The wheel of time, p.615

The Wheel of Time, page 615

 

The Wheel of Time
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  near-sister; near-brother: Aiel kinship terms meaning friend as close as first-sisters or first-brothers. Near-sisters often adopt one another formally as first-sisters. Near-brothers almost never do.

  Oaths, Three: The oaths taken by an Accepted on being raised to Aes Sedai. Spoken while holding the Oath Rod, a ter’angreal that makes oaths binding. They are: (1) To speak no word that is not true. (2) To make no weapon with which one man may kill another. (3) Never to use the One Power as a weapon except against Darkfriends or Shadowspawn, or in the last extreme of defense of her own life, or that of her Warder or another Aes Sedai. The second oath was the first adopted after the War of the Shadow. The first oath, while held to the letter, is often circumvented by careful speaking. It is believed that the last two are inviolable.

  Ogier (OH-gehr): (1) A nonhuman race, characterized by great height (ten feet is average for adult males), broad, almost snoutlike noses and long, tufted ears. They live in areas called stedding, which they rarely leave, and they typically have little contact with humankind. Knowledge of them among humans is sparse, and many believe Ogier to be only legends, though they are wondrous stonemasons and built most of the great cities constructed after the Breaking. Although they are thought to be a pacific people and extremely slow to anger, some old stories say they fought alongside humans in the Trolloc Wars, and call them implacable enemies. By and large, they are extremely fond of knowledge, and their books and stories often contain information lost to humans. A typical Ogier life span is at least three to four times that of a human. (2) Any individual of that nonhuman race. See also Breaking of the World; stedding.

  Old Tongue: The language spoken during the Age of Legends. It is generally expected that nobles and the educated can speak it, but most know only a few words. Translation is often difficult, as it is a language capable of many subtly different meanings. See also Age of Legends.

  One Power: The power drawn from the True Source. The vast majority of people are completely unable to learn to channel the One Power. A very small number can be taught to channel, and an even tinier number have the ability inborn. These few have no need to be taught; eventually they will channel whether they want to or not, often without even realizing what they are doing. This inborn ability usually manifests itself in late adolescence or early adulthood. If control is not taught, or self-learned (extremely difficult, with a success rate of only one in four), death is certain. Since the Time of Madness, no man has been able to channel the Power without eventually going completely, horribly mad, and then, even if he has learned some control, dying from a wasting sickness that causes the sufferer to rot alive, a sickness caused, as is the madness, by the Dark One’s taint on saidin. See also Aes Sedai; Breaking of the World; channel; Five Powers; True Source.

  Padan Fain (PAD-an FAIN): Once a peddler trading into the Two Rivers, and a Darkfriend, he was transformed at Shayol Ghul not only to enable him to find the young man who would become the Dragon Reborn as a hound finds prey for the hunter, but to ingrain the need to find him. The pain of this induced in Fain a hatred both of the Dark One and of Rand al’Thor. While following al’Thor, he encountered the trapped soul of Mordeth in Shadar Logoth, and this soul tried to take Fain’s body. Because of what had been made of Fain, though, the result was an amalgamation which was mostly Fain and which has abilities beyond what either man had originally, though Fain does not understand them fully yet. Most men feel fear at a Myrddraal’s eyeless gaze; Myrddraal feel fear at Fain’s gaze.

  Pattern of an Age: The Wheel of Time weaves the threads of human lives into the Pattern of an Age, often called simply the Pattern, which forms the substance of reality for that Age. See also ta’veren.

  Questioners, the: An order within the Children of the Light. Avowed purposes are to discover the truth in disputations and uncover Darkfriends. In the search for truth and the Light, their normal method of inquiry is torture, their normal manner that they know the truth already and must only make their victim confess to it. Refer to themselves as the Hand of the Light, the Hand that digs out truth, and at times act as if they were entirely separate from the Children and the Council of the Anointed, which commands the Children. The head of the Questioners is the High Inquisitor, who sits on the Council of the Anointed. Their sign is a blood-red shepherd’s crook. See also Children of the Light.

