[Home]DragonTalesGlossaryBasic

HomePage | RecentChanges | Preferences

Ref: DragonTales

Basic Glossary

Aes Sedai (EYEZ seh-DEYE)
Wielders of the One Power. Since the Time of Madness, all surviving Aes Sedai are women. Widely distrusted and feared, even hated, they are blamed by many for the Breaking of the World, and are generally thought to meddle in the affairs of nations. At the same time, few rulers will be without an Aes Sedai adviser, even in lands where the existence of such a connection must be kept secret. Used as an honorific, so: Sheriam Sedai; and as a high honorific, so: Sheriam Aes Sedai. See also Ajah; Amyrlin Seat.
Age Lace
Alternative name for the Pattern. See Patter of an Age.
Age of Legends
Age ended by the War of the Shadow and the Breaking of the World. A time when Aes Sedai performed wonders now only dreamed of. See also Breaking of the World; War of the Shadow.
Aiel (eye-EEL)
The people of the Aiel Waste. Fierce and hardy. Also called Aielmen. They veil their faces before they kill, giving rise to the saying "acting like a black-veiled Aiel" to describe someone who is being violent. Deadly warriors with weapons or with nothing but their bare hands, they will not touch a sword. Their pipers play them into battle with the music of dances, and Aielmen call battle "the dance," and "the dance of spears." See also Aiel warrior societies; Aiel Waste.
Aiel War (976-78 NE)
When King Laman (LAY-mahn) of Cairhien cut down Avendoraldera, four clans of the Aiel crossed the Spine of the World. They looted and burned the capital city of Cairhien as well as many other cities and towns, and the conflict extended into Andor and Tear. By the conventional view, the Aiel were finally defeated at the Battle of the Shining Walls, before Tar Valon; in fact, Laman was killed in that battle, and having done what they came for, the Aiel re-crossed the Spine. See also Avendoraldera; Cairhien; Spine of the World.
Aiel Waste
The harsh, rugged and all-but-waterless land east of the Spine of the World. Few outsiders venture there, not only because water is almost impossible to find for one not born there, but because the Aiel consider themselves at war with all other peoples and do not welcome strangers.
Ajah (AH-jah)
Societies among the Aes Sedai to which all Aes Sedai except the Amyrlin Seat belong. They are designated by colors: Blue, Red, White, Green, Brown, Yellow, and Gray. Each follows a specific philosophy of the use of the One Power and the purposes of the Aes Sedai. For example, the Red Ajah bends all its energies to finding men who are attempting to wield the Power and to gentling them. The Brown Ajah, on the other hand, forsakes involvement with the mundane world and dedicates itself to seeking knowledge. There are rumors (hotly denied, and never safely mentioned in front of any Aes Sedai) of a Black Ajah, dedicated to serving the Dark One.
Amadicia (ah-mah-DEE-cee-ah)
A nation lying south of the Mountains of Mist, between Tarabon and Altara. Its capital Amador (AH-mah-door) is the home of the Children of the Light, whose Lord Captain Commander has, in fact if not in name, more power than the king. Anyone with the ability to channel is outlawed in Amadicia; by law they are to be imprisoned or exiled, but in actuality they are often killed while "resisting arrest." The banner of Amadicia is a six-pointed silver star overlaid on a red thistle on a field of blue. See also channel, Children of the Light.
Amyrlin Seat (AHM-ehr-lihn SEAT)
  1. Leader of the Aes Sedai. Elected for life by the Hall of the Tower, which consists of three representatives (called Sitters, as in "a Sitter for the Green") from each Ajah. The Amyrlin Seat has, theoretically, supreme authority among the Aes Sedai, and ranks as the equal of a king or queen. A slightly less formal usage is "the Amyrlin."
  2. The throne on which the leader of the Aes Sedai sits.
Andor (AN-door)
A wealthy land which stretches from the Mountains of Mist to the River Erinin, at least on a map, though the queen's control has not reached further west than the River Manetherendrelle in several generations. See also Daughter-Heir.
Arad Doman (AH-rahd do-MAHN)
A nation on the Aryth Ocean.
Arafel (AH-rah-fehl)
One of the Borderlands.
Bel Tine (BEHL TINE)
Spring festival celebrating the end of winter, the first sprouting of crops, and the birth of the first lambs.
Birgitte (ber-GEET-teh)
Golden-haired heroine of legend and a hundred gleemen's tales, she had a silver bow and silver arrows, with which she never missed.
biteme (BITE-me)
A small, almost invisible biting insect.
Borderlands, the
The nations bordering the Great Blight. Saldaea, Arafel, Kandor, and Shienar.
Breaking of the World
During the Time of Madness, male Aes Sedai who had gone insane changed the face of the earth. They leveled mountain ranges and raised new mountains, lifted dry land where seas had been and made oceans cover once dry land. Much of the world was completely depopulated, the survivors scattered like dust on the wind. This destruction is remembered in stories, legends, and history as the Breaking of the World.
Cain, Gaidal (KAIN, GAY-dahl)
