Concepts in the Wheel of Time series
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This article is about the concepts and terminology in Robert Jordan's fantasy fiction series The Wheel of Time.
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One Power
See main article: One Power
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 himself 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 on 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 a'dam 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 the Winds that was used to correct the weather in The Path of Daggers.
Cuendillar
Pronounced CWAIN-de-yar, cuendillar is also known as heartstone, and is an indestructible substance created during the Age of Legends. It absorbs any force attempting to break it and becomes stronger itself. Cuendillar is the material used to make the seals to the Dark One's prison, and a number of other artifacts are made of it. Egwene was able to reconstruct the weave for making cuendillar from iron.
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 incurs 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, woman with a child, or 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, also known as the Karaethon Cycle, are a series of Foretellings regarding the rebirth of The Dragon, Lews Therin Telamon. Originally Foretold in the Old Tongue during and immediately after the Breaking of the World, there is a variety of translations. However, most of these are very controversial.
The Prophecies include some rather specific events, such as taking the Stone of Tear and drawing Callandor, and also some circumspect ones, such as being "marked the heron."
The Seanchan version of the Karaethon Cycle include a prophecy that the Dragon will kneel before the Crystal Throne, which Ishamael had changed from the Randland' Prophecies, which states that he will bind the Nine Moons.
The Way of the Leaf
The Way of the Leaf is a philosophy of nonviolence and acceptance of what may happen in life. The belief is similar in some ways to ahimsa. The Way of the Leaf applies to all living things, including that its adherents not put up a fight in defense of their lives, kill animals for food, or even touch weapons of war.
The original followers of the Way of the Leaf in the Age of Legends were known as the Da'Shain Aiel. During the breaking and shortly thereafter, they were referred to as the Jenn Aiel. In the current time period, only the Tuatha'an (Tinkers) follow the Way of the Leaf.
Races
The Wheel of Time has a variety of sentient non-human races and species, some benevolent, some malevolent, and some entirely alien in their motivations.
Ogier
Ogier are a race of non-human creatures who have an intense love of knowledge. They are also great architects and stonemasons, responsible for many of the most impressive structures and cities of the world. Ogier stonework is known for its organic nature, often appearing to have been grown like plants. Their first love, however, is forestry; they love the trees of their stedding, and grew groves near the cities they built to remind them of their home. Even their written language resembles growing leaves and vines.
Ogier stand about 10 feet tall ("half again as tall as a man"). They have broad noses, wide mouths, and long tufted ears. Ogier are also very long lived compared to humans: Loial, a prominent supporting character, is considered by his elders the impetuous and irresponsible equivalent of a 15-year-old human teenager, despite being 90 years old!
Ogier from the mainland 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. Their society emphasizes rationality and slow, thorough debate; they deplore haste and abhor violence. However, when roused to anger they make unflinching, steadfast warriors; the common saying "To anger the Ogier and bring mountains down on your head" suggests the difficulty of provoking an Ogier--and also the danger.
Ogier live in the stedding, small enclaves of exceptional botanical growth. After the Breaking of the World, the Ogier were forced out of their stedding and wandered the land for many years, seeking new ones; as a result, the entire race was instilled with the Longing; any Ogier who venture away from the stedding for too long will die. The stedding also have the unique property of insulating anyone inside them from the One Power, and during the Breaking, some male Aes Sedai sought refuge there from the Dark One's taint. Historians argue about whether this prolonged the Breaking or diluted it (not coincidentally, those who hold the former view tend to be of the Red Ajah).
Ogier also live in the Seanchan Empire far across the Aryth Ocean; very little is known of Seanchan society or how the Ogier function within it, except that a division of the Empress's Deathwatch Guards is composed solely of Ogier, who apparently do not have the same reservations against violence as Ogier in the mainland. Seanchan Ogier also do not suffer from the Longing, as there are far more stedding on the Seanchan side of the Aryth.
In order to protect themselves from the Longing, the Ogier, with the help of the Aes Sedai, grew a strange network of portals called the Ways. Waygates stand just outside every stedding, and every Ogier grove in any Ogier-designed city, and allow rapid transit to other Waygates, shortening to several days journeys that would otherwise take months. However, in recent decades, Machin Shin, the Black Wind, has appeared within the Ways; this hungry, irrational presence devours anyone or anything it encounters. Furthermore, the Ways themselves are deteriorating: well-maintained stone paths and gardens, once spiraling majestically into warmth and light, now crumble into bottomless darkness and pitted, bare stone. Finally, as some of the northern stedding have been consumed by the Blight, the Shadow's forces now have access to the Ways, and they are sometimes used to quickly move troops across vast distances (although the presence of Machin Shin has made this a risky maneuver).