  Rashima Kerenmosa (rah-SHE-mah keh-rehn-MOH-sah): Called the Soldier Amyrlin. Born circa 1150 AB. Raised Amyrlin from the Green Ajah in 1251 AB. Personally leading the Tower armies, she won innumerable victories, most notably Kaisin Pass, the Soralle Step, Larapelle, Tel Norwin and Maighande, where she died in 1301 AB. Her body was discovered after the battle surrounded by her five Warders and a vast wall of Trollocs and Myrddraal which contained the corpses of no fewer than nine Dreadlords. See also Aes Sedai; Ajah; Amyrlin Seat; Dreadlords; Warders.

  Rhuidean (RHUY-dee-ahn): A great city, the only one in the Aiel Waste and totally unknown to the outside world. Abandoned for nearly three thousand years. Once men among the Aiel were allowed to enter Rhuidean only once, in order to be tested inside a great ter’angreal for fitness to become clan chief (only one in three survived), and women only twice, for testing to become Wise Ones, the second time in the same ter’angreal, though with a considerably higher survival rate than the men. Now the city is inhabited again, by Aiel, and a great lake occupies one end of the valley of Rhuidean, fed by an underground ocean of fresh water and in turn feeding the only river in the Waste. See also Aiel.

  sa’angreal (SAH-ahn-GREE-ahl): Remnants of the Age of Legends that allow channeling much more of the One Power than is otherwise possible or safe. A sa’angreal is similar to, but more powerful than, an angreal. The amount of the Power that can be wielded with a sa’angreal compares to the amount that can be handled with an angreal as the Power wielded with the aid of an angreal does to the amount that can be handled unaided. The making of them is no longer known. As with angreal, there are male and female sa’angreal. Only a handful remain, far fewer even than angreal.

  saidar (sah-ih-DAHR);

  saidin (sah-ih-DEEN): See True Source.

  Sea Folk: More properly, the Atha’an Miere, the People of the Sea. A secretive people. Inhabitants of islands in the Aryth (AH-rihth) Ocean and the Sea of Storms, they spend little time ashore, living most of their lives on their ships. Most seaborne trade is carried by Sea Folk ships.

  Seanchan (SHAWN-CHAN): (1) Descendants of the armies Artur Hawkwing sent across the Aryth Ocean, who conquered the lands there. They believe that any woman who can channel must be controlled for the safety of everyone else, and any man who can channel must be killed for the same reason. (2) The land from which the Seanchan come.

  Shayol Ghul (SHAY-ol GHOOL): A mountain in the Blasted Lands, beyond the Great Blight. Site of the Dark One’s prison.

  sister-wife: Aiel kinship term. Aielwomen who are near-sisters or first-sisters who discover they love the same man, or who simply do not want a man to come between them, will both marry him, thus becoming sister-wives. Women who love the same man will sometimes try to find out whether they can become near-sisters and adopted first-sisters, a first step to becoming sister-wives.

  Sorilea (soh-rih-LEE-ah): The Wise One of Shende Hold, a Jarra Chareen. Barely able to channel, she is the oldest living Wise One, though not by as much as many think.

  Spine of the World: A towering mountain range, with few passes, which separates the Aiel Waste from the lands to the west. Also called the Dragonwall.

  stedding (STEHD-ding): An Ogier (OH-gehr) homeland. Many stedding have been abandoned since the Breaking of the World. They are shielded in some way, no longer understood, so that within them no Aes Sedai can channel the One Power, nor even sense the True Source. Attempts to wield the One Power from outside a stedding have no effect inside the stedding boundary. No Trolloc will enter a stedding unless driven, and even Myrddraal will do so only at the greatest need and with the greatest reluctance. Even Darkfriends, if truly dedicated, feel uncomfortable within a stedding.

  stilling: The removal of a woman’s ability to channel. A woman who has been stilled can sense but not touch the True Source. Officially, stilling is the result of trial and sentence for a crime. Novices in the White Tower are required to learn the name and crimes of all women who have suffered stilling. When the ability to channel is lost accidentally, it is called being burned out, though “stilling” is often used for that also. Women who are stilled, however it occurs, seldom survive long; they seem to simply give up and die unless they find something to replace the emptiness left by the One Power.

  Stone of Tear: A great fortress in the city of Tear, said to have been made with the One Power soon after the Breaking of the World. Attacked and besieged unsuccessfully countless times, it fell in a single night to the Dragon Reborn and a few hundred Aiel, thus fulfilling two parts of the Prophecies of the Dragon. See also Dragon, Prophecies of the.

  Talents: Abilities in the use of the One Power in specific areas. Aptitude in various Talents varies widely from individual to individual and is seldom related to the strength of the individual’s ability to channel. There are major Talents, the best known and most widespread of which is Healing. Other examples are Cloud Dancing, the control of weather, and Earth Singing, which involves controlling movements of the earth—for example, preventing, or causing, earthquakes or avalanches. There are also minor Talents, seldom given a name, such as the ability to see ta’veren or to duplicate the chance-twisting effect of ta’veren, though in a very small and localized area rarely covering more than a few square feet. Many Talents are now known only by their names and sometimes vague descriptions. Some, such as Traveling (the ability to shift from one place to another without crossing the intervening space) are only now being re-discovered. Others, such as Foretelling (the ability to foretell future events, but in a general way) and Delving (the location of ores and possibly their removal from the ground), are found rarely. Another Talent long thought lost is Dreaming, interpreting the Dreamer’s dreams to foretell future events in more specific fashion than Foretelling. Some Dreamers had the ability to enter Tel’aran’rhiod, the World of Dreams, and (it is said) even other people’s dreams. The last acknowledged Dreamer previously was Corianin Nedeal (coh-ree-AHN-ihn neh-dee-AHL), who died in 526 NE, but there is now another. See also Tel’aran’rhiod.

  Tallanvor, Martyn (TAL-lahn-vohr, mahr-TEEN): Guardsman-Lieutenant of the Queen’s Guards who loves his queen more than life or honor.

  Tam al’Thor (TAM al-THOR): A farmer and shepherd in the Two Rivers. As a young man, he left to become a soldier, returning with a wife (Kari, now deceased) and a child (Rand).

  Tarabon (TAH-rah-BON): Nation on the Aryth Ocean. Once a great trading nation, a source of rugs, dyes and fireworks produced by the Guild of Illuminators, among other things. Little news has come out of Tarabon since the land became racked by anarchy and civil war compounded by simultaneous wars against Arad Doman and the Dragonsworn, people who have sworn to follow the Dragon Reborn.

  Tarmon Gai’don (TAHR-mohn GAY-dohn): The Last Battle. See also Dragon, Prophecies of the; Horn of Valere.

  ta’veren (tah-VEER-ehn): A person around whom the Wheel of Time weaves all surrounding life-threads, perhaps ALL life-threads. See also Pattern of an Age.

  Tear (TEER): A nation on the Sea of Storms. Also the capital city of that nation, a great seaport. The banner of Tear is three white crescent moons slanting across a field half-red, half-gold. See also Stone of Tear.

  Telamon, Lews Therin (TEHL-ah-mon, LOOZ THEH-rihn): See Dragon, the.

  Tel’aran’rhiod (tel-AYE-rahn-rhee-ODD): In the Old Tongue, “the Unseen World,” or “the World of Dreams.” A world or place, glimpsed in dreams, which was believed by the ancients to permeate and surround all other possible worlds. Many can touch Tel’aran’rhiod for a few moments in their dreams, but few have ever had the ability to enter it at will, though some ter’angreal confer that ability. Unlike other dreams, what happens to living things in the World of Dreams is real; a wound taken there will still exist on awakening, and one who dies there does not wake at all. Otherwise, though, nothing done there affects the waking world in any way. See also ter’angreal.

  ter’angreal (TEER-ahn-GREE-ahl): Remnants of the Age of Legends that use the One Power. Unlike angreal and sa’angreal, each ter’angreal was made to do a particular thing. Some ter’angreal are used by Aes Sedai, but the original purposes of many are unknown. Some require channeling, while others may be used by anyone. Some will kill or destroy the ability to channel of any woman who uses them. Like angreal and sa’angreal, the making of them has been lost since the Breaking of the World. See also angreal; sa’angreal.

  Thom Merrilin (TOM MER-rih-lihn): A not-so-simple gleeman and traveler. See also Game of Houses; gleeman.

  Tinkers: Properly, the Tuatha’an (too-AH-thah-AHN), also called the Traveling People. A wandering folk who live in brightly painted wagons and follow a totally pacifist philosophy called the Way of the Leaf. They are among the few who can cross the Aiel Waste unmolested, for the Aiel strictly avoid all contact with them. Very few people even suspect that the Tuatha’an are descended from Aiel who broke away during the Breaking of the World in an attempt to find a way back to the time of peace. See also Aiel.

  Trollocs (TRAHL-lohks): Creatures of the Dark One, created during the War of the Shadow. Huge of stature, they are a twisted blend of animal and human stock. Vicious by nature, they kill for the pure pleasure of killing. Deceitful in the extreme, they cannot be trusted unless coerced by fear. They will eat anything—or anyone. See also Trolloc Wars.

  Trolloc Wars: A series of wars, beginning about 1000 AB and lasting more than three hundred years, during which Trolloc armies ravaged the world under the command of Myrddraal and Dreadlords. Eventually the Trollocs were driven back into the Great Blight, but some nations ceased to exist, and others that survived were almost depopulated. All records of the time are fragmentary. See also Dreadlords; Myrddraal; Trollocs.

  True Source: The driving force of the universe, which turns the Wheel of Time. Divided into a male half (saidin) and a female half (saidar), which work at the same time with and against each other. Only a man can draw on saidin, only a woman on saidar. For more than three thousand years, saidin has been tainted by the Dark One’s touch. See also One Power.

  Warder: A warrior bonded to an Aes Sedai. The bonding is a thing of the One Power: by it he gains such gifts as 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. So long as a Warder lives, the Aes Sedai to whom he is bonded knows he is alive however far away he is, and when he dies she will know the moment and manner of his death. While most Ajahs believe an Aes Sedai may have one Warder bonded to her at a time, the Red Ajah refuses to bond any Warders at all, and the Green Ajah believes an Aes Sedai may bond as many as she wishes. Ethically the Warder must accede to the bonding voluntarily, but it has been known to be done against the Warder’s will. What the Aes Sedai gain from the bonding is a closely held secret. See also Aes Sedai.

  War of Power: See War of the Shadow.

  War of the Hundred Years (FY 994–FY 1117): A series of overlapping wars among constantly shifting alliances, precipitated by the death of Artur Hawkwing and the resulting struggle for his empire. The War of the Hundred Years depopulated large parts of the lands between the Aryth Ocean and the Aiel Waste, from the Sea of Storms to the Great Blight. So great was the destruction that only fragmentary records of the time remain. The empire of Artur Hawkwing was pulled apart, and the nations of the present day were formed. See also Hawkwing, Artur.

  War of the Shadow: Also known as the War of Power. Began shortly after the attempt to free the Dark One, and soon involved the whole world. In a world where even the memory of war had been forgotten, every facet of war was rediscovered, often twisted by the Dark One’s touch on the world, and the One Power was used as a weapon. The war was ended by the resealing of the Dark One into his prison in a strike led by Lews Therin Telamon, the Dragon, and one hundred male Aes Sedai called the Hundred Companions. The Dark One’s counterstroke tainted saidin and drove Lews Therin and the Hundred Companions insane, thus beginning the Time of Madness and the Breaking of the World. See also Dragon, the; One Power, the.

  weight, units of: 10 ounces = 1 pound; 10 pounds = 1 stone; 10 stone = 1 hundredweight; 10 hundredweight = 1 ton.

  Wheel of Time, the: Time is a wheel with seven spokes, each spoke an Age. As the Wheel turns, Ages come and go, each leaving memories that fade to legend, then to myth, and are forgotten by the time that Age comes again. The Pattern of an Age is slightly different each time an Age comes, and each time it is subject to greater change.

  Whitecloaks: See Children of the Light.

  White Tower: The center and heart of Aes Sedai power, located in the heart of the great island city of Tar Valon.

  wilder: A woman who has learned to channel the One Power on her own; only one in four survive this. Such women usually build barriers against knowing what it is they are doing, but if these can be broken down, wilders are among the most powerful of channelers. The term is often used in derogatory fashion.

  Wisdom: In villages, a woman chosen by the Women’s Circle for her knowledge of such things as healing and foretelling the weather, as well as common good sense. Generally considered the equal of the Mayor, and in some villages his superior. She is chosen for life, and it is very rare for a Wisdom to be removed from office before her death. Depending on the land, she may instead have another title, such as Guide, Healer, Wise Woman or Seeker, among others.

 

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