Hero-swordsman of legend and story, always linked to Birgitte and said to be as handsome as she was beautiful. Said to be invincible when his feet were on his native soil. One of the heroes called back when the Horn of Valere is sounded. See also Birgitte; Horn of Valere.
Cairhien (KEYE-ree-EHN)
Both a nation along the Spine of the World and the capital city of that nation. The city was burned and looted during the Aiel War (976-978 NE). The sign of Cairhien is a many rayed golden sun rising from the bottom of a field of sky blue.
calendar
There are 10 days to the week, 28 days to the month and 13 months to the year. Several feast days are not part of any month; these include Sunday (the longest day of the year), the Feast of Thanksgiving (once every four years at the spring equinox), and the Feast of All Souls Salvation, also called All Souls Day (once every ten years at the autumn equinox).
channel (verb)
To control the flow of the One Power. See also One Power.
Children of the Light
Society of strict ascetic beliefs, owing allegiance to no nation and dedicated to the defeat of the Dark One and the destruction of all Darkfriends. Founded during the War of the Hundred Years to proselytize against an increase in Darkfriends, they evolved during the war into a completely military society. Extremely rigid in beliefs, and certain that only they know the truth and the right. Consider Aes Sedai and any who support them to be Darkfriends. Known disparagingly as Whitecloaks. Their sign is a golden sunburst on a field of white. See also Questioners.
Dark One
Most common name, used in every land, for Shai’tan (SHAY-ih-TAN). The source of evil, antithesis of the Creator. Imprisoned by the Creator in Shayol Ghul at the moment of Creation. An attempt to free him brought about the War of the Shadow, the tainting of saidin, the Breaking of the World and the end of the Age of Legends. See also Dragon, Prophecies of the.
Dark One, naming the
Saying the true name of the Dark One (Shai'tan) draws his attention, inevitably bringing ill-fortune at best, disaster at worst. For that reason many euphemisms are used, among them the Dark One, Father of Lies, Sightblinder, Lord of the Grave, Shepherd of the Night, Heartsbane, Heartfang, Grassburner, and Leafblighter. Someone who seems to be inviting ill fortune is often said to be "naming the Dark One."
Darkfriends
Those who follow the Dark One and believe they will gain great power and rewards when he is freed from his prison.
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, 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 have been men unable to channel the One Power, but a few could. 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. See also Dragon reborn.
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.
Ebou Dar
The capital city of Altara. One of the great ports, and a city with many odd customs for an outsider to assimilate. See also Altara.
Father of Lies
See Dark One.
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.
Gaidal Cain (GAY-dahl KAIN)
Hero-swordsman of legend and story, always linked to Birgitte and said to be as handsome as she was beautiful. Said to be invincible when his feet were on his native soil. One of the heroes supposed to be called back when the Horn of Valere is sounded. See also Birgitte; Horn of Valere.
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 upon 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.
gleeman
A traveling storyteller, musician, juggler, tumbler and all-around entertainer. Known by trademark cloaks of many-colored patches, gleemen perform mainly in the villages and smaller towns.
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 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 their entirety, the cycle would take many days.
Great Serpent
A symbol for time and eternity, ancient before the Age of Legends began, consisting of a serpent eating its own tail.
Halfman
See Myrddraal.
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.
Illian (IHL-lee-ahn)
A great port on the Sea of Storms, capital city of the nation of the same name.
Kandor (KANH-dohr)
One of the Borderlands. The sign of Kandor is a rearing red horse on a field of pale green.
Lanfear (LAN-fear)
In the Old Tongue, "Daughter of the Night." One of the Forsaken, perhaps the most powerful next to Ishamael.
Leafblighter
See Dark One.
league
A measure of distance equal to four miles. See also mile.
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.
Lurk (LUHRK)
See Myrddraal.
mile
A measure of distance equal to one thousand spans. Four miles make one league. See also span.
Morgase (moor-GAYZ)
Queen of Andor, High Seat of House Trakand (TRAHK-ahnd).
Niall, Pedron (NEYE-awl, PAY-drohn)
Lord Captain Commander of the Children of the Light. See also Children of the Light.
Ogier (OH-gehr)
(1) A non-human race, characterized by great height (ten feet is average for adult males), broad, almost snout-like noses, and long, tufted ears. They live in areas called stedding, which they rarely leave, and they typically have little contact with humankind. Knowledge of them among humans is sparse, and many belive Ogier to be only legends, though they are wondrous stonemasons and built most of the great cities after the Breaking.
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 channel; Time of Madness; True Source.
Rogosh Eagle-Eye
