The Wheel of Time Glossary

Accepted: Young women in training to be Aes Sedai who have reached a certain level of power and have passed certain tests. It normally takes five to ten years to be raised to the Accepted. Accepted are somewhat less confined by rules than novices, and are allowed to choose their own areas of study, within limits. An Accepted has the right to wear a Great Serpent ring, but only on the third finger of her left hand. When an Accepted is raised to Aes Sedai, she chooses her Ajah, gains the right to wear the shawl, and may wear the ring on any finger or not at all if circumstances warrant. 

A'dam: A device for controlling women who can channel, usable only by a woman who can channel or a woman who can be taught to channel, and having no effect on any woman who cannot channel. It creates a link between the two women. The Seanchan version consists of a collar and bracelet linked by a leash, all of silvery metal. If a man who can channel is linked to a woman by an a'dam, the likely result is death for both. Simply touching an a'dam can result in pain for a man who can channel when the a'dam is being worn by a woman who can channel. SEE ALSO: Linking, Seanchan 

Aes Sedai: Wielders of the One Power. Since the Time of Madness, all surviving Aes Sedai are women. Widely distrusted and feared, even hated, they are blamed by many for the Breaking of the World, and are thought to meddle in the affairs of nations. At the same time, few rulers will be without an Aes Sedai advisior, even in lands where the existence of such a connection must be kept secret. After some years of channelling the One Power, Aes Sedai take on an ageless quality, so that an Aes Sedai who is old enough to be a grandmother may show no signs of age except perhaps a few gray hairs. SEE ALSO: Ajah, Amyrlin Seat, Time of Madness 

Age of Legends: The Age ended by the War of the Shadow and the Breaking of the World. A time when Aes Sedai performed wonders now only dreamed of. SEE ALSO: Wheel of Time, Breaking of the World, War of the Shadow 

Aiel: The people of the Aiel Waste. Fierce and hardy. Also called Aielmen. They viel their faces before they kill, giving rise to the saying "acting like a black- vieled Aiel" to describe someone who is acting violent. Deadly warriors with any weapon or with nothing but their bare hands, they will not touch a sword. Their pipers play them into battle with the music of dances, and the Aielmen call battle "the dance," and "the dance of spears." SEE ALSO: Aiel Warrior Societies, Aiel Waste 

Aiel War: (976-78 NE) When King Laman of Cairhien cut down Avendoraldera, several clans of the Aiel crossed the Spine of the World. They looted and burned the capital city of Cairhien as well as many other cities and towns, and the conflict extended into Andor and Tear. The conventional view is that the Aiel were finally defeated at the Battle of the Shining Walls, before Tar Valon, but in fact, Laman was killed in that battle, and having done what they came for, the Aiel recrossed the Spine. SEE ALSO: Avendoraldera, Cairhien 

Aiel Warrior Societies: Aiel warriors are all members of one of the warrior societies, such as the Stone Dogs (Shae'en M'taal), the Red Shields (Aethan Dor), or the Maidens of the Spear (Far Dareis Mai). Each society has its own customs, and sometimes specific duties. For example, Red Shields act as police. Stone Dogs often vow not to retreat once battle has been joined, and will die to the last man if necessary to complete this vow. The clans of the Aiel-among them the Goshien, Reyn, Shaarad and Taardad Aiel-frequently fight among themselves, but members of the same society will not fight each other even if their clans are doing so. In this way, there are always lines of contact between the clans even when they are in open warfare. SEE ALSO: Aiel, Aiel Waste, Far Dareis Mai 

Aiel Waste: The harsh, rugged and all-but-waterless land east of the Spine of the World. Called the Three-fold land by the Aiel. Few outsiders go there, not only because water is almost impossible to find for one not born there, but because the Aiel consider themselves at war with all other people and do not welcome strangers. Only peddlers, gleemen and the Tuatha'an are allowed safe entry, and contact even with them is limited. No maps of the Waste itself are known to exist. 

Ajah: Societies among the Aes Sedai, seven in number and designated by colors: Blue, Red, White, Green, Brown, Yellow and Gray. All Aes Sedai except the Amyrlin Seat belong to one. Each follows a specific philosophy of the use of the One Power and the purposes of the Aes Sedai. The Red Ajah bends its energies to finding men who can channel, and to gentling them. The Brown forsakes the mundane world and dedicates itself to seeking knowledge, while the White, largely eschewing both the world and the value of worldly knowledge, devotes itself to questions of philosophy and truth. The Green Ajah (called the Battle Ajah during the Trolloc Wars) holds itself ready for Tarmon Gai'don, the Yellow concentrates on the study of heal healinging, and Blue sisters involve themselves with causes and justice. The Gray are mediators, seeking harmony and consensus. A Black Ajah, dedicated to serving the Dark One, is officially and vehemently denied. 

Altara: A nation on the Sea of Storms, though in truth little unifies it except a name. The people of Altara think of themselves as inhabitants of a town or village, or as this lord's or that lady's people, first, and only second if at all as Altaran. Few nobles pay taxes to the crown or offer more than lip service, and that often slight. The ruler of Altara is seldom more than the most powerful noble in the land, and at times has not even really been that. The Throne of the Winds holds so little power that many powerful nobles have scorned to take it when they could have. 

Amyrlin Seat: (1) Leader of the Aes Sedai. Elected for life by the Hall of the tower, the highest council of the Aes Sedai, which consists of three representatives (called Sitters, as in "a Sitter for the Green") from each of the seven Ajahs. The Amyrlin Seat has, theoretically at least, almost supreme authority among the Aes Sedai, and ranks socially as the equal of a king or queen. A slightly less formal usage is simply the Amyrlin. (2) The throne on which the leader of the Aes Sedai sits. 

Angreal: Remnants of the Age of Legends that allow anyone capable of channeling the One Power to handle a greater amount of the Power than could safely be channeled unaided. Their making is no longer known. Few remain in existence. Some were made for use by women, others by men. Rumors of angreal usable by both men and women have never been confirmed. SEE ALSO: Sa'angreal. Ter'angreal 

Arad Doman: Nation on the Aryth Ocean. Domani women are famous--or infamous--for their beauty, seductiveness and scandalous clothes. 

Arthur Hawkwing: Legendary king, Arthur Paendrag Tanreall. Ruled FY 943-94. United all lands west of the Spine of the World, as well as some beyond the Aiel Waste. Sent armies across the Aryth Ocean (FY 992), but contact with these was lost at his death, which set off the War of the Hundred Years. His sign was a golden hawk in flight. SEE ALSO: War of the Hundred Years. 

Assemblage, the: A body in Illian, chosen by and from the merchants and shipowners, that is supposed to advise both the King and the Council of Nine, but historically has contended with them for power. 

Atha'an Miere: SEE Sea Folk 

Avendesora: In the Old Tongue, "the Tree of Life." Mentioned in many stories and legends. 

Avendoraldera: A tree grown in the city of Cairhien from a sapling of Avendesora. This sapling was a gift from the Aiel in 566 NE, despite the fact that no record shows any record whatsoever between the Aiel and Avendesora. SEE ALSO: Aiel War 

Ba'alzamon: In the Trolloc tongue, "Heart of the Dark." Believed to be the Trolloc name for the Dark One. SEE ALSO: Dark One; Trollocs 

Be'lal: One of the Forsaken. 

Bel Tine: Spring festival celebrating the end of winter, the first sprouting of crops, and the first birthing of lambs. 

Birgitte: Hero of legend and story, renouned for her beauty almost as much as for her bravery and skill at archery. Supposedly carried a silver bow and silver arrows with which she never missed. Always linked with the hero-swordsman Gaidal Cain. Except for her beauty and skill with a bow, she is little like the stories of her. 

Bittern: A musical instrument that may have six, nine or twelve strings, and is held flat on the knees and is played by plucking or strumming. 

Borderlands, the: The nations bordering the Great Blight: Saldaea, Arafel, Kandor, and Shienar. 

Breaking of the World, the: During the Time of Madness, male Aes Sedai who had gone insane, who could wield the One Power to a degree now unknown, changed the face of the earth. They caused great earthquakes, leveled old mountain ranges and raised new mountains, lifted dry land where seas had been and made the oceans rush in where dry land had been. 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. SEE ALSO: Time of Madness; Hundred Companions, the 

Caemlyn: The capital city of Andor. 

Cairhien: Both a nation along the Spine of the World and the capital city of that nation. The city was burned and looted during the Aiel War, as were many other towns and villages. The consequent abandonment of farmland near the Spine of the World made necessary the importation of great quantities of grain. The sign of Cairhien is a many-rayed golden sun rising from the bottom of a field of sky blue. 

Callandor: The Sword That Is Not a sword, the Sword That Cannot Be Touched. A crystal sword held in the Stone of Tear, in the chamber called the Heart of the Stone. No hand can touch it except that of the Dragon Reborn, one of the major signs of the Dragon's Rebirth and the approach of Taramon Gai'don will be that the Dragon Reborn has taken Callandor. 

Channel: (verb) To control the flow of the One Power. SEE ALSO: One Power 

Children of the Light: A society holding strict ascetic beliefs, dedicated to the defeat of the Dark One and the destruction of all Darkfriends. Founded during the War of the Hundred Years by Lothiar Mantelar to proselytize against an increase in the number of Darkfriends, they evolved during the war into a completely military organization. They are extremely rigid in their beliefs, and certain that only they know the truth and the right. They hate Aes Sedai, considering them, and any who support or befriend them, Darkfriends. They are known disparagingly as Whitecloaks. Their sign is a golden sunburst on a field of white. SEE ALSO: Questioners 

Chronicles, Keeper of the: Second in authority to the Amyrlin Seat among the Aes Sedai, she also acts as secretary to the Amyrlin. Chosen for life by the Hall of the tower, and usually of the same Ajah as the Amyrlin. SEE ALSO: Amyrlin Seat; Ajah 

Council of Nine: In Illian, a council of nine lords who are supposed to advise the King, but who historically contend with him for power. Both the King and the Nine often must contend with the Assemblage, as well. 

Cuendillar: An indestructable substance created during the Age of Legends. Any force used in an attempt to break it is absorbed, making it stronger. Also known as Heartstone. 

Daes Dae'mar: The Great Game, also known as the Game of Houses. Name given the scheming, plots and manipulations for advantage by the noble Houses. Great value is given to subtlety, to aiming at one thing while seeming to aim at another, and to achieving ends with the least visible effort. 

Darkfriends: Those who follow the Dark One, believing that they will gain great power and rewards, even immortality, when he is freed from his prison. 

Dark One, the: Most common name, used in every land, for Shai'tan. The source of evil, anti- thesis of the Creator. Imprisoned by the Creator in Shayol Ghul at the moment of Creation. The attempt to free him from his prison brought about the War of the Shadow, the tainting of saidin, the Breaking of the World, and the end of the Age of Legends. 

Dark One, naming the: Saying the true name of the Dark One (Shai'tan) draws his attention, inevitably bringing ill fortune at best, disaster at worst. For that reason, many euphemisms are used, among them the Dark One, Father of Lies, Sightblinder, Lord of the Grave, Shepherd of the Night, Heartsbane, Soulsbane, Heartfang, Old Grim, Grassburner, and Leafblighter. Darkfriends call him the Great Lord of the Dark. Someone who appears to be inviting ill fortune is often said to be "naming the Dark One." 

Daughter-Heir: Title of the heir to the throne of Andor. The eldest daughter of the Queen succeeds her mother on the throne. Without a surviving daughter, the throne goes to the nearest blood relation of the Queen. 

Deane Aryman: Amyrlin Seat who saved the White tower from the damage done by Bonwhin in attempting to control Arthur Hawkwing. Born circa FY 920 in the village of Salidar, in Eharon, she was raised Amyrlin from the Blue Ajah in FY 992. Credited with convincing Souran Maravaile to raise the siege of Tar Valon (which had begun in FY 975) at Hawkwing's death. Deane restored the tower's prestige and it is believed that at the time of her death in FY 1084, in a fall from a horse, she was on the point of convincing the nobles warring over the remains of Hawkwing's empire to accept the leadership of the White tower as a means of restoring unity to the land. SEE ALSO: Amyrlin Seat; Arthur Hawkwing 

Dragon, False: Occasionally men claim to be the Dragon Reborn, and sometimes one of these men gains following enough to require an army to put it down. Some have begun wars that involved many nations. Over the centuries, most have been men unable to channel the One Power, but a few could do so. All, however, either disappeared or were captured or killed without fulfilling any of the prophecies concerning the Rebirth of the Dragon. These men are called false Dragons. Among those who could channel, the most powerful were Raolin Darksbane (335-36 AB), Yurian Stonebow (circa 1300-1308 AB), Davian (FY 351), Guaire Amalasan (FY 939-43), and Logain (997 NE). SEE ALSO: Dragon Reborn 

Dragon, Prophecies of the: Little known and seldon spoken of, the Prophecies, given in The Karaethon Cycle, fortell that the Dark One will be freed again to touch the world. And that Lews Therin Telamon, the Dragon, Breaker of the World, will be reborn to fight Tarmon Gai'don, the Last Battle against the Shadow. SEE ALSO: Dragon, the 

Dragon, the: The name by which Lews Therin Telamon was known during the War of the Shadow. In the madness that overtook all male Aes Sedai, Lews Therin killed every living person who carried any of his blood, as well as everyone he loved, thus earning the name Kinslayer. SEE ALSO: Dragon Reborn; Dragon, Prophecies of the 

Dragon Reborn: According to prophecy and legend the Dragon will be reborn at mankind's greatest hour of need to save the world. This is not something that people look forward to, both because the prophecies say the Dragon Reborn will bring a new Breaking of the World and because Lews Therin Kinslayer, the Dragon, is a name to make men shudder, even more than three thousand years after his death. SEE ALSO: Dragon, the; Dragon, false; Dragon, Prophecies of the 

Dreadlords: Men and women able to channel the One Power, who went over to the Shadow during the Trolloc Wars, acting as commanders of the Trolloc forces. Upon occasion confused with the Forsaken by the less well educated. 

Dreamwalker: Aiel name for a woman able to enter Tel'aran'rhiod, interpret dreams and speak to others in their dreams. Aes Sedai also use the term, referring to Dreamers, but rarely, and they capitalize it-Dreamwalker. SEE ALSO: Talents; Tel'aran'rhiod 

Far Dareis Mai: Literally "Maidens of the Spear." A warrior society of the Aiel, which, unlike any of the others, admits women and only women. A Maiden may not marry and remain in the society, nor may she fight while carrying a child. Any child born to a Maiden is given to another woman to raise, in such a way that no one knows who the child's mother was. ("You may belong to no man, nor may any man belong to you, nor any child. The spear is your lover, your child, and your life.") These children 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. SEE ALSO: Aiel; Aiel Warrior Societies 

Fetches: SEE Myddraal 

Five Powers, the: There are threads to the One Power, and anyone who can channel can usually grasp some threads better than others. These threads are named according to the sorts of things that can be done using them-Earth, Air (sometimes called Wind), Fire, Water, and Spirit-and are called the Five Powers. Any wielder of the Power will have a greater degree of strength with one, or possibly two, of these, and a lesser strength in the others. Some few may have a great strength with three, but since the Age of Legends no one has had a great strength in all five. Even then this was extremely rare. The degree of strength can vary greatly between individuals. Performing certain acts with the One Power requires the ability to weave flows in one or more of the Five Powers. For example, starting or controlling a fire requires Fire, and affecting the weather requires Air and Water, while healing requires Air, Water and Spirit. While Spirit was found equally in men and women, great ability with Earth and/ or Fire was found much more often among men; with Water and/or Air among women. There were exceptions, but it was so often so that Earth and Fire came to be regarded as male Powers, Air and Water as female. Generally, no ability is considered stronger than any other, though there is a saying among the Aes Sedai: "There is no rock so strong that water and wind cannot wear away, no fire so fierce that water cannot quench it or wind snuff it out." It should be noted that any equivalent saying among male Aes Sedai is long lost. 

Flame of Tar Valon: Symbol of Tar Valon, the Amyrlin Seat, and the Aes Sedai. A stylized representation of a flame; a white teardrop with the point upward. 

Forsaken, the: Name given to thirteen of the most powerful Aes Sedai of the Age of Legends, which made them among the most powerful ever known, who went over to the Dark One during the War of the Shadow in return for the promise of immortality. According to both legend and fragmentary records, they were imprisoned along with the Dark One when his prison was resealed. Their names-among them Lanfear, Be'lal, Sammael, Asmodean, Rahvin, and Ishamael-are still used to frighten children. 

Fortress of the Light: The great fortress of the Children of the Light, located in Amador, capital of Amadicia. There is a King of Amadicia, but the Children rule in all but name. SEE ALSO: Children of the Light 

Gaidin: Literally, "Brother to Battles." A title used by Aes Sedai to their Warders. SEE ALSO: Warder 

Game of Houses, the: SEE Daes Dae'mar 

Gentling: The act, performed by Aes Sedai, of shutting off a male who can channel from the One Power. This is necessary because any man who learns to channel will go insane from the taint on Saidin and will almost certainly do horrible things with the Power in his madness. A man who has been gentled can still sense the True Source, but he cannot touch it. Whatever madness has come before gentling is arrested by the act of gentling, but not cured by it, and if it is done soon enough death can be averted. SEE ALSO: One Power, the; Stilling 

Gleeman: A traveling storyteller, musician, juggler, tumbler and all around entertainer Known by their trademark cloaks of many-colored patches, gleemen perform mainly in the villages and smaller towns. 

Gray Man: Someone who has voluntarily surrendered his or her soul in order to become an assassin serving the Shadow. Gray Men are so ordinary in appearance that the eye can slide right past without noticing them. The vast majority of Gray Men are indeed men, but a small number are women. Also called the Soulless. 

Great Blight, the: A region in the far north, entirely corrupted by the Dark One. A haunt of Trollocs, Myddraal, and other creatures of the Shadow. 

Great Game, the: SEE Daes Dae'mar 

Great Hunt of the Horn, the: A cycle of stories concerning the legendary search for the Horn of Valere, in the years between the end of the Trolloc Wars and the beginning of the War of the Hundred Years. If told in its entirety, the cycle would take many days. SEE ALSO: Horn of Valere 

Great Lord of the Dark: The name by which Darkfriends refer to the Dark One, claiming that to use his true name would be blasphemous. 

Great Serpent: A symbol for time and eternity, ancient before the Age of Legends began, consisting of a serpent eating its own tail. A ring in the shape of the Great Serpent is awarded to women who have been raised to Accepted among the Aes Sedai. 

Halfman: SEE Myrddraal 

Hawkwing, Arthur: A legendary king (ruled FY 943-94) who united all the lands west of the Spine of the World, as well as some lands beyond the Aiel Waste. He even sent armies across the Aryth Ocean (FY 992), but all contact with these was lost with his death, which set off the War of the Hundred Years. His sign was a golden hawk in flight. SEE ALSO: War of the Hundred Years 

Heart of the Stone: The chamber in the Stone of Tear where Callandor is located. SEE ALSO: Callandor 

Heartstone: An indestructable substance created during the Age of Legends. Any force used in an attempt to break it is absorbed, making heartstone stronger. Another name for cuendillar. 

Hide: A unit of area for measuring land, equal to 100 paces by 100 paces. 

High Lords of Tear: Acting as a council, the High Lords are the rulers of the nation of Tear, which has neither king nor queen. Their numbers are not fixed, and have varied over the years from as many as twelve to as few as six. Not to be confused with the Lords of the Land, who are lesser Tairen lords. 

Horn of Valere: The legendary object of the Great Hunt of the Horn. THe Horn supposedly can call back dead heroes from beyond the grave to fight against the Shadow. 

Hundred Companions, the: One hundred male Aes Sedai, among the most powerful of the Age of Legends, who, led by Lews Therin Telamon, launched the final stroke which ended the War of the Shadow by sealing the Dark One back into his prison. The Dark Ones' counterstroke tainted saiden; the Hundred Companions went mad and began the Breaking of the World. SEE ALSO: Time of Madness; Breaking of the World; True Source; One Power 

Illian: A great port on the Sea of Storms, capital city of the nation of the same name. 

Illuminators, Guild of: A society that holds the secret of making fireworks. It guards this secret very closely, even to murder. The Guild gains its name from the grand displays call Illuminations that it provides for rulers and sometimes for great lords. Lesser fireworks are sold for use by others, but with dire warnings of the disaster that can result from attempting to learn what is inside them. The Guild chapter house is in Tanchico, the capital of Tarabon. The Guild established on other chaper house in Cairhien, but it is no longer active. 

Ishamael: In the Old Tongue, "Betrayer of Hope." One of the Forsaken. Name given to the leader of the Aes Sedai who went over to the Dark One during the War of the Shadow. It is said that even he forgot his true name. SEE ALSO: Forsaken 

Karaethon Cycle, the: SEE Dragon, Prophecies of the 

Laman: A king of Cairhien, of House Damodred, who lost his throne in the Aiel War. SEE ALSO: Aiel War; Avendoraldera 

Lanfear: In the Old Tongue, "Daughter of the Night." One of the Forsaken, perhaps the most powerful next to Ishamael. Unlike the other Forsaken, she chose this name herself. She is said to have been in love with Lews Therin Telamon, and to have hated his wife, Ilyena. SEE ALSO: Dragon, the; Forsaken 

Length, Units of: 10 inches = 1 foot; 3 feet = 1 pace; 2 paces = 1 span; 1000 spans = 1 mile; 4 miles = 1 league. Lews Therin Telamon; Lews Therin Kinslayer: SEE Dragon, the 

Malkier: A nation, once one of the Borderlands, now consumed by the Blight. The sign of Malkier was a golden crane in flight. 

Manetheren: One of the Ten Nations that made the Second Covenant. Also the capital city of that nation. Both city and nation were utterly destroyed in the Trolloc Wars. 

Mayene: City-state on the Sea of Storms that derives its wealth and independence from its knowledge of where to find the oilfish shoals, which rival in economic importance the olive groves of Tear, Illian, and Tarabon. Oilfish and olives provide almost all lamp oil. The current ruler of Mayene is Berelain, the First of Mayene. The rulers of Mayene claim to be descendants of Arthur Hawkwing. The sign of mayene is a golden hawk in flight. 

Morgase: By the Grace of the Light, Queen of Andor, Defender of the Realm, Protector of the People, High Seat of House Trakand. Her sign is three golden keys. The sign of House Trakand is a silver keystone. 

Myrddraal: Creatures of the Dark One, commanders of the Trollocs. Twisted offspring of Trollocs in which the human stock used to create Trollocs has resurfaced, but tainted by the evil that made the Trollocs. They have no eyes, but can see like eagles in light or dark. They have certain powers stemming from the Dark One, including the ability to cause paralyzing fear with a look and the ability to vanish wherever there are shadows. They have few known weaknesses, but one of these is that they are reluctant to cross running water. In different lands they are known by many names, among them Halfman, the Eyeless, Shadowman, Lurk, Fetch, and Fade. 

Niall, Pedron: Lord Captain Commander of the Children of the Light. SEE ALSO: Children of the Light 

Oaths, Three: The oaths taken by an Accepted who is 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 Shadowspawn, or in the last extreme of defense of her own life, or that of her Warder or another Aes Sedai. These oaths were not always required, but various events before and since the Breaking caused them to be necessary. The second oath was first adopted, in reaction to the War of the Powers. The first oath, while held to the letter, is often circumvented by careful speaking. It is believed that the last two are inviolable. 

Ogier: (1) A non-human 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. Their seperation from these stedding after the Breaking of the World (a time called the Exile by Ogier) resulted in what is called the Longing; an Ogier who is too long out of the stedding, sickens and dies. Widely known as wonderous stonemasons who built the great human cities after the Breaking, they consider stonework simply something learned during the Exile and not as important as tending the trees of the stedding, especially the towering Great Trees. Except for stonework, they rarely leave their stedding and typically have little contact with humankind. Knowledge of them among humans is sparse, and many believe Ogier to be only legends. Although believed to be a pacific people and 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 non-human race. SEE ALSO: Breaking of the World; Stedding, Treesinger 

Old Grim: SEE Dark One 

Old Tongue: The language spoken during the Age of Legends. It is generally expected that the nobles and the educated will have learned to speak this, but most know only a few words. 

One Power, the: 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 smaller number have the ability inborn. For these few there is no need to be taught; they will touch the True Source and channel the Power whether they want to or not, perhaps 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. For a woman the death that comes without control of the Power is less horrible, but it is death just the same. Aes Sedai search for girls with the inborn ability as much to save their lives as to increase Aes Sedai numbers, and for men with it in order to stop the terrible things they inevitably do with the Power in their madness. SEE ALSO: Aes Sedai; channel; Five Powers; Time of Madness; True Source. 

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. Their avowed purposes are to discover the truth in disputations and to 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. The Questioners refer to themselves as the Hand of the Light, the Hand that digs out the truth, and at times act as if they were entirely seperate 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. 

Rogosh Eagle-eye: A legendary hero mentioned in a number of old stories. 

Sa'angreal: Any of a numebr of objects that allow an individual to channel much more of the One Power than would otherwise be possible or safe. A sa'angreal is like unto, but much more powerful than, and angreal. The amount of Power that can be wielded with a sa'angreal compares to the amount of the Power that can be handled with an angreal as the Power wielded with the aid of an angreal does to the amount of the Power that can be wielded unaided. Remenants of the Age of Legends, their making is no longer known. Only a handful remain, far fewer than angreal. 

Saidar; Saidin: SEE True Source 

Sea Folk: More properly, the Atha'an Miere, the People of the Sea. Inhabitants of islands in the Aryth Ocean and the Sea of Storms, they spend little time on those islands, living most of their lives on their ships. Most seaborn trade is carried on the Sea Folk's ships. 

Seanchan: (1) Descendants of the armies Arthur Hawkwing sent across the Aryth Ocean. (2) The land from which the Seanchan come. 

Servants, Hall of the: In the Age of Legends, the great meeting hall of the Aes Sedai. 

Shadar Logoth: A city abandoned and shunned since the Trolloc Wars. It is tainted ground, and not a pebble of it is safe. 

Shai'tan: SEE Dark One 

Shayol Ghul: A mountain in the Blasted Lands, site of the Dark One's prison. 

Siuan Sanche: The daughter of a Tairen fisherman, she was, according to Tairen law, put on a ship to Tar Valon before the second sunset after it was discovered that she had the potential to channel. Formerly of the Blue Ajah. Raised to the Amyrlin Seat in 985 NE. 

Soulless: SEE Gray Man 

Spine of the World, the: A towering mountain range, with only a few passes, which seperates the Aiel Waste from the lands to the west. 

Stedding: An Ogier 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 that the True Source exists. Attempts to wield the One Power from outside a stedding have no effect inside a stedding boundary. No Trolloc will enter a stedding unless driven, and even a Myrddraal will do so only at the greatest need and then with the greatest reluctance and distaste. Even Darkfriends, if truely dedicated, feel uncomfortable within a stedding. 

Stilling: The act, performed by Aes Sedai, of shutting off a woman who can channel from the One Power. A woman who has been stilled can sense the True Source, but she cannot touch it. So seldom has it been done that novices are required to learn the names and crimes of all women who have suffered it. 

Stone of Tear: A great fortress in the city of Tear, said to have been made soon after the Breaking of the World, and to have been made using the One Power. It has been besieged or attacked countless times, and never successfully. The Stone is mentioned twice in the Prophecies of the Dragon. Once they say the Stone will never fall until the People of the Dragon come. In another place they say the stone will never fall until the Dragon's hand wields the Sword That Cannot Be Touched, Callandor. Some believe that these prophecies account for the antipathy of the High Lords to the One Power, and for the Tairen law that forbids channeling. Despite this antipathy, the Stone contains a collection of angreal and ter'angreal rivaling that of the White tower, a collection which was gathered, some say, in an attempt to diminish the glare of possessing Callandor. 

Sunday: A feastday and festival in midsummer, widely celebrated in many parts of the world. 

Sung Wood: SEE Treesinger 

Talents: Abilities in the use of the One Power in specific areas. The best known of these, of course, is Healing. Some, such as Traveling, the ability to shift oneself from one place to another without crossing the intervening space, have been lost. Others such as Fortelling (the ability to fortell future events, though only in a general way) are now found only rarely if at all. Another talent long though lost is Dreaming, which involves, among other things, interpreting the Dreamer's dreams to fortell future events in a more specific fashion than Fortelling does. Some dreamers have the ability to enter Tel'aran'rhiod, the World of Dreams, and (it is said) even other people's dreams. The last known Dreamer was Corianin Nedeal, who died in 526 NE. 

Ta'maral'ailen: In the Old Tongue, "Web of Destiny." A great change in the Pattern of an Age, centered around one or more people who are ta'veren. SEE ALSO: Pattern of an Age; Ta'veren 

Tanreall, Artur Paendrag: SEE Hawkwing, Arthur 

Tarmon Gai'don: The Last Battle. SEE ALSO: Dragon, Prophecies of the; Horn of Valere 

Ta'veren: A person around whom the Wheel of Time weaves all surrounding life-threads, perhaps ALL life-threads, to form a Web of Destiny. SEE ALSO: Pattern of an Age 

Tear: 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 SEE Dragon, the 

Tel'aran'rhiod: In the Old Tongue, "The Unseen World," or "The World of Dreams." A world glimpsed in dreams which was believed by the ancients permeate and surround all other possible worlds. Unlike other dreams, what happens to living things in the World of Dreams is real; a wound taken there will still be there upon awakening, and one who dies there does not wake at all. 

Ter'angreal: Any of a number of remenants 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. For example, one makes oaths taken with it binding. Some ter'angreal are used by Aes Sedai, but the original purposes of many others are largely unknown. Some will kill or destroy the ability to channel of any woman who uses them. SEE ALSO: angreal; sa'angreal 

Tigraine: As Daughter-Heir of Andor, she married Taringail Damodred and bore his son Galadedrid. Her disappearance of 972 NE, shortly after her brother Luc vanished in the Blight, led to the struggle in Andor called the Succession, and caused the events in Cairhien that eventually brought on the Aiel War. Her sign was a woman's hand gripping a thorny rose stem with a white blossom. 

Time of Madness: The years after the Dark One's counterstroke tainted the male half of the True Source, when male Aes Sedai went mad and Broke the world. The exact duration of this period is unknown, but it is believed to have lasted nearly one hundred years. It ended completely only with the death of the last male Aes Sedai. SEE ALSO: Hundred Companions; True Source; One Power 

Traveling People: SEE Tuatha'an 

Travels of Jaim Farstrider, The: A very well known book of travel stories and observations by a noted Malkieri writer and traveler. The book was first printed in 968 NE and has been reprinted continuously ever since. Jaim Farstrider disappeared shortly after the Aiel War and is generally believed to be dead. 

Treekillers: An Aiel name for the Cairhienin, always said in tones or horror and disgust. 

Treesinger: An Ogier who has the ability to sing to trees (called "treesong"), either healing them, or helping them to grow and flower, or making things from the wood without damaging the tree. Objects made in this manner are called "sung wood" and are highly prized. Few Ogier remain who are Treesingers; the ability seems to be dying out. 

Trolloc: 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. They are divided into tribe-like bands, among them the Dha'vol, the Ko'bal, and the Dhai'mon. Viscious by nature, they kill for the pure pleasure of killing. Deceitful in the extreme, they cannot be trusted unless coerced by fear. 

Trolloc Wars: A series of wars, beginning about 1000 AB and lasting more than three hundred years, during which Trolloc armies ravaged the world. 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. 

True Source: The driving force of the universe, which drives the Wheel of Time. It is divided into the 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. Since the beginning of the Time of Madness, saidin has been tainted by the Dark One's touch. SEE ALSO: One Power 

Tuatha'an: A wandering folk, also known as the Tinkers and the Wandering People, who live in brightly painted wagons and follow a totally pacifist philosophy called the Way of the Leaf. Things mended by Tinkers are often better than new. They are among the few who can cross the Aiel Waste unmolested, for the Aiel strictly avoid all contact with them. 

Warder: A warrior bonded to an Aes Sedai. The bonding is a thing of the One Power, and by it he gains such gifts as quick healing, the ability to go for 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 refuse to bond any warder at all, while the Green Ajah believe an Aes Sedai may bond as many Warders 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: A series of constantly overlapping wars among constantly shifting alliances, precipitated by the death of Artur Hawkwing and the resulting struggle for his empire. It lasted from FY 994 ro FY 1117. 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 in the wars, and the nations of the present day were formed. SEE ALSO: Hawkwing, Artur 

War of the Second Dragon: The war fought (FY 939-43) against the false Dragon Guaire Amalasan. During this war a young king named Artur Tanreall Paendrag, later known as Artur Hawkwing, rose to overwhelming prominence. 

War of the Shadow: Also known as the War of Power, this war ended the Age of Legends. It began shortly after the attempt to free the Dark One, and soon involved the whole world. In a world where war had been forgotten, even the memory of it, every facet of war was rediscovered, often twisted by the Dark One's touch upon the world, and the One Power was used as a weapon. The war was ended by the resealing of the Dark One in his prison. SEE ALSO: Hundred Companions, the; Dragon, 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 of Time 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 

Wilder: A woman who has learned to channel the One Power on her own, surviving the crisis as only one in four does. 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. 

Wild Hunt: It is believed by many that the Dark One (often called Grim, or Old Grim, in Tear, Illian, Murandy, Altara, and Ghealdan) rides out in the night with the "black dogs," or Darkhounds, hunting souls. This is the Wild Hunt. Rain can keep Darkhounds out of the night, but once they are on the trail, they must be confronted and defeated or the victim's death is inevitable. It is believed that mearly seeing the Wild Hunt pass means imminent death, either for the viewer or for someone dear to the viewer. 

Wisdom: In villages, a woman chosen by the Women's Circle for her knowledge of such things as healing, and fortelling the weather, as well as for common good sense. A position of great responsibility and authority, both actual and implied. She is generally considered the equal of the Mayor, and in some villages his superior. Unlike the Mayor, she is chosen for life, and it is very rare for a Wisdom to be removed from office before her death. Almost traditionally in conflict with the Mayor. Depending on the land, she may have another title, such as Guide, Healer, Wise Woman, Seeker, or Wise One.