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This article is about the concepts and terminology in Robert Jordan's fantasy fiction series The Wheel of Time. See also: Spoiler warning: Plot or ending details follow. One Power The One Power is the energy that maintains the continuous motion of the Wheel of Time. It is separated into two halves: saidin, the male half, and saidar, the female half. It can be seen as a source of magical power, and prolongs the lives of its users many times. It is also called the Source, among other things. Each half of the One Power can be used only by people of the associated sex. Not everyone has the ability to "channel", or access, the Power. Most have only the talent, but a few channelers are also born with 'the spark'--an innate inclination that will lead them, eventually and inevitably, to touch the Source. (Those who do not have the spark can go their entire lives without touching the Power or even realizing they can.) When using the One Power one weaves flows of different elements. The five known elements are Earth, Spirit, Water, Air and Fire. Men are better with Fire and Earth, women with Air and Water. Male channelers are stronger than female ones, but they cannot "link" form a "Circle" of multiple channelers working together; only woman can initiate a Circle. Women can tell when another woman is holding the Source, as a white glow springs up around her, but they cannot tell when a man is channeling. Men feel women holding the Source as a tingling on their skin; they can also sense when another man is holding the Power (though they cannot see it). Male and female channelers also have different "experiences" when using the Power: a woman would describe it as a gentle force requiring patience, guidance, and relaxation, while a man would name it a rough torrent requiring strict control. This essential difference in the "feeling" of the Power means that a woman cannot teach a man to channel, and vice-versa. The current Aes Sedai are the largest organized group of women who wield the One Power. Their headquarters, the White Tower, is on the island city of Tar Valon. Other groups of organized channelers have sprung up, but they have either kept themselves totally secret or been neutralized by the Tower. Aes Sedai refer to any female channeler who is not affiliated with the Tower as a "wilder." In the current age, the Dark One's taint on saidin causes male channelers to inevitably go mad and succumb to a wasting sickness which causes the surfferer to rot alive. The taint came into being at the end of the Age of Legends, when Lews Therin Telamon (the Dragon) re-sealed the Dark One into his prison. The ensuing chaos and destruction caused by the affected men was called The Breaking of the World also known as the Time of Madness. Some Aes Sedai dedicate their lives to hunting down and neutralizing male channelers before they can become troublesome (see the Red Ajah entry further down this page). All men and women who learn to channel on their own come to a point of crisis in which they are in severe danger of dying without training and discipline since the lure of the One Power is consider like ecstasy. Many women who die of mysterious circumstances in their late teenaged years are actually wilders who have failed to cope with their abilities. The women who survive invariably develop mental blocks that help control their channeling at the cost of only being able to channel if the conditions of that block are fulfilled; ie. only being able to channel at the thought of men. Serious and sometimes drastic counselling is often required to overcome this block.
Items of Power
Angreal are items of the One Power which enable the user to draw more of the One Power than they would normally be able to. Angreal also protect the user from drawing enough power to burn themselves out. Sa'angreal are identical to angreal, except that they allow the user to draw more power than even an angreal can handle. At least one sa'angreal, usable only by men, is known to be missing the buffer that prevents the user from burning themselves out - Callandor, the sword which is not a sword. The two most powerful sa'angreal known to man, the Choedan Kal, are in Rand al'Thor's hand, one designed for men which is buried in Cairhein, the other designed for women which is buried Tremalking. These two sa'angreal are able to be used remotely by way of ter'angreal (see below) that are linked to them. Ter'angreal are objects of the power that perform functions. Some ter'angreal do not require the One Power to be used for their activation, such as the spiral ring that Verin gave to Egwene (which she gave to Elayne and Nynaeve), and the twisted red doorframes that lead into the realms of the Aelfinn and Eelfinn (Snakes and Foxes). By studying the twisted ring Elayne was able to devise, and test, a successful theory for creating ter'angreal. The Aes Sedai consider all items of the power to be property of the White Tower, and in general, this is not disputed. The High Lords of Tear, in their fear of anything connected to the Power due to the Prophecies of the Dragon and Callandor, collected a cache of items suspected to use the power that they hid away from the world. The Kin also collected a cache of items, one of which was the Sea Folk's Bowl of Winds that was used to correct the weather in Path of Daggers.