A legendary hero mentioned in a number of old stories.
Saldaea (sahl-DAY-ee-ah)
One of the Borderlands.
Sanche, Siuan (SAHN-chay, swahn)
The Amyrlin Seat.
Sea Folk
More properly, the Atha’an Miere, the People of the Sea. A secretive people. Inhabitants of islands in the Aryth (AH-rihth) Ocean and the Sea of Storms, they spend little time ashore, living most of their lives on their ships. Most seaborne trade is carried by Sea Folk ships.
Shai'tan (SHAY-ih-TAN)
See Dark One.
Shepherd of the Night
See Dark One.
Shienar (shy-NAHR)
One of the Borderlands. The sign of Shienar is a stooping black hawk.
span
A measure of distance equal to two paces. A thousand spans make a mile.
Spine of the World, the
A towering mountain range, with only a few passes, which separates the Aiel Waste from the lands to the west.
stedding (STEHD-ding)
An Ogier (OH geer) homeland.
Sunday
A feastday and festival in midsummer, celebrated in many parts of the world.
ta’veren (tah-VEER-ehn)
A person around whom the Wheel of Time weaves all surrounding life-threads, perhaps ALL life-threads. See also Pattern of an Age.
tabac (rah-BAHK)
A weed, widely cultivated. The leaves of it, when dried and cured, are burned in wooden holders called pipes, the fumes being inhaled.
Tanchico (tan-CHEE-coh)
Capital city of Tarabon. See Tarabon.
Tar Valon (TAHR VAH-lon)
A city on an island in the River Erinin. The center of Aes Sedai power, and location of the Amyrlin Seat and the White Tower.
Tarabon (TAH-rah-BON)
Nation on the Aryth Ocean. Capital city: Tanchico (tan-CHEE-coh). Once a great trading nation, a source of rugs, dyes, and fireworks produced by the Guild of Illuminators, among other things. Now wracked by civil war, as well as simultaneous wars against Arad Doman.
Tarmon Gai’don (TAHR-mohn GAY-dohn)
The Last Battle. See also Dragon, Prophecies of the; Horn of Valere.
Tear (TEER)
A great seaport on the Sea of Storms.
Tinkers
See Tuatha'an.
Traveling People
See Tuatha'an.
Travels of Jain Farstrider, The
A very well-known book of travel stories and observations by a noted Malkieri writer and traveler. The book was first printed in 968 NE and has been reprinted continuously ever since. Jain Farstrider disappeared shortly after the Aiel War and is generally believed to be dead.
Tuatha'an (too-AH-thah-AHN)
A wandering folk, also known as the Tinkers and as the Traveling People, who live in brightly painted wagons and follow a totally pacifist philosophy called the Way of the Leaf. Things mended by Tinkers are often better than new, but the Tuatha'an are shunned by many villages because of stories that they steal children and try to convert young people to their beliefs.
Village Council
In most villages a group of men, elected by the townsmen and headed by a Mayor, who are responsible for making decisions which affect the village as a whole and for negotiating with the Councils of other villages over matters which affect the villages jointly. They are at odds with the Women's Circle in so many villages that this conflict is seen as almost traditional. See also Women's Circle.
Warder
A warrior bonded to an Aes Sedai.
weight, units of
10 ounces = 1 pound; 10 pounds = 1 stone; 10 stone = 1 hundredweight; 10 hundredweight = 1 ton.
Wheel of Time, the
Time is a wheel with seven spokes, each spoke an Age. As the Wheel turns, Ages come and go, each leaving memories that fade to legend, then to myth, and are forgotten by the time that Age comes again. The Pattern of an Age is slightly different each time an Age comes, and each time it is subject to greater change.
White Tower
The center and heart of Aes Sedai power, located in the heart of the great island city of Tar Valon.
Whitecloaks
See Children of the Light.
Wild Hunt
It is believed by many that the Dark One (often called Grim, or Old Grim) rides out in the night with the "black dogs," or the Darkhounds, hunting souls. This is the Wild Hunt. Rain can keep the Darkhounds out of the night, but once they are on the trail, they must be confronted and defeated or the victim's death is inevitable. It is believed that merely seeing the Wild Hunt pass means imminent death for the viewer or for someone dear to the viewer.
Wisdom
In villages, a woman chosen by the Women's Circle for her knowledge of such things as healing, and foretelling the weather, as well as for common good sense. A position of great responsibility and authority, both actual and implied. She is generally considered the equal of the mayor, just as the Women's Circle is the equal of the Village Council. Unlike the mayor, the Wisdom is chosen for life, and it is very rare for a Wisdom to be removed from office before her death. Depending on the land, she may instead have another title, such as Guide, Healer, Wise Woman, Seeker, or Wise One.
Women's Circle
A group of women elected by the women of a village, responsible for deciding such matters as are considered solely women's responsibility (for example, when to plant the crops and when to harvest). Equal in authority to the Village Council, with clearly-delineated lines and areas of responsibility. Often at odds with the Village Council. See also Village Council.


HomePage | RecentChanges | Preferences
This page is read-only | View other revisions
Last edited November 12, 2002 9:34 pm by DaveF (diff)
Search: