'varen, the more threads that lead to them, making it easier for the Dark One to find them (I: 539; Ia: 643) 87.6 Treesinging ~~~~~~~~~~~ - Songs of Growing (I: 541; Ia: 645) - desc of how Loial uses Treesinging to form a staff from a living tree. (II: 236) - no Treesinger has sung a piece as large as a bed in 1000 years. (III: 380) - the flowing curves of the sung wood bed reflect that it was grown, not constructed. (III: 399) 87.7 Viewing ~~~~~~~ - Min can see pieces of the Pattern. Sometimes she knows what they mean, sometimes not. (I: 180; Ia: 215) - viewings (I: 181-182; Ia: 215-216) - viewing (I: 194; Ia: 230) - Min only sees images around people when they are conscious, not when they are sleeping or unconscious. (II: 669) - Min started Viewing at an early age (6 or 7). (III: 45) - Aes Sedai and Warders always have images around them. (III: 45) - Min never knows when something she Views will happen. (III: 45) - the Aes Sedai have never heard of Min's Talent. (III: 45) - Min thinks her Talent only relates to human beings. (III: 99) - Min rarely definitively knows what her visions mean. (IV: 18) - Min has only ever seen herself once in one of her viewings, the one that told her she would love Rand. (IV: 33) - Min discovered thieving groom and romancing Novice through her viewings. (IV: 288) - Min no longer sees images around Leane and Suian like she does with most Aes Sedai once they've been stilled. (IV: 772) - Min has never before had a viewing that indicates multiple future possibilities, except the one about Gawyn and Egwene. (IV: 787) - why Min sees a viewing around someone seems to have no rhyme or reason as to who or why or when. (V: 44) - Leane calls Min's ability "reading the Pattern". (VI: 29) - a Wise One describes Min's ability as interpreting the dream without dreaming. (VI: 535) - the images and auras Min sees around channelers tends to be obscured when they are actively sensing. (VI: 613) - Talent for seeing peoples futures started when Min was 12 (VII: 87) 88.0 WOLFBROTHERS AND WOLVES ~~~~~~~~~~~~~~~~~~~~~~~~ SEE ALSO: 90.0 DREAMS AND TEL'ARAN'RHIOD - wolfbrothers can feel the wolves (I: 305; Ia: 362, 363) - wolfbrothers can tell what direction the wolves are in (I: 307; Ia: 364) - wolfbrothers can force the wolves out of his mind (I: 346; Ia: 412) - Wolfbrother is an old thing, as old as humankind and wolves, far older than Aes Sedai. (I: 290; Ia: 345) - Red Ajah tried to gentle Elyas. It wouldn't have worked, being a Wolfbrother has nothing to do with the One Power. (I: 290; Ia: 345) - no type of Healing could change Perrin from being a Wolfbrother. (I: 484; Ia: 578) - knowledge of wolfbrothers is old and lost long before the Dark One was found (I: 486; Ia: 579) - the Green Man recognizes Wolfbrothers by their eyes (I: 622; Ia: 740) - wolfbrothers irises turn all yellow in about 30 days (average, fast, slow?) (I: 646; Ia: 770) - some people think a wolfbrother (before he becomes a wolfbrother) is touched by the Dark One because wolves start appearing everywhere they go; some wolfbrothers begin to think they are too (I: 287; Ia: 341) - old things coming again (I: 290; Ia: 345) - there's a fragment from the Age of Legends about Wolfbrothers. Some Wolfbrothers lose themselves to the wolf half of their nature. Wolves live half in the World of Dreams, and half in the real world. (III: 123) - any attempt to gentle Perrin would not harm him. (III: 415) 88.1 Wolfbrother Abilities ~~~~~~~~~~~~~~~~~~~~~~ - how it feels and looks to recieve a sending from a wolf (I: 369; Ia: 440) - sensing wolves and other wolfbrother movements (I: 372; Ia: 443-444) - Elyas' eyes are yellow like gold. (I: 284; Ia: 338) - Perrin can sense the tension of wolves release when he stops touching his axe. (I: 286; Ia: 340) - the wolves always find you, not you them. (I: 287; Ia: 341) - the "real" beginning is when the wolves start to sense the Wolfbrothers thoughts, respond to what he's thinking. (I: 287; Ia: 341) - wolves started appearing wherever Elyas went. (I: 287; Ia: 341) - Wolfbrotherness can't be taught, some can do it, some can't. Elyas recognizes that Perrin is one who can. (I: 287; Ia: 342) - Perrin starts to feel he could almost hear the conversation between Elyas and his wolves, but tries not to. (I: 290; Ia: 345) - Perrin just "knows" Hopper's name. (I: 291; Ia: 346) - wolves can tell that Egwene is firmly planted in the human world, and Perrin stands halfway between. (I: 291; Ia: 346) - Perrin can feel the departing wolves fading away, and he gets a strong burst of emotion/thought from one of them. (I: 292; Ia: 347) - Elyas can control dogs. (or is it just a trick?) (I: 308; Ia: 365) - Elyas gets strong intuitions occasionally throughout his life, no indication that this is necessarily linked to being a Wolfbrother. (I: 338-339; Ia: 403) - Perrin starts to be able to sense where wolves are, and sense their contempt for dogs. His awareness grows daily. (I: 342-343; Ia: 407-408) - the wolves share Perrin's dream of Ba'alzamon, and tell him they can only completely protect him if he fully accepts being a Wolfbrother. He can now understand the communication between Elyas and the wolves, and they speak to him. (I: 346; Ia: 412) - Perrin can barely sense the wolves when they get about one mile distant. (I: 357; Ia: 425) - Elyas can feel the wolves further away than Perrin can. (I: 358; Ia: 426) - Perrin can meld with the wolves enough to see what they see, feel their pain and taste what they taste. (I: 360, 361; Ia: 430) - the wolves say that Whitecloaks smell wrong, like a rabid dog smells wrong. Eventually Perrin thinks he can smell the wrongness, too. (I: 370, 373; Ia: 441, 445) - Perrin starts to be able to see in the night as though there was as much light as at twilight. (I: 371; Ia: 442-443) - Perrin's sense of smell starts to improve. (I: 373; Ia: 445) - Perrin starts to develop a wolf's emotions or reactions to some events, like baring his teeth. (I: 376; Ia: 448) - Perrin's eyes are yellow by the time Moiraine and crew rescue him and Egwene from Whitecloaks. (I: 484; Ia: 577) - the Wolfbrother ability can come quicker if one meets a guide or intermediary, like Perrin with Elyas and his pack. (I: 485-486; Ia: 579) - sometimes something of the wolf seeps through a Wolfbrother (I: 547; Ia: 651) - Wolfbrothers eyesight improves once they begin to accept (I: 580-581; Ia: 691) - Perrin does not seem to be visibly affected by the heat in the Blight, presumably some effect of being a Wolfbrother, as everyone else but Lan is. (I: 608; Ia: 724) - Perrin comes to like only/primarily meat. (III: 43) - mad Wolfbrother killed a cow with his teeth. (III: 118) - Perrin turns into a wolf while he's in Tel'aran'rhiod hunting Faile. (III: 625) - Perrin sees visions in his dream, like a Dreamwalker. The wolves do NOT see visions in Tel'aran'rhiod. (IV: 458) - Perrin finds he doesn't feel comfortable in cities anymore. (VI: 566) - Perrin is adept at determining other people's emotions from their scents. (VI: 568) - Perrin's sense of smell is now nearly as acute as a wolf's. (VI: 630) - Perrin can talk "wolf", he makes the lead-wolf growl. (VI: 653) - Wolfbrothers see nearly as well by moonlight as they do by daylight (VII: 72) - Scent of Rand And Lew Therin fighting for control (?) (VII: 83) 88.2 Wolves ~~~~~~ - wolves don't like Trollocs, and Trollocs don't like wolves, or dogs (I: 121; Ia: 144-145) - wolves (I: 286; Ia: 340) - wolves don't tame (I: 286; Ia: 340) - field mice are something for cubs to stalk while learning to hunt, or fit food for the old who are no longer able to take down larger game (I: 343; Ia: 408) - wolves feel contempt for dogs (I: 342; Ia: 408) - wolves hate Trollocs and Halfmen worse than anything (I: 289; Ia: 344) - wolves can sense all people to a certain extent. (I: 287; Ia: 341) - wolves say it's been a looonnnngggg time since they hunted with men. (I: 287; Ia: 341) - wolves remember things differently than people. Each wolf remembers the shape of the history of all wolves. (I: 287; Ia: 342) - the wolves could smell Fades and Trollocs in Egwene and Perrin's minds. (I: 289; Ia: 342) - wolves can sense when people lie. (I: 288; Ia: 343) - the wolves sense when Perrin starts thinking of violence. (I: 289; Ia: 344) - wolves have their own personalities. (I: 290; Ia: 344) - Trollocs will kill a lone wolf any chance they get, but go miles out of their way to avoid a full pack. (I: 291; Ia: 346) - wolves can tell that Egwene is firmly planted in the human world, and Perrin stands halfway between. (I: 291; Ia: 346) - Wolves can bring down a Fade -- lost half the pack. (I: 291; Ia: 346) - the wolves want Perrin to stick around, they're curious about another like Elyas. (I: 291; Ia: 346) - wolves feel contempt for dogs. (I: 342; Ia: 408) - wolves rarely look up into the sky. (I: 358; Ia: 426) - wolves use only the seasons and different light throughout the day to tell time, no notion of hours and minutes, and don't understand human thoughts related to that. (I: 362; Ia: 432) - the wolves say that Whitecloaks smell wrong, like a rabid dog smells wrong.(I: 370, 373; Ia: 441, 445) - the wolves believe there is good hunting in the Blight (I: 547; Ia: 651) - wolves know each other even if they've never met before. (III: 47) - Wolves live half in the World of Dreams, and half in the real world. (III: 123) - all wolves that are, were and will be are in Tel'aran'rhiod? (III: 413) - The wolves do not see visions in Tel'aran'rhiod. (IV: 458) - wolf says Tel'aran'rhiod is different than the real world, here the hunt can have many different endings? (III: 644) - news of a Wolfbrother would spread quickly among any wolves in the nearby area. (VI: 670) - wolves recognize Aes Sedai. (VI: 671) - desc of more wolf stuff (VI: 671) - wolves sometimes have trouble telling male and female humans apart. (VI: 676) - wolves are contemptuous of dogs, who gave up their freedom to sleep by fire (I: 309; Ia: 367) 88.3 Wolf Language ~~~~~~~~~~~~~ - meaning of hoppers name (I: 373; Ia: 445-446) - the full wolf meaning of Dapple's name. (I: 287-288; Ia: 341) - Wolfbrothers and wolves don't exactly converse in words, but in images and feelings. (I: 287; Ia: 341) - it is the custom among wolves to give one's name/image and smell upon first meeting, wolves are formal when they first meet each other. (II: 623) - Notdead (Grey Man) (III: 505) - Moonhunter (Lanfear) (III: 505) - Heartfang (Ba'alzamon) (III: 505) - Shadowbrothers (Darkhounds) (III: 505) - the distance over which wolves can speak is less than a mile. (IV: 453) - May you know good hunting, and shes to give you many cubs. (IV: 464) - wolves call Rand Shadowkiller, and consider him a very important person. (VI: 672) 89.0 UNUSUAL OBJECTS ~~~~~~~~~~~~~~~ - artifacts: lightsticks, raxorlace, heartstone (I: 300; Ia: 357) - a crystal lattice covers an island, it hums when the moon is up (I: 300; Ia: 357) - mountain hollowed into a bowl, in the center, a silver spike a hundred spans high, and any who come within a mile of it dies (I: 300; Ia: 357) - during the War of the Shadow the Aes Sedai used the One Power to create weapons, such as blades that won't break and never lose their edge. Other weapons used the One Power in battle, but they were lost during the Breaking. (II: 6) - a description of Bayle's artifacts. (II: 163-163) - Rand transports a few hundred people and horses via the Portal Stones. Even using an angreal, the amount of Power required almost burns him out. (IV: 365-367) - streith is a fabric from the Age of Legends that reflects the mood of the person wearing it. (VI: 57) - a stasis box, from the Age of Legends, should be strong enough to survive even the Breaking. (VI: 58) - a glowbulb is a light source from the Age of Legends. (VI: 139) - relics from the Age of Legends stored in a stasis box include (VI: 346): - an exchanger (air conditioner?) - glowbulbs - zora board, a strange, evil game - Mindtrap, cour'souvra (VII: 413, 419) - channeling close to ones own mindtrap is painfull, the pain greater the closer they are, and that is the least of a mindtraps dangers (VII: 416) - Vacuole (VII: 417) - mindtrap (VII: 484) 89.1 Cuendillar (Heartstone) ~~~~~~~~~~~~~~~~~~~~~~~ - artifacts: lightsticks, raxorlace, heartstone (I: 300; Ia: 357) - Cuendillar can break Tears best steel (I: 647; Ia: 771) - Cuendillar is also known as Heartstone (I: 647; Ia: 771) - the making of Cuendillar has been lost since the Breaking (I: 647; Ia: 771) - Cuendillar cannot be broken by anything, even the One Power, anything used against it only makes it stronger (I: 647; Ia: 772) - One of the seven seals was hidden in the Eye, broken, it's made of cuendillar (I: 647; Ia: 772) - cuendillar -- CWAIN-deh-yar (I: 661; Ia: 787) - cuendillar: heartstone (I: 661; Ia: 787) - heartstone is an indestructable substance created during the Age of Legends (I: 664; Ia: 792) - heartstone absorbs any known force used in an attempt to break it, whatever the force used, it only makes it stronger (I: 664; Ia: 792) - everything made from heartstone is recorded in the White Tower. (II: 67) - heartstone is commonly found in the shape of cups, vases and bowls. (II: 431) - the physical cuendillar seals are just focus points for the "real" seals. (III: 669) - not even balefire can destroy cuendillar. (IV: 908) - the male a'dam is formed from cuendillar. (IV: 908) - desc of the look and feel of cuendillar (VI: 80) 89.2 The Dagger of Shadar Logath ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - even a scratch from Mat's dagger will infect and destroy the victim. (I: 531; Ia: 633) - Rand can sense the "wrongness" of the dagger? (I: 549; Ia: 653) - Mat doesn't remember much of events after Whitebridge, an effect of carrying the deadly dagger. (I: 534; Ia: 636) - when the dagger wounds a man, a darkness spreads out from the initial wound, killing him in a matter of minutes. (II: 636) - it takes ten full Aes Sedai using the most powerful sa'angreal in the Tower to Heal Mat of his bond with the dagger. (III: 210) - the Aes Sedai shield the Shadar Logath dagger in a heavy metal box. (III: 212) - carrying the dagger makes Mat more suspicious. (III: 226) - after being Healed of his link with the dagger, Mat will eat 3-4 meals that would feed a family of five for days, or starve. (III: 230) - a dagger from Shadar Logoth can kill in moments with only a scratch (VII: 639) 89.3 Waygates ~~~~~~~~ - dream of someplace, the Ways? Shayol Ghul? (I: 293-296; Ia: 349-352) - Caemlyn once had an Ogier grove and a Waygate, but the city grew over them. (I: 464, 559; Ia: 551, 665-666) - Waygates and the Ways (I: 541; Ia: 645) - entering the Ways invites death, or being swallowed by the Shadow (I: 542; Ia: 645) - as a gift for Sanctuary, the Aes Sedai gave the Ogier the Waygates and the Ways (I: 544; Ia: 647) - Ways: Enter a Waygate, walk for a day, and you may depart through another Waygate a hundred miles from where you started. Or five hundred. Time and distance are strange in the Ways. Different paths, different bridges, lead to different places, and how long it takes to get there depends on which path you take... The Ways are not a part of the world around us, nor perhaps of any world outside themselves... With in the Ways there was no Breaking. The Land between the steddings might change, but in the Ways there was no change. (I: 544; Ia: 647) - When the Aes Sedai left the stedding, they gave the Elders a key, a talisman, that could be used to grow more Ways and Waygates (I: 544; Ia: 647) - Ways were grown to new steddings and to the groves near where Ogier built cities for men (I: 544; Ia: 648) - Waygates are all but impossible to destroy (I: 545; Ia: 648) - no Ogier has used the Ways in over 90 years (I: 545; Ia: 6448) - by edict of the Elders, all the Elders of all the stedding, none may [use the Ways], human or Ogier (I: 545; Ia: 648) - a thousand years ago (~ FY 1050), during the War of the Hundred Years, the Ways began to change (I: 545; Ia: 648) - The Ways started to grow dank and dim. Then darkness fell along the bridges. Some who went in where never seen again. Travelers spoke of being watched from the dark. The number who vanished grew, and some who came out had gone mad, raving about Machin Shin, the Black Wind (I: 545; Ia: 648) - some who went mad from the Ways could be helped by Aes Sedai, but even then they were never the same. And they never remembered what had occured. Yet it was as if the darkness had sunken into their bones. They never laughed again, and they feared the sound of the wind. (I: 545; Ia: 648-649) - Ogier can sense Waygates within a certain distance, and the direction in which they lie. (I: 556; Ia: 662; IV: 303; VI: 325) - the Ways are believed closed (I: 267; Ia: 317) - the Waygate in Caemlyn is under a shop (I: 557-559; Ia: 663) - Waygate (I: 559; Ia: 665) - one of the leaves carved on Waygates is that of Avendesora, there is only one of that type (I: 559; Ia: 665) - one of the leaves is the key to opening a Waygate, it can be moved from one position to another, one handspan lower (I: 559; Ia: 666) - once the leaf has been moved, the carving appears to come to life; then the carving slowly splits down the middle, swinging out (I: 559; Ia: 666) - the backs are worked as the fronts (I: 560; Ia: 666) - the Waygates are dully reflective (I: 560; Ia: 666) - once the Waygates shone like mirrors; once, who entered the Ways walked through the sun and sky (I: 560; Ia: 666) - entering a Waygate (I: 560; Ia: 666-667) - the Ways (I: 560-576; Ia: 667-687) - the Ways are beyond dark, the darkness seems to swallow light (I: 560-561; Ia: 667) - looking out through a Waygate, one can see images from outside, but slowed (I: 561; Ia: 667) - the books aren't clear about what lies behind a Waygate when in the Ways, it may be possible to become lost and unable to return (I: 561; Ia: 667) - the Wheel turns faster in the Ways (I: 561; Ia: 668) - none alive know more than fragments about the Ways (I: 561; Ia: 668) - to close the Waygate, one moves the leaf from low to high (I: 562; Ia: 668-669) - a white line leads from the Waygate to the first Guiding (I: 562; Ia: 669) - though the ground appears smooth at first, it is actually pitted (I: 562; Ia: 669) - light stops in darkness less than ten feet away in the Ways (I: 562; Ia: 669) - the Guiding is a slab of stone standing on end, sinuous curves of metal inlay the wide surface (Ogier script). The Guiding and writing is also pitted and broken (I: 563; Ia: 670) - bridges and ramps are marked by a narrow column (I: 563; Ia: 670) - between the bridges and ramps is a chest-high balustrade made of plain white stone in simple curves and rounds fitted together in complex patterns (I: 563; Ia: 670) - islands are connected by ramps and bridges, each has a guiding, not all have Waygates (I: 564; Ia: 671) - some islands may be on top of other islands (I: 564; Ia: 671) - some of the bridges and ramps are broken (I: 564; Ia: 672) - bridges and ramps are less than a span thick, and nothing but the islands hold them up (but what holds the islands up?) (I: 565; Ia: 673) - no wind or rain in the Ways (I: 566; Ia: 674) - there is more than one path between most Waygates (I: 566; Ia: 673, 674) - two days to go between Fal Dara and Caemlyn in the Ways (I: 566; Ia: 675) - Once things grew on the islands: green grass, soft as any feather bed; fruit trees (apple, pear, bellfruit) (I: 567; Ia: 675) - fruits grew in the Ways no matter the time or season outside the Ways (I: 567; Ia: 675) - nothing to hunt in the Ways (?) (I: 567; Ia: 675) - female channelers can feel the taint in the Ways (?) (I: 567; Ia: 676) - Aes Sedai fear that what is done with the One Power in the Ways would be corrupted (I: 567; Ia: 676) - the Ways feel wrong to Warders (I: 570; Ia: 679) - take less time to travel from Caemlyn to Tar Valon then to Fal Dara, but not much (I: 570; Ia: 680) - Trollocs are using the Ways (I: 571; Ia: 680) - Waygate at Manetheren (I: 571; Ia: 680) - the paths (in the Ways) to Tar Valon are trapped against Shadowspawn (I: 572; Ia: 681, 682) - no wind in the Ways (I: 573; Ia: 682) - Machin Shin is also called the Black Wind (I: 573; Ia: 683) - a Waygate can be locked by removing the key (I: 573; Ia: 683) - Machin Shin (I: 574, 575, 576; Ia: 684, 685, 686) - using the One Power to open a Waygate (I: 574; Ia: 683-684) - tainted One Power flames (I: 574; Ia: 683-684) - Machin Shin is harmed by balefire (I: 575; Ia: 685) - leaving the Ways (I: 575; Ia: 684, 685) - Machin Shin at a Waygate (I: 576; Ia: 686) - Machin Shin cannot leave the Ways (I: 576; Ia: 686) - no one knows how far or how deep the Ways go (I: 576; Ia: 687) - the Ways are living things (I: 576; Ia: 687) - Waygate at Mafal Dadaranell is only a few hours south of Fal Dara (I: 600-601; Ia: 715) - Waygates appear in Tel'aran'rhiod, but they're like mirrors, you can't pass into one. (IV: 685) - it took 13 Aes Sedai and a sa'angreal to destroy a Waygate, according to a book by Damelle daughter of Ala daughter of Soferra. (IV: 706) - removing both leaves from a Waygate will "kill" it, requiring the Ogier Elders to bring the Talisman of Growing to revive it, or an Aes Sedai to cut a whole in the gate to allow passage through. (IV: 706) - because they involve the use of the One Power, Waygates can not be placed directly within a stedding, even with the Talisman of Growing. (VI: 321) - every "occupied?" stedding has a Waygate outside of it. (VI: 321) 90.0 THE HUNT AND THE HORN OF VALERE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - there hasn't been a Hunt of the Horn in near 400 years (I: 330; Ia: 392) - proclamation from Illian to hunt for the Horn of Valere (I: 326-327; Ia: 388) - quote from the Great Hunt: "In the last, lorn fight - 'gainst the fall of long night, - the mountains stand guard, - and the dead shall be ward, - for the grave is no bar to my call." (I: 327; Ia: 389) - the Horn of Valere is in a golden chest (I: 646; Ia: 770) - The Horn of Valere (I: 648; Ia: 772) - the Horn was hidden in the Eye (I: 648; Ia: 772) - the Horn is engraved around the bell: Tia mi aven Moridin isainde vadin (I: 648; Ia: 772) - the Great Hunt of the Horn is a cycle of stories concerning the legendary search for the Horn of Valere (I: 664; Ia: 792) - the Great Hunt took place in the years between the end of the Trolloc Wars and the beginning of the War of the Hundred Years (I: 664; Ia: 792) - if told in their entirety, the cycle of the Great Hunt would take many days (I: 664; Ia: 792) - Horn of Valere -- vah-LEER (I: 665; Ia: 792) - the legendary Horn of Valere is the artifact sought after in the Great Hunt (I: 665; Ia: 792) - the Horn of Valere can supposedly call back dead heroes from the grave to fight against the Shadow (I: 665; Ia: 792) - whoever sounds the Horn of Valere is linked to it as long as he lives. (II: 497; III: 161) - there is no prophecy or legend that says the Horn can't be used before the Last Battle. (II: 658-659) - when it's blown, the Horn has a clear sound that's sweet and mournful, then a fog rises and the heroes of the Ages ride down the fog on ghostly horses. (II: 659-660) - time seems to pause while the heroes come to answer the Horn's call. (II: 662) - much of the world believes the Horn of Valere is only legend. (III: 234) - hucksters try and sell the Horn to the gullible. (III: 278) - blowing the Horn of Valere (VII: 361-362) 90.1 The Heroes ~~~~~~~~~~ SEE ALSO: 90.0 DREAMS AND TEL'ARAN'RHIOD - the Horn of Valere can supposedly call back dead heroes from the grave to fight against the Shadow (I: 665; Ia: 792) - there are a little more than 100 heroes linked to the Horn. (II: 660) - it takes more than bravery to bind a man or woman to the Horn. (II: 660) - the heroes come to the Horn, but they follow the Dragon and his banner. Always? Probably not. (II: 662) - Sensing (and its effects?) don't harm the heroes. (II: 665) - the horses of the heroes can travel on water. (II: 668) - one of the prescripts of Tel'aran'rhiod is that the heroes are not supposed to tell anyone that's where they live in-between being reincarnated. (V: 196) - there are precepts against the heroes in Tel'aran'rhiod talking to or helping living people who realize they're in Tel'aran'rhiod (as opposed to people who think it's just a normal dream). (IV: 463, 863) - the heroes cannot touch the real world unless they're reborn into it, or called by the Horn. (IV: 862) - Birgitte remembers her other lives similarly to remembering the plots of books while she's in Tel'aran'rhiod. (IV: 862) - Birgitte can be destroyed in Tel'aran'rhiod. (IV: 862) - breaking the precepts results in strife and trouble. (IV: 863) 90.2 The Hunters of the Horn ~~~~~~~~~~~~~~~~~~~~~~~ - noble Hunters travel with retainers. (III: 383) - there are always those who would stop the Hunters if they could? (III: 384) - Perrin assumes that a girl can't be a Hunter of the Horn. (III: 403) - Faile (at somewhere around 1*?) was the youngest person to take the oath as a Hunter and receive the blessing that begins the Hunt in Illian. (III: 404) - from 1000-2000 people take the oath to be Hunters. (III: 404) - people get very excited over the visit of Hunters of the Horn. (IV: 526) - most Hunters for the Horn are nobly born, or claim to be (VII: 117-118) 91.0 DREAMS AND TEL'ARAN'RHIOD ~~~~~~~~~~~~~~~~~~~~~~~~~ - there is a place between Tel'aran'rhiod and the waking world, a vast blackness dotted with pinpricks of light. The flickering lights are dreams, the dreams of all the people in the world, of all worlds, the "real" world and the "mirror" worlds. (VI: 246) - each light seems identical to each other, though you can learn to recognize some of them. (How, exactly, Egwene doesn't know.) Once she's learned to recognize a specific person's dream, she can always find it, wherever they are geographically. (VI: 247) - Rand's dream, protected by a ward of saidin, looks muted, and Egwene cannot pass into it. (VI: 247) - the place between Tel'aran'rhiod and the waking world skews distance the way Tel'aran'rhiod skews time. (VI: 247) - one of the dreams seems to be attracted to Egwene, moving towards her. (VI: 249) - stepping into another's dream is dangerous unless they know and expect you, otherwise they'll assume you are just part of the dream, which they have complete control over, and you while you're in it. (IV: 854) - when you enter someone's dream, you see how they see you, and you'll act in accordance with their dream and their view unless you fight it very hard. (V: 106) - finding a specific person's dreams is difficult, and even more difficult the less well you know them, and the further away they are from you. (V: 106) 91.1 Channelers, Dreaming and Tel'aran'rhiod ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Channelers strong in Spirit sometimes can force their dreams on others, even without meaning to. (III: 94) - Aes Sedai learn to shield their dreams. (III: 95) - dream shielding only protects from dreams outside of oneself, not one's own nightmares. (III: 124-125) - channelers can Channel in Tel'aran'rhiod. (III: 312) - Egwene finds using the dream ring (or is it just Tel'aran'rhiod) addictive. (III: 553) - almost everyone in Tear suffers from nightmares because Be'lal doesn't shield his dreams. (III: 623) - Egwene is not shielded in Tel'aran'rhiod while she is in the real world. (III: 641) - Joiya enters Tel'aran'rhiod via a ter'angreal that requires Sensing, but yet she is still trapped there by Egwene's shield? (III: 642) - Egwene sets up an "auto-spanker" with Air in Tel'aran'rhiod. (III: 642) - Egwene channels Earth to rend lock in Tel'aran'rhiod. (III: 653) - Egwene uses Air to bind Amico from Tel'aran'rhiod. (III: 654) - it's a great effort for Egwene to stop using the dream ring ter'angreal. (III: 654) - Egwene uses Spirit to shield (and accidentally still) Amico from Tel'aran'rhiod. (III: 654) - touching the Source, and within Tel'aran'rhiod, Egwene can sense things such as how old the skeleton in the Panarch's museum is. (IV: 208) - compulsion stays in effect from Tel'aran'rhiod to the waking world. (V: 393) - accessing Tel'aran'rhiod with a ter'angreal that requires Spirit channeled into it, it's not possible to tie off the flow of Spirit (or you bounce back to the waking world), and almost impossible to channel anything else. (V: 576) - Nynaeve traps Moghedien with dream a'dam in Tel'aran'rhiod. (V: 656) - Nynaeve can feel Moghedien try to bend Tel'aran'rhiod to her will through the dream a'dam. (V: 656) - Nynaeve erases leash, but still maintains the link with Moghedien. (V: 673) - Nynaeve feeds forkroot to Moghedien in Tel'aran'rhiod, to put her into a sleep too deep for Tel'aran'rhiod so she'll leave it. (V: 674) - Egwene's illness after being attacked by Lanfear keeps her from Tel'aran'rhiod. (VI: 151) - Egwene's head hurts her first visit to Tel'aran'rhiod after what Lanfear did to her, but it fades in an hour or so. (VI: 257) - the Wise Ones say Egwene should not return to Tel'aran'rhiod until she has her full body strength back. (VI: 260) - the gap between reality and tel'aran'rhiod (VII: 187) - searching for another's dream (VII: 187) - touching and entering anothers dream (VII: 187-188) - taking one out of a dream and into another (VII: 188) - reactions to recieving a message through a dream (VII: 188) - Aes Sedai protect thier dreams (VII: 188) - differance between men and women dream protection (VII: 188) - Tel'aran'rhiod (VII: 189-201) - effect of strong emotion and attraction of dreamers (VII: 189-190) - steddings have a reflection in Tel'aran'rhiod, but they cannot be entered, Rhuidean had been closed also (VII: 190) - dreamwalking has nothing to do with channeling (VII: 193) - potential connection between Tel'aran'rhiod and the skimming darkness? (VII: 240) 91.2 Dreamers and Dreamwalkers ~~~~~~~~~~~~~~~~~~~~~~~~~ - there hasn't been a Dream Walker in Tar Valon for nearly 1000 years. (I: 539; Ia: 642) - the Talent of Dreaming is thought to be linked to the Talent of Foretelling. (II: 213) - Anaiya's tested Egwene at least 50 times to see if she's a Dreamer. (III: 209) - the last Dreamer in the Tower was 473 years ago. (III: 238) - Dreamers are able to foretell the future through interpreting their dreams. (III: 238) - Dreamers can enter Tel'aran'rhiod. (III: 240) - Dreamers' dreams about a ta'veren are almost always significant, the more so the more ta'veren the person is. (III: 290) - Dreaming is closely linked to Foretelling. (III: 307) - the Wise Ones do not speak to men about how Dreaming works. (III: 457) - the Talent of Dreaming is a thing of Spirit. (III: 626) - a Dreamer sends only part of self into Tel'aran'rhiod, if he/she sends her total self, the body could die. (III: 626) - the weave of the Pattern (the past, present and future) can be read in Tel'aran'rhiod by a trained Dreamer. (IV: 204) - a Dreamer can sense which of her dreams are important. (IV: 207) - the Aiel Dreamers foresaw meeting with Rand and company. (IV: 370) - much is uncertain to the Dreamwalker. (IV: 385) - a trained Dreamer can sleep on demand, and sleep lightly enough to report what she sees during the Dream. (IV: 386) - there are only four Dreamwalkers among the Aiel at the moment. (IV: 388) - having the Talent of Dreamwalking is separate from being able to Channel. (IV: 388) - a Dreamwalker can enter the dreams of a person nearby. (IV: 389) - through