Ji'e'toh Ji'e'toh is the system of honor and dishonor that the Aiel follow. Ji'e'toh determines all interactions in Aiel life; fighting, housing, even intimate relationships and marriage. The term is from the Old Tongue and means, literally, honor and obligation. Ji is honor, and toh is obligation. The greatest ji comes from touching an enemy in battle without killing him. This incurrs a great deal of toh, and the person who is touched usually becomes gai'shain, which in the Old Tongue means "pledged to peace in battle." A gai'shain serves his or her captor for a year and a day, touching no weapon, doing no battle, and wearing only white. A Wise One, blacksmith, child or woman with a child under the age of ten may not be made gai'shain. The least amount of ji comes from killing an enemy, as the Aiel believe that killing is easier than leaving an enemy alive.
Prophecies of the Dragon The Prophecies of the Dragon, sometimes known as the Karaethon Cycle, are a series of Foretellings regarding the rebirth of The Dragon, Lews Therin Telamon. The last known prophecy was made by Elaida do Avrint a'Roihan in the Crown of Swords. In her own words, she foretold The White Tower will be whole again, except for remnants cast out and scorned, whole and stronger than ever. Rand al'Thor will face the Amyrilin Seat and know her anger. The Black Tower will be rent in blood and fire, and sisters will walk its grounds. The Way of the Leaf The Way of the Leaf is a philosophy of nonviolence similar to ahimsa (although probably not applying to animals) that is followed by the Tuatha'an (Tinkers). Ogier Ogier are a race of non-human creatures who have an intense love of knowledge. They are also great warriors and architects who build many of the most impressive structures and cities in the world in such a way that the buildings and stone appear to have been grown like plants. Despite their skill with stoneworking, however, the true passion of the Ogier is forestry; they love the trees of their Stedding, and grew groves near the cities they built to remind them of the Stedding. Although there was a time when Ogier would fight side by side with humans, they are a peaceful and reclusive race who rarely leave their Stedding. While the Ogier still visit larger cities to maintain their ancient stonework, the more remote areas have relegated them to myth and legend. Ogier live in the various Stedding around the world that they have found since the Breaking. Ogier stand about 10 feet tall (described as half again as tall as a man). They have broad noses, wide mouths, and long tufted ears. Ogier are also (compared to humans) very long lived. Thus, Loial, a prominent character in The Wheel of Time, is 90 years old and (often humorously) thought of as only a "young boy."
Trollocs Trollocs are creatures of the Dark One, which look like corrupted animals with some human features, which makes them all the more frightening to humans. They were bred by Aginor, one of the Forsaken who was a biologist. They are larger and much stronger than humans, and are almost impossible to keep in check. The Trollocs wield scythe-like swords.
Myrddraal Myrddraal are born of Trolloc parents but have predominantly human features. They are tall and pale, and have no eyes. Their ability to bring fear to those they look at makes them ideal to lead groups of Trollocs (often in a "Fist" of 100-200). A Myrddraal will sometimes "link" with the Trollocs it controls, giving it even greater influence over them. This comes at a cost - killing a Myrddraal will instantly kill all the Trollocs which are linked to it. Myrrdraal often wield swords forged in Thakan'dar which carry the taint of the Dark One. Injuries done with a Thakan'dar-forged blade are almost entirely unhealable and fatal. Myrddraal are able to move between, or disappear into, shadows, they are reluctant to cross running water and mirrors only reflect a misty image of them. Aginor (one of the Forsaken) theorized that a Myrdraal's ability to disappear into shadow meant that it is "slightly out of phase with time and reality." This would seem to indicate some sort of temporal/spatial displacement or multi-dimensionality for the Myrddraal. Myrddraal are known by many names: - Halfmen
- the Eyeless
- Shadowmen
- Lurk
- Fetch
- Fade
Darkhounds Darkhounds are a race of Shadowspawn used by the Dark Lord Ba'alzamon (Shai'tan). They are about the size of a small horse and look vaguely like a dog. Darkhounds typically run in packs of ten to twelve, though a pack may be as large as fifty hounds. The saliva of a darkhound is an acid that causes bruising and burns which spread quickly, and a few drops are enough to kill a person. The darkhounds (or at least a sub-species Rand al'Thor fights at Rhuidean) are seemingly solid but if they are chopped into bits the parts liquify, pool, and reform into the darkhound once again. The darkhound leaves no tracks on dirt, grass or snow; but if it steps on stone it leaves footprints. Masuri, a Brown Aes Sedai, has researched Darkhounds and claims to have crossed the paths of seven different packs. She says that the number of packs in existence is in dispute, with some sources saying only seven packs exist, while others claim nine, thirteen, or more. Some ancient sources even state that at the time of the Trolloc Wars, there were "a hundred packs" and "in numbers like unto the nightmare of Mankind." See Crossroads of Twilight for a more detailed discussion.
Gholams The gholam is another creation of Aginor. Only six, three male and three female, were ever created, and only one is known to survived the Breaking (preserved in a stasis box). Gholam are among the Shadow's most deadly creatures. Gholam are extremely physically strong and can shrug off all but the most serious wounds or attacks; one was stabbed and did not bleed. Gholam have no bones and can slip through the tiniest cracks. Finally, as their only purpose is to kill channelers, they were made completely immune to the One Power. (This may have contributed to their rarity: should these creatures have turned against the Forsaken, there would have been no stopping them.) Only one thing has been known to seriously injure them: a foxhead medallion, currently in the posession of Matrim Cauthon. Gholam need to feed occasionally on blood to stay alive. They prefer human, but any will do.
Draghkar Draghkar are a flying creature of the Dark. They 'sing' to their prey to lure them in. Once caught, the Draghkar sucks the soul out of its victim.
Societies Aes Sedai The Aes Sedai (pronounced "ISE seh-DYE") are an ancient organization of humans that can channel the One Power. All Aes Sedai have been female since the time of the Breaking of the World, where all male channelers were doomed to go mad. Distrust of Aes Sedai is widespread because they often manipulate world affairs to their own purpose. Even so, almost every ruler has an Aes Sedai advisor, even if they won't admit it publicly. This is mainly because of the First Oath and their access to knowledge not found elsewhere. Those Aes Sedai not in the field reside in Tar Valon, specifically in the White Tower, with the rest of the island-city there to support them. Women from all over the world come to the White Tower to learn to channel, though of late these hopefuls have become fewer in number and weaker in the Power. The Aes Sedai organize themselves into seven Ajahs, not counting the hidden Black Ajah. Each Ajah has a core political or rational belief which drives its members' actions, and some concern themselves with focused use of the One Power, such as Healing. Once a woman has been raised as Aes Sedai she will choose her Ajah based on her beliefs. An Ajah must be petitioned by the newly-raised Aes Sedai for membership. The Aes Sedai bind themselves to three oaths using a ter'angreal known as the "Oath Rod." This ter'angreal makes it impossible to violate the oath given while holding it and channeling into it. The Three Oaths are - To speak no word that is not true
- To make no weapon with which one man may kill another
- Never to use the One Power as a weapon except against Shadowspawn, or in the defence of her own life, or that of her Warder or another Aes Sedai.
Although these Oaths are held to the letter, the first one may be circumvented by careful speaking (like non-denial denial). It is often said that "The truth an Aes Sedai speaks may not be the truth you think you hear." Spoiler warning: Plot or ending details follow. The last two Oaths are believed to be inviolable, but an Aes Sedai may choose to deliberately put herself in danger, such as going in the thick of battle to be able to use the One Power in that battle. In addition, a stilled Aes Sedai (even one whose powers are later restored) is not bound by the Oaths, and the Oath Rod itself can be used to 'unswear' any Oaths taken on it. This makes sense, as historical evidence indicates that the Oath Rod was used during the Age of Legends to control criminals. The Rod in the White Tower's possession may not be the only extant version.
The Amyrlin Seat The leader of the Aes Sedai is known as the Amyrlin Seat, The Watcher of the Seals, The Flame of Tar Valon. She is of all Ajahs and none, and is elected for life by the Hall of the Tower. She wears a stole striped in the colours of the seven Ajahs as a symbol of her office, and her throne (the Amyrlin Seat) is striped also. The Amyrlin's authority over the Aes Sedai is theoretically absolute, but in practice she must take the wishes of the Hall into account, as it has the power to depose her should the need arise. At time of writing, there are two women claiming the title of Amyrlin Seat: Elaida do'Avinry a'Roihan, formerly of the Red Ajah, in the White Tower; and Egwene al'Vere, who was an Accepted, with the Salidar rebels.
