The Wheel of Time
Page 205
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 female blood relation of the queen.
Daughter of the Night: See Lanfear.
Dome of Truth: Great audience hall of the Children of the Light, located in Amador (AH-mah-door), the capital of Amadicia (AH-mah-DEE-cee-ah). There is a King of Amadicia, but the Children rule in all but name. See also Children of the Light.
Do Miere A’vron (DOH me-EHR a-VRAWN): See Watchers Over the Waves.
Domon, Bayle (DOH-mon, BAIL): The captain of the Spray, who collects old things.
Draghkar (DRAGH-kahr): A creature of the Dark One, made originally by twisting human stock. A Draghkar appears to be a large man with bat-like wings, whose skin is too pale and whose eyes are too large. The Draghkar’s song can draw its prey to it, suppressing the victim’s will. There is a saying: “The kiss of the Draghkar is death.” It does not bite, but its kiss will consume first the soul of its victim, and then its life.
Dragon, false: Occasionally men claim to be the Dragon Reborn, and sometimes one of them gains following enough to require an army to put it down. Some have begun wars that involved many nations. Over the centuries most of these 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 (335–36AB), 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 seldom spoken of, the Prophecies, given in The Karaethon Cycle, foretell 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 born again at mankind’s greatest hour of need to save the world. This is not something people look forward to, both because the Prophecies say the Dragon Reborn will bring a new Breaking to 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.
Dragon’s Fang, the: A stylized mark in the shape of a teardrop balanced on its point. Scrawled on a door or a house, it is an accusation of evil against the people inside, or an attempt to bring the Dark One’s attention, and thus harm, to them.
Dreadlords: Those men and women who, able to channel the One Power, went over to the Shadow during the Trolloc Wars, acting as commanders of the Trolloc forces.
Elaida (eh-LY-da): An Aes Sedai of the Red Ajah who advises Queen Morgase of Andor. She sometimes has the Foretelling. See also Foretelling.
Elayne (ee-LAIN): Queen Morgase’s daughter, the Daughter-Heir to the Throne of Andor. Her sign is a golden lily.
Fain, Padan (FAIN, PAHD-ahn): A man imprisoned as a Darkfriend in Fal Dara keep.
Far Dareis Mai (FAHR DAH-rize MY): 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.
Five Powers, the: There are threads to the One Power, and each person 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, 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 lesser strength in the others. Some few may have great strength with three, but since the Age of Legends no one has had great strength with all five. Even then this was extremely rare. The degree of strength can vary greatly between individuals, so that some who can channel are much stronger than others. Performing certain acts with the One Power requires ability 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 Water and Spirit. While Spirit was found equally in men and in 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 Aes Sedai: “There is no rock so strong that water and wind cannot wear it away, no fire so fierce that water cannot quench it or wind snuff it out.” It should be noted this saying came into use long after the last male Aes Sedai was dead. Any equivalent saying among male Aes Sedai is long lost.
Flame of Tar Valon: The 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 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 are still used to frighten children.
Gaidin (GYE-deen): Literally, “Brother to Battles.” A title used by Aes Sedai for the Warders. See also Warder.
Galad (gah-LAHD): See Damodred, Lord Galadedrid.
Galldrian su Riatin Rie (GAHL-dree-ahn soo REYE-ah-tin REE): Literally, Galldrian of House Riatin, King. King of Cairhien. See also Cairhien.
Game of Houses, the: See Daes Dae’mar.
Gawyn (GAH-wihn): Queen Morgase’s son, and Elayne’s brother. His sign is a white boar.
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, they perform mainly in the villages and smaller towns.
Goaban (GO-ah-banh): One of the nations wrung from Artur Hawkwing’s empire during the War of the Hundred Years. It weakened, and faded away approximately 500 NE. See also Artur Hawkwing; War of the Hundred Years.
Great Blight, the: A region in the far north, entirely corrupted by the Dark One. A haunt of Trollocs, Myrddraal, 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.
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 the Accepted among the Aes Sedai.
Hailene (heye-LEE-neh): In the Old Tongue, “Those Who Come Before,” or “Forerunners.”
Halfman: See Myrddraal.
Hardan: One of the nations wrung from Artur Hawkwing’s empire, now long forgotten. It lay between Cairhien and Shienar.
Hawkwing, Artur: A legendary king (ruled FY 943–994) who united all the lands west of the Spine of the World. He even sent armies across the Aryth Ocean (FY 992), but all 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.
heartstone: An indestructible substance created during the Age of Legends. Any force used in an attempt to break it is absorbed, making heartstone stronger. See also cuendillar.
hide: A unit of area for measuring land, equal to 100 paces by 100 paces.
Horn of Valere (vah-LEER): The legendary object of the Great Hunt of the Horn. The Horn supposedly can call back dead heroes from 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 that ended the War of the Shadow by sealing the Dark One back into his prison. The Dark One’s counterstroke tainted saidin; 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.
Hurin (HEW-rhin): A Shienaran who has the ability to smell where violence has been done, and to follow the scent of those who did it. Called a “sniffer,” he serves the King’s justice in Fal Dara, in Shienar.
Illian (IHL-lee-ahn): A great port on the Sea of Storms, capital city of the nation of the same name.
Ingtar, Lord, of House Shinowa (IHNG-tahr); (shih-NOH-wah): A Shienaran warrior. His sign is the Gray Owl.
Ishamael (ih-SHAH-may-EHL): 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 in the War of the Shadow. It is said that even he forgot his true name. See also Forsaken.