entering the dreams of someone nearby, the Dreamwalker can aid the dreamer's healing. (IV: 389) - over the span of a number of nights, the four Aiel Dreamwalkers can talk to all of the Clan and Sept Chiefs. (IV: 560) - the Aiel Dreamwalkers watch Rand's dreams from Tel'aran'rhiod. (IV: 826) - the ability to only half-sleep and enter Tel'aran'rhiod isn't an instinctive thing to do, but can be learned. (IV: 852) - Perrin sees glimpses of the future in Tel'aran'rhiod? (IV: 882) - the Wise Ones say that when interpreting the Dream, the knowledge must come from within. (V: 214) - desc of more information about Dreaming (V: 304) - dreamwalkers can haul you into their dreams, where you'll be at their mercy. (VI: 247) - the Wise Ones keep almost everything about dreamwalking but its name secret. (VI: 304) - desc of technique for remembering dreams (VI: 358) - Egwene learns how to put herself to sleep at any time, or enter a light trance where she can enter Tel'aran'rhiod and still mumble to someone in the waking world. (VI: 450) - training yourself to wake when you wish is also part of the dreamwalker training. (VI: 453) - Egwene is taught to put herself to sleep. (VI: 648) 91.3 Properties of Tel'aran'rhiod ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Wolves live half in the World of Dreams, and half in the real world. (III: 123) - Dreamers sometimes encounter wolves in Tel'aran'rhiod who act as guides. (III: 124) - Perrin meets a wolf in Tel'aran'rhiod that's dead in the real world. (III: 125) - Tel'aran'rhiod is also known and the Unseen World or the World of Dreams. It lies within all worlds simultaneously. A true Dreamer is able to enter Tel'aran'rhiod. (III: 240) - What happens in Tel'aran'rhiod is real. (III: 241) - Lanfear considers Tel'aran'rhiod her domain. (III: 411) - all wolves that are, were and will be are in Tel'aran'rhiod? (III: 413) - travel in Tel'aran'rhiod is accomplished by visualizing the destination. (III: 572) - wolf says Tel'aran'rhiod is different than the real world, here the hunt can have many different endings? (III: 644) - only actions towards living creatures have lasting effect between Tel'aran'rhiod and the real world, actions using inanimate objects don't. (III: 655) - there is no dust in Tel'aran'rhiod. (IV: 213) - creatures in Tel'aran'rhiod: dogs, roaches, fish, beetles, birds, rats, lions. (IV: 213) - creatures not in Tel'aran'rhiod: horses. (IV: 214) - no food products in Tel'aran'rhiod. (IV: 214) - physical activity is not tiring in Tel'aran'rhiod. (IV: 216) - there are certain places that cannot be entered in Tel'aran'rhiod - Rhuidean, the stedding, and a few others. (IV: 387) - Perrin can travel many miles with a single step in Tel'aran'rhiod. (IV: 459) - the Tinker camps appear insubstantial in Tel'aran'rhiod because they move around so much. (IV: 683) - Waygates appear in Tel'aran'rhiod, but they're like mirrors, you can't pass into one. (IV: 685) - things are rarely seen actively burning in Tel'aran'rhiod, they either appear charred or unburned. (IV: 882) - the way you appear in Tel'aran'rhiod is what you consciously (or unconsciously) wish it to be. (IV: 208) - Aiel Dreamer reclothes Egwene in Tel'aran'rhiod, Egwene has to use the One Power to do the same back to her. (IV: 215) - the present is clearer than the future in Tel'aran'rhiod. It is possible to see some potential ways the future might unfold. (IV: 385) - Egwene and the Wise Ones appear misty in Tel'aran'rhiod when they go there only half-asleep in the flesh. (IV: 852) - Amys changes Nynaeve's clothes in Tel'aran'rhiod. (IV: 854) - people can be brought unwillingingly into Tel'aran'rhiod. The Wise Ones consider this evil, and it is said to have been the way of the Shadow during the Age of Legends. (IV: 855) - directions to use need to guide you to something you seek to find in Tel'aran'rhiod. (IV: 856) - Birgitte can do less in Tel'aran'rhiod than Nynaeve can. (IV: 864) - the temperature is always even in Tel'aran'rhiod. (V: 192) - time runs differently in Tel'aran'rhiod. Where the girls last saw Birgitte four and then three days ago, she last saw them ten and then one day ago. (V: 194) - the effects of being able to shape Tel'aran'rhiod is as strong as the effects one can achieve with the One Power there. (V: 298) - sleep spent in Tel'aran'rhiod is not as restful as normal sleep. (V: 309) - you should not need extra rest however often you enter Tel'aran'rhiod, unless you're doing something wrong. (V: 387) - Birgitte moves Nynaeve around Tel'aran'rhiod by touching her arm while traveling. (V: 389) - if Moghedien was able to change Nynaeve's shape in Tel'aran'rhiod, she could make it lasting, only nine know the trick of doing that. Nynaeve would retain her consciousness of her true self. (V: 392) - some things are stronger in Tel'aran'rhiod than in the waking world. (V: 393) - it's very hard to awaken someone who's in Tel'aran'rhiod. (V: 398) - the Wise Ones can hold you in Tel'aran'rhiod against your will. (V: 398) - the trick of holding someone in Tel'aran'rhiod is to see them as just another part of the dream, but it is difficult, and requires practice. (V: 575) - the effort required to create objects in Tel'aran'rhiod is related to how large the thing is, and how likely it might exist in the waking world. Creating animals is very difficult in Tel'aran'rhiod. (V: 576) - Rahvin tries to force Rand to change into Lews in Tel'aran'rhiod. (V: 664) - the unnatural heat occurs in Tel'aran'rhiod as well as the waking world. (VI: 147) - Tel'aran'rhiod is malleable, but does it move, or do you? (VI: 153) - Elayne feels a "resistance" when she tries to go to a room that has changed from her memory of it (which she's using to try and get there.) (VI: 162) - time flows differently in Tel'aran'rhiod. One moment it's night, the next it's day. (VI: 239) - Elayne and Nynaeve search by need, and exclude a certain area by thinking of their need not being fulfilled in that place. (VI: 241) - Suian is able to create first a small version of a map that gradually grows in size and detail to show Egwene how to get to Salidar. (VI: 452) - while traveling through Tel'aran'rhiod, Egwene thinks away the welts from her whipping, but they'll come back when she leaves Tel'aran'rhiod. (VI: 465-466) - every place feels empty in Tel'aran'rhiod, places that are deserted in the waking world feel even more so in Tel'aran'rhiod. (VI: 648) - Wise One dreamwalkers have never heard of someone trying to find the same thing more than one time through need in Tel'aran'rhiod. (VI: 649-650) 91.4 Dangers of Tel'aran'rhiod ~~~~~~~~~~~~~~~~~~~~~~~~~ - a Dreamer sends only part of self into Tel'aran'rhiod, if he/she sends her total self, the body could die. (III: 626) - Ba'alzamon and Rand twist reality to enter Tel'aran'rhiod in the flesh? (III: 653) - Perrin's dream body starts to weaken because he is in Tel'aran'rhiod too fully. (III: 661) - if one enters the dream too completely, one loses touch with the flesh world. (IV: 389) - the Wise Ones say there were once those who could enter the dream in the flesh, but this is an evil thing that causes the person to lose their humanity. (IV: 389) - a nightmare a dreamer creates in Tel'aran'rhiod can survive even after the dreamer has left. (VI: 152) - freed nightmares sometimes wander through Tel'aran'rhiod, occasionally latching on to a particular location. (VI: 159) - Aiel Dreamwalkers destroy nightmares whenever they find one, and say its best to avoid one if you can. (VI: 159) - most nightmares are under a certain size. (IV: 159) - you can trap yourself in Tel'aran'rhiod. (V: 205) - when Birgitte is torn from Tel'aran'rhiod, there is nothing wrong in her to Heal, but still she is dying. (V: 399) - being in Tel'aran'rhiod in the physical body limits your control of the dream. (V: 666) - the Aes Sedai get pulled into a nightmare because they consider it real. (VI: 160) - one dispels a nightmare by denying it, and picturing in your mind what things would look like without it. (VI: 160) - desc of explanation of how to enter Tel'aran'rhiod in the flesh (VI: 394) - the Wise Ones are adamant that entering Tel'aran'rhiod in the flesh is evil, and you lose part of yourself each time you do it. (VI: 452) - being in Tel'aran'rhiod in the flesh feels no different than being there through the dream. (VI: 465) - Tel'aran'rhiod (I: 549-552; Ia: 653-656) 92.0 THE EYE OF THE WORLD ~~~~~~~~~~~~~~~~~~~~ - many elder Ogier have met the Green Man (I: 581; Ia: 691) - the stories say the Green Man is hard to find, and no one can find him twice (I: 581; Ia: 691) - the Green Man knows much about trees (I: 581; Ia: 691) - the Green Man knows the Tree Songs (I: 581; Ia: 691) - the grave of the Green Man will not sink into the Blight (I: 651; Ia: 775) - the Eye still wanders the Blight with the Green Man (I: 651; Ia: 775) - the banner of the Dragon was hidden in the Eye (I: 648; Ia: 773) - the Banner of the Dragon (I: 648; Ia: 773) - few know that the creature on the banner is a dragon (I: 648; Ia: 773) - One of the seven seals was hidden in the Eye, broken, it's made of cuendillar (I: 647; Ia: 772) - the Eye after saidin has been used (I: 645; Ia: 769) - death of the Green Man (I: 631; Ia: 751-752) - the Eye is saidin (I: 626; Ia: 746) - women cannot use the Eye, only a man can (I: 627; Ia: 746) - Avendesora is not at the Eye (I: 624-625; Ia: 744) - the Green Man does not go near the Eye, he feels himself being unmade (I: 625; Ia: 744) - the Eye was made during the first days of the Breaking (I: 625; Ia: 744) - the Eye of the World was made by Aes Sedai, men and women together (I: 625; Ia: 744) - all who made the Eye died in its making (I: 625; Ia: 744) - the cave leading to the Eye (I: 625-626; Ia: 745) - the Eye (I: 626; Ia: 745) - all things must grow where they are, according to the Pattern and face the turning of the Wheel, but the Creator will not mind if I give just a little help (I: 624; Ia: 743) - entry to the Eye its self (I: 624; Ia: 744) - the Eye relaxes its visitors (I: 623; Ia: 742) - The Green Man (I: 624; Ia: 743) - you honor me, Treebrother. Tsingu ma choshih, T'ingshen (I: 622; Ia: 740) - the Green Man recognizes Wolfbrothers by their eyes (I: 622; Ia: 740) - when the Eye was made, it was made so that none could visit it twice (I: 622; Ia: 741) - the Green Man calls Ogier little brother (I: 621; Ia: 740) - The Green Man (I: 621-625, 630-631; Ia: 739-7) - the Eye of the World (I: 621; Ia: 739) - the Eye is always where it is, All that changes is where those who need it are (I: 621; Ia: 739) - The Eye was once found just on the other side of the mountain, at the foot of the high passes (I: 616; Ia: 734) - the Green Man senses need (I: 617; Ia: 734) - no two among the Ogier have found the Eye of the World in exactly the same place. The Green Man seems to be found where he is needed. But it has always been beyond the high passes (I: 610; Ia: 726-727) - you can count the number of people who could found the Green Man and the Eye of the World since the War of the Hundred Years on one hand (four). No more than one in five years from all the Borderlands togeher (I: 588; Ia: 700) - no one finds the Eye of the World unless the Green Man wants them to find it. Need is the Key, and intention. (I: 588; Ia: 700) - one seeking glory, seeking to add his name to the number who have found it, and they may never find it (I: 588; Ia: 700) - the Eye of the World lies beyond Fal Dara (I: 566; Ia: 674) - there is power in the Eye of the World (I: 546; Ia: 649) - the Eye of the World is in the Blight (I: 546; Ia: 649) - the Green Man and the Eye of the World (I: 541; Ia: 645) - the Eye of the World (I: 540; Ia: 644) - Eye of the World is a legend; in the Borderlands, young men go into the Blight looking for the Eye of the World (I: 191; Ia: 227) ************************************************************************** ************************************************************************** Appendix 1 PUBLISHING INFORMATION ~~~~~~~~~~~~~~~~~~~~~~ The following is information on the books used to compile this document. Almost all of these books are written by Robert Jordan, and published by Tor Books. See the following appendix for a chapter-page listing. Tor Books c/o Tom Doherty Associates Inc. 175 Fifth Avenue New York, NY, 10010 Wizards of the Coast, Inc. P.O. Box 707 Renton, WA, 98057-0707 http://www.wizards.com/wheeloftime Those marked as RPGs by WotC, are printed by Wizards of the Coast. Some are marked as out of print, some are not, those marked as B&N Bargain should be assumed to be unavailable; once the warehouse is out, B&N & affiliates can't gat any in, and generally they are just sent to the stores and are not ordered. B&N is Barnes & Nobles, their affiliates are: B. Dalton, Bookstar, Bookstop, Double Day, Scribners, Ink Newsstand, Charlesbank and Barnes & Noble.com (www.bn.com). Also, some books listed may never have been printed or printed in a very limited number (don't ask me, I don't get it my self). Note on formats: I will be changing the formats listed to better describe what it looks like. HC Hardcover: the normal first release is in hardcovers MM Mass Market: what most people call paperbacks AD Audio: tapes CD CD Audios TP Trade Paper: This ones a bit more complicated, it's the normal 'trade' size for a soft cover in that subject matter. I.e., most RPG guides come in a similar size (around 8.5" x 11", or standard paper size), most juvinile titles have a similar size (5 x 7.5), these are the 'trade' sizes for those types of books. Another thing that makes it complicated is that any paperback larger than mass market is normally grouped in with trade paper because most people in publishing only know a few trade sizes. HM Hard Market: there is a company printing small size hardcovers, the paging is identical to mass markets, and the images are color copies of the covers (you can see where the raised detail in the cover would normally be) pasted to the covers. I've only seen a few titles treated this way but it seems that WHeel of Time has had most of the titles available at one time or another LB Library Binding: this should be a sturdier binding to put up with heavy use and abuse LC Leather Cover: a special edition leather cover (runs around $200US and up) Book Abreviations: originally, each version of a title was given a different letter to help differenciate it (Ia, Ib, Ic, Id, etc). Instead of doing this, if a version shares chapter/page information with another version, they will get the same letter. Miscellaneous Titles: L:NS Legends 3: New Spring, ISBN 0-812-56664-5 (02-00, paperback) L:NSa Legends: New Spring, ISBN 0-312-86787-5 (Hardback, Contains New Spring) WT The World of Robert Jordan's Wheel of Time, ISBN 0-312-86219-9 (hardcover) WTa The World of Robert Jordan's Wheel of Time, ISBN 0-312-86936-3 (paperback, no revisions) WTRPG Wheel of Time Role Playing Game, ISBN 0-786-91996-5 (WotC, RPG Core) WTPD Wheel of Time: Prophesies of the Dragon, ISBN 0-786-92664-3 (WotC, RPG supplement) Children's Titles: cI From the Two Rivers, ISBN 0-465-34184-0 (01-02) cI To the Blight, ISBN 0-765-39221-9 (01-02) German Titles: (d is for Deutsch, or German) dI Das Rad Der Zeit - Drohende Schatten, ISBN 3-453-06579-4 (trade paper, The Wheel of Time) Das Horn Von Valere, ISBN 3-453-06582-4 (trade paper, The Horn of Valere) dII Die Grosse Jagd, ISBN 3-453-06581-6 (trade paper, The Great Hunt) dIII Der Weidergeborene Drache, ISBN 3-453-07262-6 (trade paper, The Dragon Reborn) Kriegswirren, ISBN 3-453-16229-3 (trade paper, War confusions?) Neue Bondnisse, ISBN 3-453-15633-1 (trade paper) Scheinangriff, ISBN 3-453-09490-5 (trade paper, False attack?) Wheel of Time (2001 calendar), ISBN 0-312-87494-4 (out of print) Wheel of Time (boxed set), ISBN 0-312-87504-5 Wheel of Time (boxed set), ISBN 0-812-54011-5 (out of print) Wheel of Time (boxed set), ISBN 0-312-86498-1 Robert Jordan Wheel of Time 3 vol. boxed set, ISBN 0-812-53836-6 English Titles: The Eye of the World, ISBN 0-312-50048-3 (01-90, trade paper) I The Eye of the World, ISBN 0-812-50048-2 (02-90, trade paper - First edition) I The Eye of the World, ISBN 0-312-85009-3 (02-90, hardcover) Ia The Eye of the World, ISBN 0-812-51181-6 (11-90, paperback) The Eye of the World, ISBN 0-606-12074-2 (10-93, hardcover, small) The Eye of the World, ISBN 5-556-08526-9 (10-93, paperback) The Eye of the World, ISBN 1-879-37152-9 (01-94, audio, 2 tapes) The Eye of the World, ISBN 1-575-11003-2 (12-95, audio) The Eye of the World, ISBN 0-613-17634-0 (10-99, library binding) The Eye of the World, ISBN 0-812-57995-X (09-00, paperback) The Eye of the World, ISBN 1-578-15132-5 (10-00, audio, abridged) The Eye of the World, ISBN 1-575-11098-9 (12-01, CD, unabridged) The Eye of the World, ISBN 0-765-57958-8 ( IIa The Great Hunt, ISBN 0-812-50971-4 (11-90, trade paper - First edition) IIa The Great Hunt, ISBN 0-312-85140-5 (12-90, hardcover) II The Great Hunt, ISBN 0-812-51772-5 (10-91, paperback) The Great Hunt, ISBN 0-606-12075-0 (10-92, hardcover) The Great Hunt, ISBN 5-556-08613-7 (10-93, paperback) The Great Hunt, ISBN 1-879-37153-7 (01-94, audio, 2 tapes) The Great Hunt, ISBN 1-578-15133-3 (07-95, audio) The Great Hunt, ISBN 0-613-17637-5 (03-01, library binding) The Great Hunt, ISBN 1-590-07363-0 ( The Great Hunt, ISBN 1-590-07364-9 The Great Hunt, ISBN 0-765-57957-X (BG audio) The Dragon Reborn, ISBN 0-312-85254-1 (09-91, hardcover, out of print) IIIa The Dragon Reborn, ISBN 0-312-85248-7 (10-91, hardcover, First edition) III The Dragon Reborn, ISBN 0-812-51371-1 (09-92, MM) The Dragon Reborn, ISBN 1-879-37129-4 (10-92, audio, 2 tapes) The Dragon Reborn, ISBN 0-606-12076-9 (10-93, hardcover) The Dragon Reborn, ISBN 0-606-13907-9 (11-97, hardcover) III The Dragon Reborn, ISBN 0-785-71633-5 (10-99, HM) The Dragon Reborn, ISBN 0-765-30511-9 The Shadow Rising, ISBN 0-312-85430-7 (10-92, hardcover, out of print) IVb The Shadow Rising, ISBN 0-312-85431-5 (10-92, hardcover, Bargain) The Shadow Rising, ISBN 1-879-37130-8 (10-92, audio, 2 tapes) IV The Shadow Rising, ISBN 0-812-51373-8 (10-93, paperback) IVa The Shadow Rising, ISBN 0-875-85430-3 (US hard) The Shadow Rising, ISBN 0-812-53763-7 (09-93, paperback) The Shadow Rising, ISBN 0-606-12077-7 (10-93, hardcover) The Shadow Rising, ISBN 0-840-04076-8 (12-94, hardcover, B&N Bargain) The Shadow Rising, ISBN 0-613-17648-0 (03-01, library binding) V The Fires of Heaven, ISBN 0-312-85427-7 (hardcover) The Fires of Heaven, ISBN 0-766-91489-3 (hardcover, Bargain book, out of print) The Fires of Heaven, ISBN 0-312-85586-9 (10-93, hardcover, bargain book) The Fires of Heaven, ISBN 0-312-85629-6 (10-93, cloth text) The Fires of Heaven, ISBN 1-879-37165-0 (10-93, audio, 2 tapes) The Fires of Heaven, ISBN 0-812-50974-9 (03-94, paperback) The Fires of Heaven, ISBN 0-606-12078-5 (10-94, paperback) Va The Fires of Heaven, ISBN 0-812-55030-7 (10-94, paperback) The Fires of Heaven, ISBN 0-812-51374-6 (10-94, trade paper, out of print) The Fires of Heaven, ISBN 0-790-99016-4 (11-95, cloth text, Bargain book) The Fires of Heaven, ISBN 0-613-17635-9 (03-01, library binding) Lord of Chaos, ISBN 0-766-90478-4 (hardcover, out of print) VI Lord of Chaos, ISBN 0-312-85428-5 (10-94, hardcover) Lord of Chaos, ISBN 0-312-85788-8 (11-94, hardcover) Lord of Chaos, ISBN 1-879-37174-X (11-94, audio, 2 tapes) Lord of Chaos, ISBN 0-606-12079-3 (11-95, hardcover) VIa Lord of Chaos, ISBN 0-812-51375-4 (11-95, paperback) Lord of Chaos, ISBN 0-808-11080-2 (07-96, hardcover) Lord of Chaos, ISBN 0-613-17639-1 (10-99, library binding) VII A Crown of Swords, ISBN 0-312-85767-5 (05-96, hardcover) A Crown of Swords, ISBN 0-312-86133-8 (07-96, hardcover) VIIa A Crown of Swords, ISBN 0-812-55028-5 (11-97, paperback) A Crown of Swords, ISBN 0-766-94234-1 (05-98, hardcover, bargain) A Crown of Swords, ISBN 0-6131-7630-8 (10-99, library binding) A Crown of Swords, ISBN 0-765-50498-7 (11-99, audio, B&N Bargain) A Crown of Swords, ISBN 0-765-56761-X (02-01, hardcover, B&N Bargain) VIII The Path of Daggers, ISBN 0-312-85769-1 (10-98, hardcover) The Path of Daggers, ISBN 0-312-86851-0 (10-98, hardcover, limited edition) The Path of Daggers, ISBN 1-575-11045-8 (10-98, audio, 8 tapes) The Path of Daggers, ISBN 0-606-18661-1 (04-99, library binding) The Path of Daggers, ISBN 0-613-22158-3 (09-99, library binding) VIIIa The Path of Daggers, ISBN 0-812-55029-3 (12-99, paperback) Snow: The Prologue to Winters Heart, ISBN 0-741-00338-4 (e-book) Snow: The Prologue to Winters Heart, ISBN 0-743-21547-8 (e-book) Snow: The Prologue to Winters Heart, ISBN 1-930-16196-4 (e-book) IX Winter's Heart, ISBN 0-312-86425-6 (11-00, hardcover) Winter's Heart, ISBN 0-736-65609-X (11-00, audio, tape) Winter's Heart, ISBN 0-736-65610-3 (11-00, audio, CD) Winter's Heart, ISBN 0-312-87775-7 (02-01, limited edition, leather cover, out of print) IXa Winter's Heart, ISBN 0-812-57558-X (12-01, paperback) Winter's Heart, ISBN 0-812-54535-4 (01-02, paperback) Appendix 2 CHAPTER-PAGE INFORMATION ~~~~~~~~~~~~~~~~~~~~~~~~ Legends: New Spring ~~~~~~~~~~~~~~~~~~~ ICONS NS maps..............................................2-3 Introduction........................................5 New Spring........................wheel.........9-149 The World of RJ The WoT ~~~~~~~~~~~~~~~~~~~~~~~ ICONS WT Preface........................... Section 1: The Wheel and the Power 1 The Wheel and the Pattern...... 2 The One Power and the True Source EYE OF THE WORLD (From the Two Rivers & To the Blight) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ICONS~~~~~~~~~~~~~~I Ia cI(a/b) PROLOGUE Dragonmount.........wheel............vii.....ix I MAPS...............................xvi-xviii, 144, 578 Ia MAPS......................................xix-xx, 172, 688 cIa Maps cIb Maps.................................................xvi-xvii, 342 1 An Empty Road..................wheel..............1......1...... 2 Strangers......................raven.............16.....19...... 3 The Peddler....................fang..............27.....32...... 4 The Gleeman....................harp..............39.....46...... 5 Winternight....................tree, leafless....52.....62...... 6 The Westwood...................hilt..............67.....80...... 7 Out of the Woods...............tree, leafless....75.....89...... 8 A Place of Safety..............mantle............87....104...... 9 Tellings of the Wheel..........fang.............100....119...... 10 Leavetaking....................mantle...........115....137...... 11 The Road to Taren Ferry........tree, leafless...124....148...... 12 Across the Taren...............flame............132....158...... 13 Choices........................mantle...........145....173...... 14 The Stag and Lion..............fang.............161....192...... 15 Strangers and Friends..........sun..............174....207...... 16 The Wisdom.....................leaf, down.......194....230...... 17 Watchers and Hunters...........fang.............204....242...... 18 The Caemlyn Road...............trollocs.........219....260...... 19 Shadow's Waiting...............ravens...........232....275...... 20 Dust on the Wind...............trolloc..........248....294...... 21 Listen to the Wind.............mantle...........264....314...... 22 A Path Chosen..................tree, leafless...275....327...... 23 Wolfbrother....................wolf.............280....333...... 24 Flight Down the Arinelle.......harp.............293....348........1 25 The Traveling People...........leaf, down.......305....362.......15 26 Whitebridge....................harp.............318....378.......31 27 Shelter From the Storm.........leaf, down.......337....401.......54 28 Footprints in Air..............mantle...........348....414.......67 29 Eyes Without Pity..............wolf.............355....423.......76 30 Children of the Shadow.........sun..............368....439.......92 31 Play for Your Supper...........hilt.............382....455......108 32 Four Kings in Shadow...........fang.............392....467......120 33 The Dark Waits.................hilt.............409....487......140 34 The Last Village...............trolloc..........431....513......166 35 Caemlyn........................lion.............444....528......181 36 Web of the Pattern.............leaf, down.......456....542......195 37 The Long Chase.................sun..............468....557......210 38 Rescue.........................flame............475....566......219 39 Weaving of the Web.............lion.............488....582......235 40 The Web Tightens...............flame............498....594......247 41 Old Friends and New Threats....mantle...........519....619......272 42 Remembrance of Dreams..........ravens...........532....634......287 43 Decisions and Apparitions......fang.............543....646......299 44 The Dark Along the Ways........leaf, down.......554....659......312 45 What Follows in Shadow.........fang.............565....673......326 46 Fal Dara.......................tree, leafless...579....689......343 47 More Tales of the Wheel........ravens...........594....707......361 48 The Blight.....................tree, distorted..605....720......374 49 The Dark One Stirs.............tree, distorted..615....732......386 50 Meetings at the Eye............leaf, down.......623....742......396 51 Against the Shadow.............hilt.............633....754......408 52 There...Neither Begin Nor End..leaf, down.......641....764......418 53 The Wheel Turns................wheel............650....774......428 GLOSSARY........................................658....783......437 The Great Hunt ~~~~~~~~~~~~~~ ICONS II IIa MAP.............................................xii....xii PROLOGUE: In the Shadow.......wheel.............xv...xiii 1 The Flame of Tar Valon.........wheel..............1......1 2 The Welcome....................flame.............12.....10 3 Friends and Enemies............dagger............24.....20 4 Summoned.......................horn..............45.....38 5 The Shadow in Shienar..........sun...............62.....52 6 Dark Prophecy..................trolloc...........82.....69 7 Blood Calls Blood..............wheel............102.....86 8 The Dragon Reborn..............fang.............120....102 9 Leavetakings...................flame............144....122 10 The Hunt Begins................horn.............165....140 11 Glimmers of the Pattern........wheel............188....159 12 Woven in the Pattern...........flame............200....169 13 From Stone to Stone............stone............215....182 14 Wolfbrother....................wolf.............224....189 15 Kinslayer......................hilt.............234....197 16 In the Mirror of Darkness......fang.............246....207 17 Choices........................stone............263....221 18 To the White Tower.............flame............272....228 19 Beneath the Dagger.............horn.............285....239 20 Saidin.........................fang.............300....251 21 The Nine Rings.................harp.............308....258 22 Watchers.......................dagger...........320....269 23 The Testing....................flame............334....281 24 New Friends and Old Enemies....flame............355....299 25 Cairhien.......................rising sun.......367....309 26 Discord........................harp.............379....319 27 The Shadow in the Night........trolloc..........392....330 28 A New Thread in the Pattern....wolf.............406....342 29 Seanchan.......................helmet...........414....349 30 Daes Dae'mar...................rising sun.......433....365 31 On the Scent...................rising sun.......445....376 32 Dangerous Words................harp.............458....387 33 A Message From the Dark........leaf, up.........469....396 34 The Wheel Weaves...............wheel............484....409 35 Stedding Tsofu.................tree, leafed.....500....422 36 Among the Elders...............leaf, up.........513....433 37 What Might Be..................stone............523....441 38 Practice.......................flame............536....452 39 Flight From the White Tower....leaf, up.........549....463 40 Damane.........................a'dam............563....475 41 Disagreements..................dagger...........580....490 42 Falme..........................helmet...........590....498 43 A Plan.........................a'dam............602....508 44 Five Will Ride Forth...........flame............611....516 45 Blademaster....................hilt.............621....525 46 To Come Out of the Shadow......dagger...........642....543 47 Grave Is No Bar to My Call.....horn.............656....555 48 First Claiming.................fang.............667....565 49 What Was Meant to Be...........wheel............673....570 50 After..........................wheel............680....576 GLOSSARY........................................683....579 The Dragon Reborn ~~~~~~~~~~~~~~~~~ ICONS III IIIa III/IIIb MAPS..................................10, 146 IIIa MAPS..............................................x, 105 PROLOGUE......................sun................13...xiii 1 Waiting.......................ravens.............31......1 2 Saidin........................fang...............42.....11 3 News from the Plain...........wheel..............55.....23 4 Shadows Sleeping..............wolf...............65.....32 5 Nightmares Walking............trolloc............74.....40 6 The Hunt Begins...............wheel..............87.....52 7 The Way Out of the Mountains..flame.............101.....65 8 Jarra.........................wolf..............107.....71 9 Wolf Dreams...................fang..............122.....84 10 Secrets.......................sun...............130.....91 11 Tar Valon.....................flame.............145....104 12 The Amyrlin Seat..............flame.............157....115 13 Punishments...................flame.............163....121 14 The Bite of the Thorns........two women.........175....132 15 The Grey Man..................two women.........183....139 16 Hunters Three.................lion..............192....147 17 The Red Sisters...............flame.............201....155 18 Healing.......................sword.............208....161 19 Awakening.....................dice..............215....167 20 Visitations...................moon..............223....174 21 A World of Dreams.............spiral............235....185 22 The Price of the Ring.........flame.............243....192 23 Sealed........................wheel.............266....213 24 Scouting and Discoveries......dice..............275....221 25 Questions.....................moon..............289....233 26 Behind a Lock.................two women.........300....243 27 Tel'aran'rhiod................spiral............308....250 28 A Way Out.....................dice..............323....263 29 A Trap to Spring..............flame.............331....270 30 The First Toss................dice..............340....278 31 The Woman of Tanchico.........harp..............351....288 32 The First Ship................wave..............359....295 33 Within the Weave..............wheel.............375....309 34 A Different Dance.............wheel.............387....320 35 The Falcon....................wave..............398....330 36 Daughter of the Night.........moon..............407....338 37 Fires in Cairhien.............rising sun........420....350 38 