The Keeper of the Chronicles Second only to the Amyrlin in power, the Keeper ensures the Amyrlin's orders are carried out, and receives the reports sent to the Amyrlin. She holds office as long as the Amyrlin does. Depending on the Amyrlin, this can be a very powerful post. The Keeper wears a stole in the color of the Ajah from which she is raised, though she is not considered a member of that Ajah during her term of office. It is usual, though not obligatory, for the Keeper to be from the same Ajah as the Amyrlin Seat.
The Hall of the Tower The Hall of the Tower is the legislative body of the Aes Sedai. It governs the day-to-day activities of the White Tower and acts as a judiciary body for the Aes Sedai. It is comprised of three Aes Sedai elected from each Ajah, known as Sitters (as in "a Sitter for the Blue"). The Hall elects new Amyrlins, and may depose them also, though this is extremely rare. The Hall is less powerful than the Amyrlin, though her degree of control over them may depend on the dynamics between herself and the Sitters. There are currently two rival Halls of the Tower, one in the White Tower, and one with the rebels. The Tower Hall has no Blue Sitters, and the rebels' Hall no Red ones.
Blue Ajah Members of the Blue Ajah focus their energy on championing worthy causes and promoting justice. They are skilled in political maneuvering and are good at administration. With Siuan Sanche's deposition and Elaida do'Avinry a'Roihan's ascension to the Seat, the Blue Ajah were banned from the tower, and the blue stripe removed fron the Amyrlin's shawl.
Red Ajah Members of the Red Ajah are best known for their disliking of men. "...Red, who despises [men] as though every one of them were responsible for the Breaking." (III, p271) They are self-reliant and do not depend on a Warder for protection. In fact, the Ajah steadfastly refuses to bond any Warders at all. The largest of the Ajahs, their mission is to hunt down and 'gentle' (sever) any and all men found with the ability to channel. This leads to a lot of miserable and dying men. The current Amyrlin in the Tower, Elaida do'Avinry a'Roihan, was a Red before being raised to Amyrlin.
Green Ajah During the Trolloc Wars and the Breaking of the World, the Green Ajah fought amongst the ranks of the armies at all times; they call themselves the Battle Ajah. Their main purpose now is to wait for the Trollocs to return south once more with the coming of the Last Battle as spoken in the Prophecies of the Dragon. They are Tar Valon's equivalent and counter to Dreadlords. Greens often have more than one Warder for protection, and are said to have a great "love for men". They are also the only Ajah known to sometimes marry their Warders, though this is still extremely rare. The leader of the Green is known as the Captain-General.
Brown Ajah Members of the Brown Ajah spend much of their time and energy in the pursuit of knowledge. They are very learned in myth and lore, and in the Prophecies of the Dragon. Browns are stereotypically cursed with short attention spans and are seen as clumsy and somewhat disorganized, which some Browns (such as Verin Mathwin) have used to their advantage.
Yellow Ajah Members of the Yellow Ajah are dedicated to both the study and practice of healing with the One Power. Members of this Ajah are the most talented healers among the Aes Sedai. Little else is known of them, besides the fact that they have the weakest eyes-and-ears network (the Blue has the strongest). The head of the Yellows is known as the First Weaver.
White Ajah Members of the White Ajah focus on deciphering the truth of the matter with implacable logic. They are also said to have no time in their lives for any passion whatsoever - this includes having a Warder by their side, though the Ajah does not strictly forbid the bonding as the Red does. Given this, it is no surprise that the White Ajah is the smallest of the Ajahs. The White's network of informants is generally known to be rather weak, especially in comparison to the eyes and ears of the Blue and Green Ajahs. The leader of the White Ajah is the First Reasoner. (For the record, it was the Whites who first linked the decreasing number of novitiate female channelers with the Reds' gentling activities.)
Grey Ajah Members of the Grey Ajah seek harmony and agreement. As a result, they make very skilled mediators. Little else is known of them, but it is implied that, like the Blue, they are active in politics, which would be useful for their position and goals. The head of the Gray is titled Head Clerk.
Black Ajah The Black Ajah, a group which serves the Dark One, is denied as rumor and lie throughout the White Tower. Aes Sedai themselves did not believe of its existence until thirteen Aes Sedai killed several of their Sisters and made off with a number of ter'angreal related to Tel'aran'rhiod, the World of Dreams, but in recent days a number of efforts have sprung up to uncover them. The Black Ajah is not counted among the seven Ajahs and is not used in depictions such as the Amyrlin's Striped Stole. The Black have managed to free itself from the Three Oaths, as its members are free to lie and to kill using the Power. The Children of the Light believe that the Black Ajah is a facade behind which Aes Sedai hide. As Whitecloaks see it, all Aes Sedai serve the Dark One.
Warders Warders are protectors and servants of Aes Sedai. Aes Sedai bond Warders using a special weave of the One Power. They are also known as gaidin ("guy-DEEN"), "brothers to battle" in the Old Tongue, and occasionally use this as an honorific (Lan Gaidin, Coulin Gaidin). Among the abilities granted to Warders by their bond are increased endurance and healing abilities, able to sense nearby Shadowspawn, and a constant awareness of the location and condition of their Aes Sedai. All Warders are highly trained warriors, and many are skilled trackers as well. Warders wear special cloaks made of fancloth, which can only be produced by a ter'angreal. The cloaks blend and shift colors as they move, and provide the Warders with camouflage in almost any environment. If a Warder dies, his Aes Sedai feels the death as it happens, and generally suffers intense depression. Warders whose Aes Sedai die almost invariably die too, as they lose all will to live.
Aiel The Aiel (pronounced "eye-EEL") inhabit an arid, treeless region on the East side of the Spine of the World which they refer to as the Three-fold Land, and which is known to "wetlanders" as the Aiel Waste. They are generally pale-skinned, with red or blond hair and blue eyes. They are deadly warriors, and follow a system of honor and obligation called ji'e'toh. Parallels have been drawn between them and Frank Herbert's Fremen. See this article for more information.
Atha'an Miere The Sea Folk make up a nation based on islands far to the south of the main continent of the story. They spend almost all of their lives on their sailing ships, which are the best in the world. They do this because during the Breaking of the World, their people survived by staying aboard ships while the world was torn apart. They are known for their secrecy and disdain toward those who live on land.
Asha'man Asha'man, Guardian in the Old Tongue, are men who can channel the One Power. They have been recruited, at Rand al'Thor's direction, by Mazrim Taim, to be Rand's army at Tarmon Gai'don. Asha'man, like Aes Sedai, identify their status by title. Asha'man have used the Warder bond to control captive Aes Sedai using Compulsion. - Soldiers, the trainees, are identified by no rank pins, only their black coats
- Dedicated, the officers, are identified by a pin of a silver sword
- Asha'man, the masters, are identified by a pin of a golden dragon
- M'hael, leader. This title is taken by Mazrim Taim. Variations have been given to other Asha'man for titles such as "Battle Leader."
The Asha'man reside in the Black Tower, located in Andor, named in contrast to the White tower of the Aes Sedai (though not actually a tower, but rather, a substantial village).
Children of the Light Children of the Light, or Whitecloaks as they are commonly known, are religious zealots. They blame the Breaking of the World on the Aes Sedai and believe that the One Power is a tool of the Dark One. All Aes Sedai, and any who associate with them or who have trained in the White Tower, must therefore be Darkfriends. The Children of the Light wear white cloaks with a bright gold sunburst. The battle armour is silver with a gold sunburst and conical caps.
The Hand of Light The Hand of Light, also know as Questioners are a faction of the Children of the Light denoted on their cloaks by a red shepherd's crook. The Questioners are known for their somewhat... questionable ability to find Darkfriends anywhere and everywhere, even in the most unlikely places. The Hand of Light will use any means necessary to gain the confession(s) they want, including (but not limited to) various forms of torture.
Darkfriends Darkfriends are normal folk who have secretly pledged themselves to the Dark One. The Black Ajah is the subset of Darkfriends who are also Aes Sedai.
The Kin The Kin are a secret group of female channelers hiding from the White Tower. They offered a safe haven for others who had been put out of the Tower due to their failure to measure up to the Tower's standards. Their history dates back to the Trolloc Wars, more than two thousand years ago (circa 1000-1350 AB) where the first group of women upon fearing to return home in the midst of the wars, fled to Barashta (near present-day site of Ebou Dar), as far from the fighting as was possible to go at that time. The members of the Kin, calling themselves Kinswomen, accepts runaways, as well. They made great efforts to keep these girls from learning anything about the Kin until they were sure that Aes Sedai would not swoop down and retake them. After all, everyone knew that runaways were always caught sooner or later, and the Kin knew that unless they held themselves secret, they themsevlves would be punished severely. Unknown to the Kin, Aes Sedai in the Towers were aware of their existence almost from the very first, but prosecution of the wars left no time for dealing with them. By the end of the wars, the Tower realised that it might not be in their best interests to snuff out the Kin. Prior to that time, a majority of runaways actually had managed to escape, whatever the Tower's propaganda, but once the Kin began helping them, the Tower knew exactly where any runaway was heading, and they began retaking nine out of ten. Thus, the Kin became the Tower's unconventional trap for runaways, and the Tower decided to leave them alone and to keep the Kin's very existence a secret known only to full Aes Sedai. The Kin do not have laws, but rather rules based in part on the rules of novices and Accepted in the White Tower, and in part on the necessity of maintaning secrecy. As might be expected given the origins of the Kin, they maintain their rules very firmly on all their members. Recent open contacts between Aes Sedai and Kinswomen, while known only to a handful of sisters, have produced a number of shocks, including the facts that there are twice as many Kinswomen as Aes Sedai and that some are more than a hundered years older than any Aes Sedai has lived since before the Trollocs Wars. The effect of these revelations, both on Aes Sedai and on Kinswomen, is as yet as a matter for speculation.
The Knitting Circle The Knitting Circle is the group which leads the Kin. Since no member of the Kin has ever known how Aes Sedai arrange their own hierarchy--knowledge passed on only when an Accepted has passed her test for the shawl--they put no store in strength in Power but give great weight to age, with the older woman always standing above the younger. The Knitting Circle (a title chosen, like the Kin, for its innocuity) thus consists of the thirteen oldest Kinswomen resident in Ebou Dar, with the oldest given the title of the Eldest. By the rules, all will have to step down when it is time for them to move on, but so long as they are resident in Ebou Dar, they have supreme authority over the Kin, to a degree that any Amyrlin Seat would envy.
Seanchan The Seanchan ("SHAN-chen") are the descendants of Artur Hawkwing and the armies he sent across the Aryth Ocean. The Seanchan have returned after hundreds of years to reclaim the land that was stolen by 'oathbreakers,' rulers who claimed lands after Artur Hawkwing died. The Seanchan believe that any women who can channel (marath'damane - "those who must be leashed") are dangerous and must be captured and controlled. Damane, "leashed ones," are controlled by using a ter'angreal called an a'dam, a silver collar and silver bracelet connected by a leash. The a'dam gives the sul'dam ("leash holder") the ability to direct the damane's channeling as well as deal reward or punishment. Damane are treated as animals and property, a weapon in the hands of their sul'dam, to be used and abused as the sul'dam sees fit; Seanchan are quite good at propaganda and psychological subversion, and those in their service tend to embrace their slavery. The Seanchan as a whole remain unaware that sul'dam are women who can channel but do not have the spark.
Tuatha'an Also known as Traveling People or Tinkers (see Irish Traveller) The Tuatha'an are a wandering people that live in wagons like Gypsies. They follow the pacifist Way of the Leaf and will not attack or kill, or even touch a weapon. They are some of the few people allowed in the Waste by the Aiel, although the Aiel avoid them. The Aiel share the same ancestors as the Tuatha'an, but forsook the Way of the Leaf and took up the spear, as the Tuatha'an gave up the mission entrusted to them by the Aes Sedai. The most violent thing about the Tuatha'an are their colours. Their wagons are painted in the brightest colours—yellow, green, blue, red. Yet the colours of their clothing are even brighter. The Tuatha'an are continually in search of a Song that their ancestors knew, but that is now forgotten.
Old Tongue The language that was used in the Age of Legends. See also here. |