Karaethon Cycle, The (ka-REE-ah-thon): See Dragon, Prophecies of the.
kith: Close friends and acquaintances.
Laman (LAY-mahn): A king of Cairhien, of House Damodred, who lost his throne and life in the Aiel War.
Lan; al’Lan Mandragoran (AHL-LAN man-DRAG-or-an): A Warder, bonded to Moiraine. Uncrowned King of Malkier, Dai Shan, and the last surviving Malkieri lord. See also Warder; Moiraine; Malkier; Dai Shan.
Lanfear (LAN-fear): 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. See also Forsaken; Dragon, the.
league: See Length, units of.
Leane (lee-AHN-eh): An Aes Sedai of the Blue Ajah, and Keeper of the Chronicles. See also Ajah; Chronicles, Keeper of the.
Leashed Ones: See damane.
Length, units of: 10 inches = 3 hands = 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.
Liandrin (lee-AHN-drihn): An Aes Sedai of the Red Ajah, from Tarabon.
Logain (loh-GAYN): A false Dragon, gentled by the Aes Sedai.
Loial (LOY-ahl): An Ogier from Stedding Shangtai.
Luc; Lord Luc of House Mantear (LUKE; MAN-tee-ahr): Tigraine’s brother. His disappearance in the Great Blight (971 NE) is believed to be connected to Tigraine’s later disappearance. His sign was an acorn.
Luthair: See Mondwin, Luthair Paendrag.
Malkier (mahl-KEER): A nation, once one of the Borderlands, now consumed by the Blight. The sign of Malkier was a golden crane in flight.
Manetheren (mahn-EHTH-ehr-ehn): One of the Ten Nations that made the Second Covenant, and also the capital city of that nation. Both city and nation were utterly destroyed in the Trolloc Wars.
marath’damane (MAH-rahth’dah-MAHN-ee): In the Old Tongue, “Those Who Must Be Leashed.” Term used by the Seanchan for women who can channel, but who have not yet been captured and collared. See also damane; a’dam; Seanchan.
Masema (mah-SEE-mah): A Shienaran soldier who hates Aiel.
mashiara (mah-shee-AH-rah): In the Old Tongue, “beloved,” but meaning a love that is lost beyond redeeming.
Merrilin, Thom (MER-rih-lihn, TOM): A gleeman.
mile: See Length, units of.
Min (MIN): A young woman with the ability to read the auras she sometimes sees surrounding people.
Moiraine (mwah-RAIN): An Aes Sedai of the Blue Ajah.
Mondwin, Luthair Paendrag (LEW-thair PAY-ehn-DRAG MON-dwihn): Son of Artur Hawkwing, he commanded the armies Hawkwing sent across the Aryth Ocean. His banner was a golden, spread-winged hawk clutching lightning bolts. See also Hawkwing, Artur.
Mordeth (MOOR-death): Councilor who turned the city of Aridhol to use Darkfriends’ ways against the Darkfriends, thus bringing its destruction and earning it a new name, Shadar Logoth (“Where the Shadow Waits”). Only one thing survives in Shadar Logoth beside the hate that killed it, and that is Mordeth himself, bound in the ruins for two thousand years, waiting for someone to come whose soul he can consume and so take on new flesh.
Morgase (moor-GAYZ): Queen of Andor, High Seat of House Trakand (TRAHK-ahnd).
Myrddraal (MUHRD-draal): Creatures of the Dark One, commanders of the Trollocs. Twisted offspring of Trollocs in which the human stock used to create the Trollocs has resurfaced, but tainted by the evil that made the Trollocs. Physically they are like men except 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. One of their few known weaknesses is that they are reluctant to cross running water. In different lands they are known by many names, among them Halfmen, the Eyeless, Shadowmen, Lurks, and Fades.
Niall, Pedron (NEYE-awl, PAY-drohn): Lord Captain Commander of the Children of the Light. See also Children of the Light.
Nisura, Lady (nih-SOO-rah): A Shienaran noblewoman, and one of the Lady Amalisa’s attendants.
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 tinier 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 channel; 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.
Powers, the Five: See Five Powers.
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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 by torture; their normal attitude 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 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.
Ragan (rah-GAHN): A Shienaran warrior.
Red Shields: See Aiel warrior societies.
Renna (REEN-nah): A Seanchan woman; a sul’dam. See also Seanchan; sul’dam.
Rhyagelle (rheye-ah-GEHL): In the Old Tongue, “Those Who Come Home,” or “Homecomers.”
sa’angreal (SAH-ahn-GREE-ahl): Any one of a number 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, an angreal. The amount of the 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 handled unaided. Remnants of the Age of Legends, the means of making sa’angreal is no longer known. Only a handful remain, far fewer even than angreal.
saidar (sah-ih-DAHR): saidin (sah-ih-DEEN): See True Source.
Saldaea (sahl-DAY-ee-ah): One of the Borderlands.
Sanche, Siuan (SAHN-chay, swahn): An Aes Sedai formerly of the Blue Ajah. Raised to the Amyrlin Seat 988 NE. The Amyrlin Seat is of all Ajahs, and of none.
Sea Folk: More properly, the Atha’an Miere (a-tha-AHN mee-AIR), the People of the Sea. Inhabitants of islands in the Aryth (AH-rihth) Ocean and the Sea of Storms, they spend little time on those islands, living most of their lives on their ships. Most seaborne trade is carried by the Sea Folk’s ships.