Maidens of the Spear..........wheel.............431....360 39 Threads in the Pattern........wheel.............441....369 40 A Hero in the Night...........lion..............461....387 41 A Hunter's oath...............wolf..............476....401 42 Easing the Badger.............fang..............484....408 43 Shadowbrothers................wolf..............499....421 44 Hunted........................flame.............508....429 45 Caemlyn.......................lion..............521....441 46 A Message Out of the Shadow...lion..............532....450 47 To Race the Shadow............dice..............543....460 48 Following the Craft...........leaf, up..........551....467 49 A Storm in Tear...............dice..............567....481 50 The Hammer....................wheel.............587....499 51 Bait for the Net..............two women.........603....513 52 In Search of a Remedy.........harp..............613....522 53 A Flow of the Spirit..........wolf..............621....529 54 Into the Stone................dice..............629....537 55 What Is Written in Prophecy...dragon............648....554 56 People of the Dragon..........wheel.............667....571 GLOSSARY........................................677....579 About the Author................................701....596 The Shadow Rising ~~~~~~~~~~~~~~~~~ ICONS IV IVa IVb IV MAPS........................................10, 618 IVa MAPS..............................................10, 429 IVb MAPS......................................................x, 556 1 Seeds of Shadow...............wheel..............13.....13......1 2 Whirlpools in the Pattern.....dragon.............51.....38.....35 3 Reflection....................fang...............87.....63.....68 4 Strings.......................harp..............105.....75.....85 5 Questioners...................two women.........112.....80.....92 6 Doorways......................lion..............122.....87....101 7 Playing With Fire.............wheel.............141....100....118 8 Hard Heads....................dragon............157....111....132 9 Decisions.....................moon..............172....121....146 10 The Stone Stands..............dragon............187....131....160 11 What Lies Hidden..............spiral............201....141....173 12 Tanchico or the Tower.........flame.............220....154....191 13 Rumors........................dice..............229....161....200 14 Customs of Mayene.............wolf..............238....167....208 15 Into the Doorway..............dice..............247....173....216 16 Leavetakings..................tree, leafed......259....181....227 17 Deceptions....................harp..............273....191....240 18 Into the Ways.................leaf, up..........295....206....260 19 The Wavedancer................seagulls..........306....214....270 20 Winds Rising..................wave..............320....224....283 21 Into the Heart................dragon............337....236....298 22 Out of the Stone..............stone.............351....246....311 23 Beyond the Stone..............spears & shield...366....257....325 24 Rhuidean......................dice..............390....273....347 25 The Road to the Spear.........wheel.............404....283....360 26 The Dedicated.................wheel.............421....295....376 27 Within the Ways...............leaf, up..........442....310....396 28 To the Tower of Ghenjei.......wolf..............454....318....407 29 Homecoming....................fang..............465....326....417 30 Beyond the Oak................flame.............480....336....431 31 Assurances....................sun...............491....344....442 32 Questions to Be Asked.........fang..............511....358....450 33 A New Weave in the pattern....wheel.............526....368....474 34 He Who Comes With the Dawn....dragon............548....383....494 35 Sharp Lessons.................spears & shield...568....396....512 36 Misdirections.................moon..............582....405....524 37 Imre Stand....................trolloc...........595....414....536 38 Hidden Faces..................two women.........616....428....555 39 A Cup of Wine.................harp..............640....445....578 40 Hunter of Trollocs............trolloc...........659....458....595 41 Among the Tuatha'an...........leaf, up..........673....467....606 42 A Missing leaf................wolf..............683....474....616 43 Care for the Living...........flame.............699....485....631 44 The Breaking Storm............trolloc...........709....492....640 45 The Tinker's Sword............sun...............723....501....653 46 Veils.........................two women.........742....514....670 47 The Truth of a Viewing........flame.............762....528....689 48 An Offer Refused..............spears & shield...788....546....713 49 Cold Rocks Hold...............spears & shield...802....556....726 50 Traps.........................moon..............817....566....740 51 Revelations in Tanchico.......helmet............834....578....756 52 Need..........................spiral............851....590....772 53 The Price of a Departure......wolf..............872....605....791 54 Into the Palace...............two women.........892....619....809 55 Into the Deep.................wave..............914....634....829 56 Goldeneyes....................wolf..............922....640....837 57 Breaking in the 3-fold Land...spears & shield...943....655....857 58 The Traps of Rhuidean.........wheel.............964....670....876 GLOSSARY........................................983....683....893 About the Author...............................1006....701....915 Fires of Heaven ~~~~~~~~~~~~~~~ ICONS V Va V MAPS.....................................10-11, 642 Va MAPS............................................10-11, 906 PROLOGUE: First Sparks Fall...wheel..............13.....13 1 Fanning the Sparks............lion...............31.....39 2 Rhuidean......................dragon.............56.....76 3 Pale Shadows..................dice...............73....100 4 Twilight......................spears & shield....86....119 5 Among the Wise Ones...........flame..............96....133 6 Gateways......................moon..............112....156 7 A Departure...................dragon............128....179 8 Over the Border...............sun...............137....191 9 A Signal......................leaf, up..........144....201 10 Figs and Mice.................harp..............156....218 11 The Nine Horse Hitch..........flame.............167....233 12 An Old Pipe...................bull..............176....246 13 A Small Room in Sienda........elephant..........182....254 14 Meetings......................spiral............192....269 15 What Can Be Learned in Dreams.flame.............202....283 16 An Unexpected Offer...........sun...............217....305 17 Heading West..................elephant..........228....321 18 A Hound of Darkness...........two women.........237....334 19 Memories......................dagger............245....345 20 Jangai Pass...................seal..............262....370 21 The Gift of a Blade...........rising sun........270....381 22 Birdcalls by Night............trolloc...........279....393 23 "The Fifth, I Give You".......dragon............289....407 24 A Message Sent................rising sun........296....417 25 Dreams of Galad...............spiral............304....428 26 Sallie Daera..................wheel.............312....439 27 The Practice of Diffidence....flame.............322....453 28 Trapped.......................bull..............334....471 29 Memories of Saldaea...........ravens............344....486 30 A Wager.......................dragon............349....493 31 The Far Snows.................spears & shield...357....504 32 A Short Spear.................helmet............366....516 33 A Question of Crimson.........elephant..........376....530 34 A Silver Arrow................spiral............385....543 35 Ripped Away...................wheel.............397....560 36 A New Name....................elephant..........403....569 37 Performances in Samara........lion..............415....586 38 An Old Acquaintance...........wheel.............423....598 39 Encounters in Samara..........dragon............429....606 40 The Wheel Weaves..............sun...............443....625 41 The Craft of Kin Tovere.......rising sun........458....645 42 Before the Arrow..............dice..............467....657 43 This Place, This Day..........seal..............478....673 44 The Lesser sadness............dragon............492....692 45 After the Storm...............rising sun........508....715 46 Other Battles, Other Weapons..seal..............520....732 47 The Price of a Ship...........elephant..........535....753 48 Leavetakings..................sun...............552....777 49 To Boannda....................wave..............562....791 50 To Teach, and Learn...........flame.............583....822 51 News Comes to Cairhien........dice..............601....848 52 Choices.......................moon..............619....874 53 Fading Words..................flame.............633....894 54 To Caemlyn....................dragon............643....907 55 The Threads Burn..............seal..............661....932 56 Glowing Embers................wheel.............678....955 GLOSSARY........................................685....965 About the Author................................703....991 Lord of Chaos ~~~~~~~~~~~~~ ICONS VI VIa VI MAPS.....................................10-11, 292 VIa MAPS............................................x-xi, 406 PROLOGUE: The First Message...wheel..............15......1 1 Lion on the Hill..............hilt...............63.....73 2 A New Arrival.................seal...............74.....89 3 A Woman's Eyes................fang...............84....103 4 A Sense of Humor..............ravens.............95....119 5 A Different Dance.............dice..............108....138 6 Threads Woven of Shadow.......serpent...........129....169 7 A Matter of Thought...........spiral............144....192 8 The Storm Gathers.............a'dam.............164....221 9 Plans.........................sun...............180....245 10 A Saying in the Borderlands...dragon............193....264 11 Lessons and Teachers..........fang..............207....284 12 Questions and Answers.........flame.............217....298 13 Under the Dust................serpent...........232....320 14 Dreams and Nightmares.........spiral............246....340 15 A Pile of Sand................spears & shield...257....356 16 Tellings of the Wheel.........serpent...........272....377 17 The Wheel of a Life...........dragon............282....392 18 A Taste of Solitude...........rising sun........293....407 19 Matters of Toh................lion..............307....427 20 From the Stedding.............leaf, up..........316....440 21 To Shadar Logoth..............ravens............325....453 22 Heading South.................dice..............335....467 23 To Understand a Message.......serpent...........346....482 24 An Embassy....................flame.............350....488 25 Like Lightning and Rain.......lion..............359....500 26 Connecting Lines..............sun...............372....519 27 Gifts.........................dragon............381....532 28 Letters.......................dagger............397....555 29 Fire and Spirit...............wheel.............410....574 30 To Heal Again.................flame.............419....587 31 Red Wax.......................sun...............435....610 32 Summoned in Haste.............spiral............445....624 33 Courage to Strengthen.........spears & shield...454....638 34 Journey to Salidar............flame.............464....653 35 In the Hal of the Sitters.....wheel.............470....661 36 The Amyrlin is Raised.........flame.............477....671 37 When Battle Begins............a'dam.............487....685 38 A Sudden Chill................dice..............497....699 39 Possibilities.................wheel.............506....711 40 Unexpected Laughter...........harp..............516....725 41 A Threat......................lion..............525....737 42 The Black Tower...............dragon............538....755 43 The Crown of Roses............lion..............547....757 44 The Color of Trust............serpent...........553....774 45 A Bitter Thought..............wolf..............563....790 46 Beyond the Gate...............flame.............572....803 47 The Wandering Woman...........dice..............587....824 48 Leaning on the Knife..........wheel.............597....839 49 The Mirror of Mists...........rising sun........606....852 50 Thorns........................wolf..............623....877 51 The Taking....................two women.........635....894 52 Weaves of the Power...........dice..............640....901 53 The Feast of Lights...........rising sun........653....920 54 The Sending...................wolf..............666....939 55 Dumai's Wells.................seal..............681....960 EPILOGUE: The Answer..........wheel.............696....983 GLOSSARY........................................701....988 About the Author................................717...1012 A Crown of Swords ~~~~~~~~~~~~~~~~~ ICONS VII VIIa VII MAPS.....................................x-xi, 252 VIIa MAPS...........................................x-xi, 314 PROLOGUE: Lightnings..........wheel..............13......1 1 High Chasaline................wolf...............55.....57 2 The Butcher's Yard............ravens.............68.....75 3 Hill of the Golden Dawn.......flame..............90....103 4 Into Cairhien.................rising sun........104....122 5 A Broken Crown................dragon............116....137 6 Old Fear, and New Fear........wolf..............128....152 7 Pitfalls and Tripwires........lion..............138....165 8 The Figurehead................snake.............156....188 9 A Pair of Silverpike..........flame.............167....203 10 Unseen Eyes...................spiral............185....227 11 An Oath.......................two women.........204....252 12 A Morning of Victory..........snake.............222....275 13 The Bowl of the Winds.........seagulls..........251....315 14 White Plumes..................dice..............269....337 15 Insects.......................snake.............283....356 16 A Touch on the Cheek..........flame.............291....367 17 The Triumph of Logic..........two women.........304....384 18 As the Plow Breaks the Earth..dragon............320....405 19 Diamonds and Stars............flame.............334....423 20 Patterns Within Patterns......snake.............348....441 21 Swovan Night..................dice..............359....456 22 Small Sacrifices..............flame.............372....473 23 Next Coor to a Weaver.........wheel.............386....492 24 The Kin.......................flame.............403....514 25 Mindtrap......................snake.............412....525 26 The Irrevocable Words.........sun...............420....537 27 To Be Alone...................wolf..............439....562 28 Bread and Cheese..............dice..............448....573 29 The Festival of Birds.........fang..............463....593 30 The First Cup.................snake.............475....608 31 Mashiara......................wheel.............486....622 32 Sealed to the Flame...........flame.............503....644 33 A Bath........................dragon............518....664 34 Ta'veren......................seagulls..........529....678 35 Into the Woods................fang..............542....695 36 Blades........................dagger............557....715 37 A Note from the Palace........dice..............575....739 38 Six Stories...................two women.........584....751 39 Promises to Keep..............dice..............604....777 40 Spears........................spears & shield...623....802 41 A Crown of Swords.............wheel.............638....821 GLOSSARY........................................667....857 About the Author................................685....881 The Path of Daggers ~~~~~~~~~~~~~~~~~~~ ICONS VIII VIIIa VIII MAPS........................................10-11 VIIIa MAPS...........................................xii-xiii PROLOGUE: Deceptive Appearances.wheel............15......1 1 To Keep the Bargain...........seagulls...........45.....37 2 Unweaving.....................snake..............67.....63 3 A Pleasant Ride...............wheel..............86.....85 4 A Quiet Place.................two women..........99....100 5 The Breaking Storm............lion..............113....116 6 Threads.......................helmet............133....139 7 A Goatpen.....................wolf..............157....168 8 A Simple Country Woman........lion..............174....187 9 Tangles.......................wheel.............200....218 10 Changes.......................wolf..............220....241 11 Questions and an Oath.........spears & shield...243....268 12 New Alliances.................snake.............260....288 13 Floating Like Snow............dragon............281....313 14 Message from the M'Hael.......fang..............293....327 15 Stronger than Written Law.....bull..............308....344 16 Unexpected Absences...........flame.............325....364 17 Out on the Ice................flame.............346....389 18 A Peculiar Calling............dice..............361....407 19 The Law.......................wheel.............372....419 20 Into Andor....................lion..............390....439 21 Answering the Summons.........dragon............406....458 22 Gathering Clouds..............a'dam.............421....476 23 Fog of War, Storm of Battle...helmet............435....492 24 A Time for Iron...............dragon............456....517 25 An Unwelcome Return...........two women.........488....554 26 The Extra Bit.................fang..............499....567 27 The Bargain...................rising sun........518....589 28 Crimsonthorn..................snake.............541....616 29 A Cup of Sleep................dragon............556....633 30 Beginnings....................wolf..............574....653 31 After.........................wheel.............590....671 GLOSSARY........................................593....673 About the Author................................605....687 Winter's Heart ~~~~~~~~~~~~~~ ICONS IX IXa IX MAPS.....................................10-11, 431 IXa MAPS........................................xii-xiii, 497 PROLOGUE: Snow................wheel..............15. ...1 1 Leaving the Prophet...........wolf...............87. ...87 2 Taken.........................wheel..............98....100 3 Customs.......................falcon............112....117 4 Offers........................spears and sheild.125....132 5 Flags.........................wolf..............143....154 6 The Scent of Madness..........falcon............154....167 7 The Streets of Caemlyn........lion..............172....189 8 Sea Folk and Kin..............a'dam.............189....210 9 A Cup of Tea..................snake.............209....233 10 A Plan Succeeds...............spiral............222....248 11 Ideas of Importance...........seagulls..........250....281 12 A Lily in Winter..............dragon............277....313 13 Wonderful News................rising sun........301....341 14 What a Veil Hides.............helmet............320....363 15 In Need of a Bellfounder......dice..............330....375 16 An Unexpected Encounter.......wheel.............342....389 17 Pink Ribbons..................dice..............357....408 18 An Offer......................helmet............374....428 19 Three Women...................flame.............390....447 20 Questions of Treason..........a'dam.............406....466 21 A Matter of Property..........sword and anchor..419....482 22 Out of Thin Air...............snake.............432....498 23 To Lose the Sun...............hand, lens, sword.450....520 24 Among the Counsels............flame.............468....541 25 Bonds.........................dragon............481....557 26 Expectation...................wheel.............496....575 27 To Surprise Queens and Kings..lion..............513....596 28 News in a Cloth Sack..........harp..............533....620 29 Another Plan..................a'dam.............551....641 30 Cold Fat Raindrops............dice..............567....661 31 What the Aelfinn Said.........wheel.............577....673 32 A Portion of Wisdom...........hand, lens, sword.591....689 33 Blue Carp Street..............dagger............605....706 34 The Hummingbird's Secret......flame.............618....721 35 With the Choedan Kal..........seal..............628....733 GLOSSARY........................................657....767 About the Author................................669....781 Crossroads of Twilight ~~~~~~~~~~~~~~~~~~~~~~ ICONS X Xa X MAPS...................................... Xa MAPS