Page 73 of The Dragon Reborn


  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.

  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. Occasionally confused with the Forsaken by the less well educated.

  Dreamer: See Talents.

  Elaida (eh-LY-da): An Aes Sedai of the Red Ajah. Former advisor to Queen Morgase of Andor. She sometimes has the Foretelling.

  Elayne of House Trakand (trah-KAND): Queen Morgase’s daughter, the Daughter-Heir to the throne of Andor. Now in training to be Aes Sedai. Her sign is a golden lily.

  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.

  Fetches: See Myrddraal.

  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 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. 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 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 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 (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.

  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.

  Game of Houses, the: See Daes Dae’mar.

  Gaul (GAHWL): An Aiel of the Imran sept of the Shaarad, a Shae’en M’taal, a Stone Dog.

  Gawyn (GAH-wihn) of House Trakand (trah-KAND): Queen Morgase’s son, and Elayne’s brother, who will be First Prince of the Sword when Elayne ascends to the throne. 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, 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.

  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. 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 the Accepted among the Aes Sedai.

  Grim, Old: See Dark One; Wild Hunt.

  Halfman: See Myrddraal.

  Hawkwing, Artur: A legendary king (ruled FY 943–94) 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.

  Heart of the Stone: See Callandor.

  heartstone: An indestructible 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 twenty to as few as six. Not to be confused with the Lords of the Land, who are lesser Tairen lords.

  Hopper: A wolf.

  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.

  Illian (IHL-lee-an): 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, called 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 one other chapter house in Cairhien, but it is no longer active.

  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.

  Laman (LAY-mahn): A king of Cairhien, of House Damodred, who lost his throne in the Aiel War. See also Aiel War; Avendoraldera.

  Lan (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.

  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, and to have hated his wife, Ilyena. 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.

  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.

  Liandrin (lee-AHN-drihn): An Aes Sedai formerly of the Red Ajah, from Tarabon. Now known to be of the Black Ajah.

  Light, Children of the: See Children of the Light.

  Loial (LOY-ahl) son of Arent son of Halan: An Ogier from Stedding Shangtai.

  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. Also the capital city of that nation. Both city and nation were utterly destroyed in the Trolloc Wars.

  Masema (mah-SEE-mah): A Shienaran soldier who hates Aiel.

  Mayene (may-EHN): City-state on the Sea of Storms that derives its wealth and its independence from 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 nearly all lamp oil. The current ruler of Mayene is Berelain, the First of Mayene. The Rulers of Mayene claim to be descendants of Artur Hawkwing. The sign of Mayene is a golden hawk in flight.

  Merrilin, Thom (MER-rih-lihn, TOM): A gleeman, and once the lover of Queen Morgase.

  mile: See length, units of.

  Min (MIN): A young woman with the ability to read things about people in the auras and images she sometimes sees surrounding them.

  Moiraine (mwah-RAIN): An Aes Sedai of the Blue Ajah. Born in House Damodred, though not in line of succession to the throne, she was raised in the Royal Palace in Cairhien.

  Morgase (moor-GAYZ): 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 (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. 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.

  Nedeal, Corianin: See Talents.

  Niall, Pedron (NEYE-awl, PAY-drohn): 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 the first adopted, in reaction to the War of the Power. 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 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 separation 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 wondrous 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 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 lifespan 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 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 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 Aes Sedai; channel; Five Powers; Time of Madness; True Source.

  Ordeith (OHR-deeth): In the Old Tongue, “Wormwood.” Name taken by a man who advises the Lord Captain Commander of the Children of the Light.

  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, the.

  Question
ers, the: An order within the Children of the Light. Their 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. 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.

  Red Shields: See Aiel warrior societies.

  Rhuarc (RHOURK): An Aiel, clan chief of the Taardad Aiel.

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

  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, their making is no longer known. 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 (ah-thah-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.