Aelfinn and Eelfinn
Living outside the world, and connected to the Tower of Ghenjei, are the Aelfinn and the Eelfinn. Two portal ter'angreal allow visitation, provided that you bring neither iron, instruments of music, or fire (reminiscent of fairies in our world, or in the books, the game of Snakes and Foxes), One of which was destroyed during the fight between Lanfear and Moraine. Indeed, the Aelfinn look vaguely human with snakelike features, and they answer three questions, although the answers are difficult to unravel. Questions directly pertaining to the shadow are to be avoided, as are frivolous questions. The Eelfinn resemble foxes, and grant boons, but at a price. If the price isn't set before the request, then they consider themselves free to set a suitable price, often to the detriment of the petitioner.
The Aelfinn and Eelfinn live in a twisted world, which allows them to read the Pattern more effectively than humans may (a sort of oracle.) The Aelfinn and the Eelfinn are not believed to be evil, but their point of view and intelligence are so different from humans as to make them seem entirely alien (compare to the Great Old Ones from Lovecraftian fiction). It is believed that one can only visit each species once, through their corresponding ter'angreal. Moiraine and Lanfear fell battling into one of these portals and while Lanfear has apparently been resurrected by the Dark One, Moiraine appears to be trapped in the Tower of Ghenjei.
Shadowspawn
A number of species, with varying levels of sentience, have been created by the Dark One or other agents of the Shadow.
Trollocs
Trollocs were created by Aginor, one of the leading biologists of the Age of Legends, by crossbreeding human and animal stock. Trollocs are generally bipedal and humanoid, often with both human and animal features: human eyes but an eagle's beak, for instance, or a bear's paws and claws. They are the basic shock troops of the Shadow.
Trollocs are carnivores and are routinely fed captives taken during battles with humans, which are cooked in large cooking pots. If there are no prisoners then lower-ranking Darkfriends are sometimes fed to the Trollocs instead.
Unlike other creatures of the Shadow, Trollocs are social animals and form into clans, such as Dhai'mon, Ghar'geal and Ahf'rait. Only male Trollocs are allowed to participate in raiding parties. Females are cloistered and remain in the Trolloc camps.
Some trollocs are capable of rudimentary human speech, but usually they converse amongst themselves in their own guttural tongue. Trollocs also have a written script for their language, in the form of angular runes.
One trolloc, Narg, spoke to Rand Al'Thor in his home in The Eye of the World. He has since become a beloved character to the fans of the Wheel of Time, even unto crediting him with being the mastermind behind the whole series. After all, "Narg smart."
Myrddraal
Myrddraal are Trolloc offspring, but are throwbacks to human origin (throwbacks to the animal side of their genetic heritage never survive). They are tall and pale, muscular and serpent-quick, but they have no eyes, which does not impair their vision in the slightest. Myrddraal are most often seen leading groups ("fists") of Trollocs, and sometimes "link" with them to achieve even greater control. However, this comes at a cost - dealing a Myrddraal a killing blow will instantly kill any Trollocs linked to it, even though the Myrddraal itself will not die "until the setting sun".
Myrddraal wear black armor with overlapping scales, and black cloaks which do not stir in the wind. They are able to move between, or disappear into, shadows, mirrors only reflect a misty image of them. Aginor, one of the Forsaken and creator of both Trollocs and (inadvertently) Myrddraal, theorized that they were "slightly out of phase with time and reality," but was unable to prove his thesis despite extensive, often fatal, testing. Their blood is acidic and will etch steel if not cleaned off. When killed they thrash around blindly for a time, often still holding their weapons, as if refusing to admit they are dead. They wield swords made at Thakan'dar, the forges on the slopes of Shayol Ghul, which are imbued with a soul of a human usually captured Borderlanders that place and cause injuries which are almost always fatal if Aes Sedai Healing is not administered. The swords however only have a limited lifetime. Myrddraal have the uncanny ability to instill stark terror in any they gaze upon: "The look of the Eyeless is fear." The only things Myrddraal are known to fear are running water, the city Shadar Logoth and the One Power.
Myrddraal have their place in the legend and lore of most of the world's societies, where they are known by many names: Halfmen, the Eyeless, Shadowmen, Lurk, Fetch, Fade, Neverborn. In most nations, they are treated about as seriously as bogeymen, but those in the Borderlands or who have had the misfortune to encounter them, know better.
Recently, a Myrddraal has appeared that seems to be the Dark One's avatar: Shaidar Haran.
Darkhounds
Darkhounds are a race of Shadowspawn used by the Dark One. 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. Darkhounds (or at least a subspecies Rand al'Thor fights at Rhuidean) are seemingly solid but if they are chopped into bits the parts liquefy, 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. However, Perrin (with Moiraine in party) fought Darkhounds outside of Illian, and killed one with several arrows to the face. Balefire is the only reliable way to permanently kill one.
Darkhounds are created by twisting the mind of a wolf. The wolves themselves refer to them as Shadowbrothers.
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.
Gholam
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. They are also incredibly strong and agile, able to rip a door off its hinges with one hand. Gholam need to feed occasionally on blood to stay alive. They prefer human, but any living creature will do.
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 possession of Matrim Cauthon, caused burns when brought in contact with the gholam. It is possible that this is because of their similar natures; the medallion has been shown to protect Mat from the direct effects of channelling.
While not necessarily made of the same material, the gholam and Mat's foxhead medallion are seemingly the only things which absorb the One Power. Perhaps they are related to Cuendillar in some way.
Draghkar
Draghkar are a flying creature of the Shadow, resembling a pale man with large eyes, red lips, and bat-like wings (much like our vampire myths). They sing hypnotically to their prey and suck their souls out once in proximity. It has been said that, once it has begun this process, it is worse to be rescued from a Draghkar's kiss with a partial soul, than to be allowed to die.
Though dangerous when undetected, they are not especially difficult to defeat if one can avoid their song. Their fragile wings and lack of armour or other weapons make them susceptible to direct attack; as such, they are often employed as assassins, along with Grey Men, to eliminate enemies of the Shadow.
Societies
Aes Sedai
Template:Main The Aes Sedai are, arguably, the most important, powerful and influential society on the continent. They are centered around the White Tower and their leader is the Amyrlin Seat, held at the beginning of the series by Siuan Sanche.
Warders
A Warder is a person (traditionally a man) who is bonded by an Aes Sedai through the use of saidar to become her 'Guardian' or 'Protector' as she travels. The only woman bound to an Aes Sedai known to exist is Birgitte Trahelion, bonded to Elayne Trakand in order to save Birgitte's life as the Warder bond causes the Warder to better resist harm.
As of the later books in the series, Asha'man have discovered their own form of the Warder bond using saidin and have begun bonding women as Warders, usually their wives but also a small number of captured Aes Sedai, much to the consternation of the White Tower. This form of the Warder bond permits the use of Compulsion to control the captive Aes Sedai. Logain Ablar has bonded two Aes Sedai, both of whom were part of Elaida a'Roihan's attack on the Black Tower. In addition, three Asha'man (Damer Flinn, Jahar Narishma, and Eben Hopwill) have been bonded as Warders by Aes Sedai, and in Knife of Dreams, Mazrim Taim grants permission to Aes Sedai to bond his Asha'man.
The Aes Sedai never revealed what, if anything, they themselves gain from bonding a Warder, although it is known that they become aware of their Warder's emotions and location.
Aiel
Template:Main 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 or green 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. Later on in the series the Aiel are revealed to be descendants of the Da'shain Aiel ("Dedicated to peace"), erstwhile followers of the Way of the Leaf, who later became the Tuatha'an. They refer to themselves as the "People of the Dragon".
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.
Amayar
Not much is currently known about the Amayar except that they are a fair skinned people that reside on Tremalking and the surrounding islands, where they are farmers and makers of fine glass and porcelain.
The Amayar are followers of the Water Way and generally ignore the world beyond their scattered islands. They believe that this world is only an illusion, a mirrored reflection of belief. Some of their prophecies speak of the one of the two great sa'angreal on Tremalking and the "end of illusions".
It is interesting to note that there is a similarity between their view of the world as an illusion and the Aiel's view of the world as a dream, which raises the question whether the two people are related and maybe both descendants of the Da'shain Aiel.
All Amayar - men, women, and children - commited mass suicide by poison when the great female sa'angreal was partially destroyed when it was used in the cleansing of saidin; according to Amayar prophesies this signaled the "End of Illusion", and the Amayar must "wake" from this dream and enter a new world. Several are known to have survived, kept from death by the Sea Folk. This makes them very sad.
Asha'man
Asha'man, Guardians in the Old Tongue, are men who can channel the One Power, recruited by Mazrim Taim at the direction of Rand al'Thor to be his army at Tarmon Gai'don. Like Aes Sedai, Asha'man identify their status by title. The main titles among Asha'man are:
- 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."
Asha'man have generally been distrustful of Aes Sedai, largely because throughout the millennia, due to the Dark One's Taint on saidin, Aes Sedai have been hunting male channelers and cutting them off from One Power. Most of the prominent leaders of Asha'man (including Rand al'Thor, Mazrim Taim and Logain Ablar) have been captured by Aes Sedai at one time or another throughout the series. A number of Aes Sedai have been captured by the Asha'man too, held captive with a kind of Warder bond that permits Compulsion to control captives.
The primary residence of Asha'man is the Black Tower (though not actually a tower, but rather a substantial village), located in Andor, named in contrast to the White Tower of the Aes Sedai. This is where the Asha'man train new recruits,
Asha'man have proved to be a major force in Rand al'Thor's armies, both when supporting the conventional forces, or when acting as an army on their own.
Children of the Light
Template:Main Children of the Light, or Whitecloaks, 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. By this logic, all Aes Sedai, and any who associate with them or who have trained in the White Tower, must therefore be Darkfriends. There are strong similarities between the Children and the medieval order of the Knights Templar.
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.
Philosophically, the Children are nearly identical to the long-dead inhabitants of Shadar Logoth, who believed that "The victory of the Light is all," and became so oppressive of anything resembling the Shadow that they became an evil all their own. This link is used by Padan Fain to spread the evil of Shadar Logoth to the Whitecloaks, but that spread has ceased with the fall of the Dome of the Light to the Seanchan.
The Hand of Light
The Hand of Light, also known 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 confessions they want, including (but not limited to) various forms of torture. The parallels with the Inquisition are clear.
Darkfriends
Darkfriends, or Friends of the Dark, are normal folk who have secretly pledged support to the Dark One, whom they call the Great Lord of the Dark. Darkfriends, though not necessarily dangerous combatants, are also ubiquitous, as they can be and often are found just about everywhere. Prominent Darkfriends include Whitecloak Jaichim Carridin (ironically part of an organization dedicated to the Light), any number of Black Ajah women (see Aes Sedai for more details), the late Melindhra of the Charra sept of the Shaido Aiel, former peddler Padan Fain, and the Forsaken.
Dreadlords
A Dreadlord is a person who can channel and is in the service of the Dark One. Although they can channel, they are not considered to be strong enough to be "Chosen". Their function is either like the suldam/damane in Seanchen armies or as the commanders of the Blight's armies under the Chosen. It is likely that Aes Sedai of the Black Ajah and Darkfriends at the Black Tower will function as Dreadlords in the army of the Dark One in the Last Battle.
The Dreadlords originated in the Trolloc Wars. They refused to call themselves the Chosen for fear that, after they won and the actual Chosen were freed, they would be punished for claiming the title.
Gray Men
A small subset of Darkfriends (of both genders, despite the name) actually donate their souls to the Great Lord. They become Gray Men, ordinary-looking folk who are, in fact, very difficult to notice, to the point of 'hiding in plain sight': to a person not specifically looking for one, a Gray Man carrying a knife is about as interesting as an old chair. Their ubiquity and unremarkability is their primary asset, as they are sent as assassins against sensitive marks; frequently they do the deed without anyone even realizing they were there. Like the Draghkar, however, they are only truly dangerous if overlooked.
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 themselves 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 maintaining 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 Trolloc 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 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.
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. They believe that the song once found will bring a new Age of Legends. It is possible that 'the song' refers to the tree growing song sung by Aiel, Ogier and Green Men during planting season in the Age of Legends.
The Tuatha'an are based on the Irish Travellers, also called the Traveling People or Tinkers. Their name is an obvious reference to the Tuatha Dé Danann of Irish mythology.
Old Tongue
The language that was used in the Age of Legends. See also here.
The Chosen (Forsaken)
Thirteen of the most powerful dreadlords, that pledged themselves to the service of the Great Lord of the Dark. After the breaking, they were sealed with Shai'tan in the prison at Shayol Ghul. The thirteen Chosen are:
- Aginor
- Asmodean
- Balthamel
- Be'lal
- Demandred
- Graendal
- Ishamael
- Lanfear
- Mesaana
- Moghedien
- Rahvin
- Sammael
- Semirhage
The following are Forsaken who have died during the series and been resurrected by the Dark One in new bodies: