Jordan, Robert Wheel of Time Concordance


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THE WHEEL OF TIME CONCORDANCE

A Guide to Geography, Culture and Other Setting Elements

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LEGEND: + = additional material * = new section @ = major "spoiler" - see Section 0.6

TABLE OF CONTENTS

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+ 0.0 Introductory Notes

+ 0.1 Version and Copyright - PLEASE READ

+ 0.2 What is the Wheel of Time Concordance?

+ 0.3 How to Use the Wheel of Time Concordance

+ 0.4 Origin of the Wheel of Time Concordance

+ 0.5 Contacting the Concordance Compiler

* 0.6 Spoiler Warning - PLEASE READ

* 0.7 Concordance Contributors

PART I: CULTURE AND GEOGRAPHY

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+ 1.0 General Cultural Notes

* 1.1 Age of Legends References

+ 1.2 Clothing

+ 1.3 Crime and Punishment

+ 1.4 Economy and Merchants

1.5 Festivals and Celebrations

1.6 Food

1.7 Inns and Taverns

+ 1.8 Phrases, Sayings and Adages

+ 1.9 Recreation and Leisure Time

+ 1.10 River and Sea Boats

* 1.11 Sicknesses and Diseases

+ 1.12 Spirituality and Superstition

* 1.13 Wisdoms

2.0 General Geography

3.0 Aiel - General Culture

3.1 Aiel Clans

3.2 Clothing and Appearance of Aiel

3.3 Aiel Familial Relations and Customs

3.4 Aiel Food

3.5 Gai'shain

3.6 Ji'e'toh, Aiel Crimes and Punishments

3.7 Aiel Phrases, Sayings and Adages

+ 3.8 Customs of Rhuidean

3.9 Aiel Spirituality and Superstition

3.10 Aiel Warriors and Combat

+ 3.11 Aiel Wise Ones

4.0 The Aiel Waste - General Geography

4.1 Cold Rocks Hold

4.2 Imre Stand

4.3 Geography of Rhuidean

5.0 Altara - General Culture

5.1 Clothing and Appearance of Altarans

5.2 Altaran Food

5.3 Altaran Phrases, Sayings and Adages

6.0 Altara - General Geography

6.1 Ebou Dar

6.2 Remen

7.0 Amadicia - General Culture

7.1 Clothing and Appearance of Amadicians

7.2 Amadician Crime and Punishment

7.3 Amadician Food

8.0 Amadicia - General Geography

8.1 Amador

8.2 Bellon

8.3 Mardecin

8.4 Sienda

8.5 Willar

9.0 Andor - General Culture

9.1 Clothing and Appearance of Andorans

9.2 Andoran Crime and Punishment

9.3 Andoran Familial Relations and Customs

9.4 Andoran Festivals and Celebrations

9.5 Andoran Food

9.6 Andoran Nobility

9.7 Andoran Phrases, Sayings and Adages

9.8 Andoran Village Life

+ 9.9 Two Rivers - General Culture

10.0 Andor - General Geography

10.1 Aringill

10.2 Baerlon

10.3 Caemlyn

10.4 Caemlyn Palace

10.5 Deven Ride

10.6 Emond's Field

10.7 Four Kings

10.8 Kore Springs

10.9 Mountains of Mist

10.10 New Braem

10.11 Taren Ferry

10.12 Two Rivers - General Geography

10.13 Watch Hill

10.14 Whitebridge

11.0 Arad Doman - General Culture

11.1 Clothing and Appearance of Arad Domani

11.2 Arad Domani Food

11.3 Arad Domani Phrases, Sayings and Adages

12.0 Arad Doman - General Geography

13.0 Arafel - General Culture

13.1 Clothing and Appearance of Arafellin

13.2 Arafellin Phrases, Sayings and Adages

14.0 Arafel - General Geography

15.0 Borderlands - General Culture

15.1 Clothing and Appearance of Borderlanders

15.2 Borderland Phrases, Sayings and Adages

16.0 Borderlands - General Geography

17.0 Cairhien - General Culture

17.1 Clothing and Appearance of Cairhienin

17.2 Cairhienin Festivals and Celebrations

17.3 Cairhienin Phrases, Sayings and Adages

17.4 Cairhienin Soldiery and Combat

17.5 Cairhienin Food

18.0 Cairhien - General Geography

18.1 Cairhien City

18.2 Cairhien Palace - The Sun Palace

18.3 Eianrod

18.4 Jangai Pass

18.5 Jurene

18.6 Maerone

18.7 Morelle

18.8 Taien

18.9 Tremonsien

18.10 Selean

19.0 Children of the Light (Whitecloaks) - General Notes

19.1 Clothing and Appearance of Children of the Light

19.2 The Hand of the Light (The Questioners)

19.3 Military Notes on the Children of the Light

19.4 Whitecloak Phrases, Sayings and Adages

20.0 The Fortress of the Light

21.0 Ghealdan - General Culture

21.1 Clothing and Appearance of Ghealdans

21.2 Ghealdan Food

22.0 Ghealdan - General Geography

22.1 Boannda

22.2 Jarra

22.3 Cormaed

22.4 Sehar

22.5 Sidon

22.6 Samara

23.0 Illian - General Culture

23.1 Clothing and Appearance of Illianers

23.2 Illianer Festivals and Celebrations

23.3 Illianer Food

23.4 Illianer Phrases, Sayings and Adages

24.0 Illian - General Geography

24.1 Illian City

25.0 Kandor - General Culture

25.1 Clothing and Appearance of Kandori

25.2 Kandori Phrases, Sayings and Adages

26.0 Kandor - General Geography

27.0 Mayene - General Culture

27.1 Clothing and Appearance of Mayeners

28.0 Mayene - General Geography

29.0 Murandy - General Culture

29.1 Clothing and Appearance of Murandians

30.0 Murandy - General Geography

30.1 Lugard

31.0 Ogier - General Culture

+31.1 Ogier Abilities

31.2 Clothing and Appearance of Ogier

31.3 Ogier Phrases, Sayings and Adages

+31.4 Properties of Stedding

+32.0 Ogier - General Geography of Stedding

+32.1 Stedding Tsofu

32.2 Hawkwing Stedding

33.0 Saldaea - General Culture

33.1 Clothing and Appearance of Saldaeans

33.2 Saldaean Phrases, Sayings and Adages

34.0 Saldaea - General Geography

34.1 Maradon

35.0 Seander - General Culture (Seanchan)

35.1 Clothing and Appearance of Seanchan

35.2 Seanchan Customs, Crime and Punishment

35.3 Damane and Sul'dam

35.4 Seanchan Food

35.5 Seanchan Phrases, Sayings and Adages

36.0 Seander - General Geography (Seanchan)

+37.0 Sea Folk - General Culture (Atha'an Miere)

37.1 Clothing and Appearance of Sea Folk

37.2 Food of Sea Folk

37.3 Sea Folk Phrases, Sayings and Adages

38.0 Sea Folk - General Geography

38.1 Cantorin Island

38.2 Tremalking Island

39.0 Shienar - General Culture

39.1 Clothing and Appearance of Shienarans

39.2 Shienaran Customs

39.3 Shienaran Familial Relations and Customs

39.4 Shienaran Food

39.5 Shienaran Phrases, Sayings and Adages

40.0 Shienar - General Geography

40.1 Fal Dara

40.2 Medo

41.0 Tarabon - General Culture

41.1 Clothing and Appearance of Taraboners

41.2 Taraboner Food

41.3 Illuminators of Tarabon

41.4 Taraboner Phrases, Sayings and Adages

42.0 Tarabon - General Geography

42.1 Tanchico

42.2 King's Palace

42.3 Panarch's Palace

+43.0 Tar Valon - General Culture

*43.1 Tar Valon Phrases, Sayings and Adages

+44.0 Tar Valon - General Geography

*44.1 Darein

45.0 Tear - General Culture

45.1 Clothing and Appearance of Tairens

45.2 Tairen Crime and Punishment

45.3 Tairen Food

+45.4 Tairen Phrases, Sayings and Adages

46.0 Tear - General Geography

46.1 Tear City

46.2 Stone of Tear

+47.0 Tinkers - General Culture (Tuatha'an, Travelling People)

47.1 Clothing and Appearance of Tinkers (Tuatha'an, Travelling

People)

47.2 Tinker Phrases, Sayings and Adages (Tuatha'an, Travelling

People)

48.0 Tinkers - General Geography (Tuatha'an, Travelling People)

48.1 Tinker (Tuatha'an, Travelling People) Camps

49.0 Toman Head/Almoth Plain - General Culture

49.1 Clothing and Appearance of Toman Head/Almoth Plain Residents

50.0 Toman Head/Almoth Plain - General Geography

50.1 Falme

51.0 Music and Literature

+51.1 Books

51.2 Songs

51.3 Stories

52.0 Sword Forms

53.0 Flora and Fauna

+53.1 Herbal Remedies

53.2 Animals

53.3 Plants

*** PART II: UNUSUAL ABILITIES AND OBJECTS

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55.0 THE ONE POWER AND CHANNELING

@55.1 Ageing and Channelers

55.2 Linking (Channelling)

@55.3 Stilling and Gentling

55.4 Strength and Numbers of Channelers

56.0 THE WHITE TOWER

56.1 White Tower Law

56.2 Amyrlin Seat

56.3 The Keeper of the Chronicles

56.4 The Sitters and the Hall

56.5 The Ajahs

56.6 Aes Sedai

56.7 Test to Become Aes Sedai

56.8 Accepted Life

56.9 Accepted Training

56.10 Test to Become Accepted

56.11 Novice Life

56.12 Novice Training

56.13 Warder Training

56.14 Warder Abilities and the Aes Sedai-Warder Bond

56.15 Eyes and Ears

56.16 Male Channelers and the White Tower

57.0 AIEL CHANNELERS

58.0 MALE CHANNELERS

59.0 SEA FOLK (ATHA'AN MIERE) CHANNELERS

60.0 SEANCHAN CHANNELERS

60.1 Seanchan Damane

60.2 Seanchan Sul'dam

61.0 WILDERS

62.0 ANGREAL AND SA'ANGREAL

@63.0 TER'ANGREAL - GENERAL NOTES

@63.1 A'dam

@63.2 Miscellaneous Ter'angreal

63.3 Redstone Doorway #1 (Tear)

63.4 Redstone Doorway #2 (Rhuidean)

@63.5 Tel'aran'rhiod Ter'angreal

64.0 AIR WEAVES - GENERAL NOTES

64.1 Air Weaves - Specific Episodes

65.0 BALEFIRE - GENERAL NOTES

@65.1 Balefire - Specific Episodes

66.0 BONDING AND COMPULSION - GENERAL NOTES

@66.1 Bonding and Compulsion - Specific Episodes

67.0 EARTH WEAVES - GENERAL NOTES

67.1 Earth Weaves - Specific Episodes

68.0 FIRE WEAVES - GENERAL NOTES

@68.1 Fire Weaves - Specific Episodes

@69.0 HEALING - GENERAL NOTES

@69.1 Healing - Specific Episodes

70.0 ILLUSION AND INVISIBILITY - GENERAL NOTES

70.1 Illusion and Invisibility - Specific Episodes

71.0 LIGHT - GENERAL NOTES

71.1 Light - Specific Episodes

72.0 LIGHTNING - GENERAL NOTES

72.1 Lightning - Specific Episodes

73.0 MIXED WEAVES - GENERAL NOTES

73.1 Mixed Weaves - Specific Episodes

74.0 MISCELLANEOUS WEAVES - GENERAL NOTES

@74.1 Miscellaneous Weaves - Specific Episodes

75.0 SPIRIT WEAVES/SHIELDING - GENERAL NOTES

@75.1 Spirit Weaves/Shielding - Specific Episodes

76.0 TRAVELLING AND GATING - GENERAL NOTES

76.1 Travelling and Gating - Specific Episodes

77.0 WARDS - GENERAL NOTES

77.1 Wards - Specific Episodes

78.0 WATER WEAVES - GENERAL NOTES

78.1 Water Weaves - Specific Episodes

79.0 WEATHER - GENERAL NOTES

79.1 Weather - Specific Episodes

80.0 TALENTS AND UNUSUAL ABILITIES

80.1 Foretelling

@80.2 Meditation (the "Oneness") and Temperature Insensitivity

80.3 "Sensing"

80.4 Sniffing

80.5 Ta'veren and Sensing Ta'veren

80.6 Treesinging

80.7 Viewing

@81.0 WOLF BROTHERS AND WOLVES

@81.1 Wolf Brother Abilities

81.2 Wolves

81.3 Wolf Language

82.0 UNUSUAL OBJECTS

82.1 Cuendillar (Heartstone)

82.2 The Dagger of Shadar Logath

82.3 Waygates

83.0 THE HUNT AND THE HORN OF VALERE

@83.1 The Heroes

83.2 The Hunters of the Horn

84.0 DREAMS AND TEL'ARAN'RHIOD

84.1 Channelers, Dreaming and Tel'aran'rhiod

84.2 Dreamers and Dreamwalkers

@84.3 Properties of Tel'aran'rhiod

@84.4 Dangers of Tel'aran'rhiod

+Appendix 1 Publishing Information

+Appendix 2 Chapter-Page Information

0.0 INTRODUCTORY NOTES

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0.1 Version and Copyright - PLEASE READ

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Version 2.0 of the Wheel of Time Concordance was released in December,

1995. This is the second publicly-available version of the Concordance.

Expect future versions with additions and modifications. Version 1.0 of

the Concordance was released in June, 1995. Version 2.0 supersedes Version 1.0.

The sources used are the Wheel of Time novels by Robert Jordan. Publishing

information is available in Appendix 1, at the end of this document. ALL

ideas, plots and characters from those novels belong to Mr. Jordan, and

his publishing company, Tor Books. Any errors, inaccuracies or other

foolishness should be attributed to Ms. Peters, not to Mr. Jordan or Tor

Books.

Direct quotations from the source material are copyright of Robert Jordan

and Tor Books. Contributors to the Concordance are recognized in Section 0.7 below.

All other material, including the format, content and text of

this document, is copyright of Rhonda Peters, 1995. Permission is granted

to copy, FTP, Web-link, print and share this document, in whole or in

part, for INDIVIDUAL and NON-PROFIT use. THIS COPYRIGHT NOTICE MUST BE

MAINTAINED. Please contact Rhonda Peters PRIOR to use if you wish to use

any of this material, in whole or in part, for PUBLICATION or PROFIT.

0.2 What is the Wheel of Time Concordance?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Wheel of Time Concordance is a set of references of setting details

from the Wheel of Time novels, organized into various topics. Each piece

of information from the novels is summarized in a short note, and followed

by a book/page reference for those who want to go to the source. The

information currently includes:

* geography, culture and political structure of nations

* regional clothing, food, speech and other customs

* recreation and leisure activities

* economy, merchants

* plants, animals and herbal remedies

* song, story and book titles

* river and sea boats

* sword forms

* general information on the One Power and Channelling

* specific incidences of Channelling

* notations on special abilities such as Sniffing, Viewing and Wolf

Brothers

* much, much more

In the future, the Concordance will be expanded to include:

* historical references

* information on creatures of the Dark, including Forsaken

* general prophecy

* much, much more

The Concordance does NOT include, and will likely never include, the

following type of information:

* information about specific characters from the novels

* plot details of the novels

* specific prophecies relating to plot or character

* theorizing on use of the One Power, etc.

* much, much more

The above elements are examined in extensive detail in the lengthy and

thoughtful FAQ (frequently-asked questions) document of the

rec.arts.sf.written.robert-jordan newsgroup, as well as on the newsgroup

itself. I recommend anyone interested in these elements to consult those

excellent sources. The following Web page has a link to the FAQ, and other

materials related to the Wheel of Time novels on the Internet:

http://crux2.cit.cornell.edu/~ptk3/WOTindex.html

0.3 How to use the Wheel of Time Concordance

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If the Wheel of Time novels themselves are the "Bible" of Wheel of Time

fandom, this document is intended to be a "concordance" to details of the

setting, gathering together information on like topics, and pointing the

reader towards page references for exact quotations.

Several conventions have been used throughout the Concordance, these are

explained below:

* I, II, III, IV, V and VI are short-forms for which of the novels the note

comes from. I is _The Eye of the World_, VI is _Lord of Chaos_. Following

the novel number is the page number(s). So (II: 18) would mean the

notation comes from the 18th page of The Great Hunt.

See Appendices 1 and 2 for versions of the novels, and chapter-page

guides for various editions.

* there are numerous notations with the form of "desc of ____". This is a

short-form for an extensive description of an area or other element.

In many cases, the references are based on statements from the novel's

characters, or inferred from their comments and descriptive passages. As

such, there are many potential inaccuracies: the compiler could have

misinterpreted the inference; the characters of the novels are not

omniscient, so their statements could be inaccurate or incomplete.

I have tried to organize this wealth of information in as logical a manner

as possible, but there were many different potential ways to organize the

material. The Table of Contents should help guide the reader towards the

desired information. If you are searching for particular references, I

recommend using a word processing program with search capabilities to

find all applicable references.

For instance, if you're searching for all the information about inns, a

search for "inn" will point to the general information on inns, the names

and descriptions of inns in each town/city, and any miscellaneous inn

references. NOTE: Some references are duplicated, as they fit in to more

than one topic section.

0.4 Origin of the Wheel of Time Concordance

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The Wheel of Time Concordance was "born" in the Spring of 1994, when

several others and I began work on Tales of Ta'veren MUSH. A MUSH is a

multi-user game on the Internet, and Tales of Ta'veren MUSH is a

role-playing game set in the Wheel of Time universe. (For those interested,

you can telnet to Tales of Ta'veren at fly.ccs.yorku.ca 4201, or Web to

http://fly.ccs.yorku.ca/mush/tav.html for more information)

As I thought about how we could recreate the setting for our game, I began

to wish I had a comprehensive guide to the setting elements of the novels.

Such a guide would also be of use to the other people who would help us

create the world of the game. After some thought, I realized that such a

guide might be welcomed by the rest of Jordan fandom, as well.

Having compiled similar notes for one of Anne McCaffrey's books, I decided

to try it with the Robert Jordan books. I sat down to reread the Wheel of

Time novels, taking hand-written notes each time I read something I felt

applied to the setting. (For those who are interested, I took about 42

pages of notes on _The Eye of the World_, and 70 or so on _Fires of

Heaven_, with the other books falling in between that range.)

Then came the monumental task of typing those notes up (a task I'm still

working on, the current Concordance consists of maybe four-fifths of my

total notes, though virtually complete on the topics it encompasses.) Once

I had the typing done, I then had to try and organize the references in

some sort of (hopefully) coherent way.

It is my hope that these notes will be as useful to others as they are to

myself.

0.5 Contacting the Concordance Compiler

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

General comments, as well as error corrections or additions should be

directed to: rhonda@fly.ccs.yorku.ca

There are several ways interested people can contribute to the Concordance:

* Appendix 2 contains copies of the table of contents chapter-page

references used by the compiler. As other editions of the novels are

available, the chapter-page reference should help those who are not using

the same editions. People with other editions are invited to submit

chapter-page references from those editions, for the ease of others.

Since Version 1.0 was released, several people have submitted chapter-

page information for other editions, see Appendix 2.

* Several of the notations consist of something like "desc of ___" (a city

scene, etc.) because I did not want to write out entire portions of the

novels and slow down my note-taking even more. It will be a considerable

period of time before I can go back to the books and make summaries of

the "desc of ____" passages. I would be most grateful to anyone who would

like to take the time to do that so the summaries can be added to the

Concordance.

* I have no doubt that I have missed references to material that may be

of interest. If you catch one of these and would like to see it added,

please send a summary of the reference(s) and book and page numbers

to the above email address.

0.6 Spoiler Warning - PLEASE READ

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The word "spoiler" was coined by Internet users to describe a piece of

information that would likely ruin someone's enjoyment of a book or a

movie. For instance, telling someone who hasn't seen _The Empire Strikes

Back_ who Luke Skywalker's father is would be a definite spoiler.

Version 1.0 of the Concordance contained no spoiler warning. While I think

most people would enjoy learning the details from the novels rather than

reading the dry recitations of the Concordance, I don't think anything

in Version 1.0 (now PART I: CULTURE AND GEOGRAPHY) would actively ruin

the enjoyment of the books for most people.

However, some of the material in PART II: UNUSUAL ABILITIES AND OBJECTS

contains spoilers. Those sections that contain elements I would consider

_serious_ spoilers are marked with a @ in the Table of Contents. Sections

so marked include references to plot or character developments you should

read in the novels, not in the Concordance.

If you're the kind of person who likes to find more general information

out through reading the stories, you might also want to avoid reading the

following sections:

* any of PART II until you've finished The Lord of Chaos (VI)

* sections 3.* until you've finished The Shadow Rising (IV)

* sections 35.* and 60.0 until you've finished The Great Hunt (II)

0.7 Concordance Contributors

~~~~~~~~~~~~~~~~~~~~~~~~

I would like to thank the following people for their contributions to

the Concordance:

"Jak" (JacOShadow@aol.com) - expanded numerous "desc of ___" entries,

indicated with (Jak) following the book-page reference

Keith Edward Casner (diomedes@uclink.berkeley.edu) - which adages are

Lini's, and additional Lini and Tairen sayings

Emma Pease (emma@kanpai.stanford.edu) - the list of chapter icons in

Appendix 2, and the chapter-page information for The Shadow Rising (IVa)

Terry Miles (jtmiles@erinet.com) - the chapter-page info in Appendix

2 for the following editions: Ia, Ib, IIa, IIb, IIIa, IVb, Va

Michael K. Kremer (splan1@d.umn.edu) - a wonderful HTML version of Version 1.0 of

Concordance. He plans to update this to Version 2.0, keep your

eye on the following site:

http://www.d.umn.edu/~splan1/wotc/wotcToC.html

Burr Gaidin Rutledge (rutlew@vccnorth01.its.rpi.edu) - additional

references related to ages of Aes Sedai and other channelers

*******************************************************************************

1.0 GENERAL CULTURAL NOTES

~~~~~~~~~~~~~~~~~~~~~~

- men knuckle their foreheads as gesture oof respect to their betters.

(I: 191)

- people shake hands when greeting/meetingg. (I: 338)

- deals are sealed with a handshake. (V: 4489)

- people spit on their palms and shake hannds to seal a bargain. (VI: 489)

- women curtsey, and men bow. (IV: 18)

- people brush their teeth with a twig andd salt and soda. (V: 535)

- most people bathe fairly frequently. (I:: 194)

- yellow soap in an inn. (I: 194)

- desc of measurement? (I: 514)

- people keep song birds in wicker cages. (VI: 531)

- dogs are placed in wicker wheels to turnn kitchen spits. (III: 331)

- good money for cats in hard times. (I: 6619)

- a Nashan draft horse is a big horse. (VII: 564)

- compasses with compass magnets. (I: 631))

- not everyone can read. (I: 634)

- reference to a printer (V: 652)

- printing presses exist. (VI: 296)

- almost all the rulers in the world have an Aes Sedai councillor, though

not all openly admit to it. (II: 56)

- the highborn or wealthy travel about in sedan chairs carried by bearers.

(I: 535)

- noble children usually have a nanny or nnurse. (IV: 58)

- a Lady would never travel without at leaast one maid. (V: 183)

- each noble house has a High Seat of the House? (V: 621)

- part of the compact between noble and coommoner is that the noble provides

the commoner with safety and security. (VI: 36)

- when nobles marry, they decide together into which House each marries.

(VI: 658)

- nobles are expected to know the Old Tonggue, but many learn only enough to

impress people with, and have no true understanding. (II: 386)

- nobles write in ciphers and codes as parrt of Daes Dae'mar. (III: 463)

- a skilled player of Daes Dae'mar will reecognize something is written in a

code/cipher, even if he/she can't decode it. (III: 520)

- silk comes from the land beyond the Aiell Waste. (II: 452)

- the sources of ivory and silk are not knnown in the known part of the

world, even to the Sea Folk who trade for them. (IV: 331)

- pigeons are used to send messages. (III:: 96)

- the messenger pigeons carry slips of papper in bone tubes. (IV: 290)

- people also send letters via messengers and traders, but their delivery

is not always reliable. (IV: 471)

- the bone tubes carried by messenger pigeeons indicate for whom the message

is intended and its status. (VI: 183)

- ciphers are used to code messages. (VI: 185)

- clerks are hired to do extensive documennt copying. (VI: 167)

- major cities have moneychangers open at all hours. (III: 343)

- hotter countries sometimes have slatted doors on rooms to allow air to

flow and cool. (III: 492)

- the Sea Folk make the best looking glassses and burning lenses off on one

of their islands. Spectacles are very rare. (IV: 317)

- there is at least one non-Sea Folk crafttsman who makes lenses and

looking glasses. (V: 463)

- most villages have a sickhouse, where coontagious sick people are tended

by the local Wisdom. (IV: 484)

- most places have something like the Womeen's Circle, even if it's not a

formal body, or is called something else. (V: 439)

- the Women's Circles of most areas would work with Aes Sedai if called

upon to do so? (IV: 490)

- the Women's Circle punishes women, and ssometimes men who break law or

deeply offend custom. (V: 667)

- people get very excited over the visit oof Hunters of the Horn. (IV: 526)

- drunks are relatively rare? (IV: 766)

- it is not the tradition in every land thhat the wife takes the husband's

name. (IV: 923)

- people take oaths seriously, and there aare varying degrees of oaths. One

in particular is so strong that breaking it is considered close to

committing murder in severity. (V: 39)

- desc of the strongest oath (V: 39)

- the law will hold people to the strongesst oaths. (V: 337)

- traders carry documents to show where thhey have paid duties already.

(V: 564)

- most merchant/peddler wagons are fitted with stoves? (V: 345)

- merchants try and mimic their betters, bbut only to a certain extent,

mimicking the nobility too closely would be dangerous. (V: 237)

- black is the merchants' colour and liverry, as any other colour would be

the same as one adopted by _some_ lord. (V: 238)

- desc of merchant's house, pretence of nooble's manor (V: 237-238)

- some people, particularly lords, duel att times. (V: 487)

- desc of military formation of hedgehog ((V: 488)

- usually an army is raised and led by inddividual captains and/or Lords who

gather men loyal to them. (VI: 126)

- a nobleman could not stand to be under tthe command of a commoner in

battle. (VI: 501)

- nobles usually make up cavalry units, annd commoners infantry. (V: 459)

- any largish army gathering or passing thhrough will attract the interest

of local nobles. (VI: 647-648)

- 10,000 people make up a fair-sized army.. (VI: 659)

- names and descs of constellations: Haywaain, Five Sisters, Three Geese

(points north), Archer, Plowman, Blacksmith, Snake (called the Dragon by

the Aiel), the Shield (also called Hawkwing's Shield), the Stag, the Ram,

the Cup, and the Traveller (with staff standing out sharp) (VI: 340)

- example of Daes Dae'mar (VI: 404)

- some streets have signs? (VI: 484)

- desc of libraries (VI: 581)

- clock (II: 448; III: 466)

- times of day? High, Noon, Trine, Full (III: 355, 356, 365)

- time: bell rings First in the morning. ((III: 273)

- time: Midmorning Bell (III: 288)

- time: Prime (III: 321)

- time: Second (IV: 773)

- time: bell sounds High (VI: 440)

- time: second even - dinnertime? (V: 606))

- the Dark One's power is weaker at noontiime. (I: ??)

- desc of telescope - looking glass (II: 4418)

- leather folder lined with silk used to sstore papers safely. (III: 237)

- smith makes and sells metal puzzles. (IIII: 389)

- desc of fireworks and how they work. (IIII: 472-473, 516-517)

- people often assume technological objectts are the work of Aes Sedai or

the Power. (III: 517)

- fossils have been found in the Mountainss of Mist. (III: 533)

- gem: firedrop (opal?) (IV: 437)

- mother-of-pearl (V: 432)

- firedrops (V: 433)

- sunstones (V: 604)

- greenstone (jade?) (VI:500)

- lapis (VI: 539)

- no one, not even the Aes Sedai, seems too know what a dragon is, or that

it is the creature represented on the Banner. (IV: 180)

- nameday surprise - like a surprise birthhday party? (V: 485)

1.1 Age of Legends References

~~~~~~~~~~~~~~~~~~~~~~~~~

- zara - a strange, evil game from Age of Legends. (VI: 346)

- Whitebridge is on the east bank of the AArinelle and is named for the

milky white bridge that spans the river. The bridge is twice as high as

a tall mast, looks like glass, can't be marred by chisels and doesn't

get slippery when wet. It is rumoured to be a remnant from the Age of

Legends. (I: 375, 380)

- reference to Ring of Tamyrlin and High SSeat from before Breaking of

World (I: x)

- reference to Nine Rods of Dominion from before Breaking of World. (I: x)

- everything made from heartstone is recorrded in the White Tower. (II: 67)

- the records say Aes Sedai could fly in tthe Age of Legends, but don't say

how they did it. (II: 277)

- the Talents of flying and making oneselff invisible are known from

writings from the Age of Legends. (III: 96)

- Aes Sedai lived a long, long time in thee Age of Legends. (IV: 428)

- Moghedien was 200 years old when she wass sealed in the Dark One's

prison, still young for an Aes Sedai of the Age of Legends. (IV: 909)

- ancient Aes Sedai could sense whether orr not someone had the ability by

the time they were ten years old. (IV: 433)

- Moghedien says the Aes Sedai of the Age of Legends would have cured

Nynaeve's block "however she howled". (IV: 758)

- reference to the Aes Sedai of the Age off Legends travelling to other

worlds. (IV: 909)

- in the Age of Legends, ter'angreal were minor objects used for the

purpose of teaching students. (VI: 163)

- there's a fragment from the Age of Legennds about wolf brothers. Some wolf

brothers lose themselves to the wolf half of their nature. Wolves live

half in the World of Dreams, and half in the real world. (III: 123)

1.2 Clothing

~~~~~~~~

- gleemen wear patched cloaks. (I: 46)

- a stylized heron is marked onto the sworrds of master swordsmen. (I: 106)

- silk comes from the land beyond the Aiell Waste. (II: 452)

- underwear is called "small clothes". (III: 14)

- wheelwrights and blacksmiths wear long aaprons. (II: 628)

- women wear divided dresses for riding. ((III: 131)

- "fancy" clothes might include embroideryy, lace, coloured ribbons or

fringed scarves. (III: 381)

- merchants dress in plain clothes of the finest cloth. (III: 410)

- the poor use ties on their clothes insteead of buttons. (III: 614)

- white Jaerecruz lace is prized. (IV: 15,, V: 193)

- lace also made in Marada. (VI: 597)

- women carry small pouches in which they carry such things as

handkerchiefs, coins and sewing kits. (IV: 759)

- sailors wear wide leather trousers. (IV:: 173)

- sailors wear oiled coats. (IV: 231)

- undermerchants wear thin silver chains aacross their coat fronts.

(IV: 173)

- This passage depicts the scene in the Maaule, the riverfront of the port

of Tear. (IV: 229) (Jak)

"The serving maids in dark, ankle-length dress with necks up to the chin

and short, white aprons (..served.) Barefoot leather-vested dockmen mixed

with fellows with coats tight to the waist and bare-chested men with

broad, colorful sashes to hold their baggy breeches up. So close to the

docks, vestments of outlanders were everywhere among the crowd; high

collars from the north and long collars from the west, silver chains on

boots, necklaces or earrings on men, lace on coats or shirts."

- people use cosmetics to enhance or alterr their appearance. (IV: 282)

- people use hair dye. (V: 170)

- portable cosmetics box with mirror and rrabbit hair brushes, and a curling

iron. (V: 33)

- more minor lords wear yellow embroidery instead of gold thread, and

wool instead of silk. (V: 601)

1.3 Crime and Punishment

~~~~~~~~~~~~~~~~~~~~

- there are bandits. (I: 419)

- most men are loath to harm a woman. (IIII: 519)

- executions are commonly by hanging or deecapitation. (IV: 16)

- road brigands try and steal horses as weell as valuables. (IV: 18)

- the law will hold people to the strongesst oaths. (V: 337)

- the Women's Circle punishes women, and ssometimes men who break law or

deeply offend custom. (V: 667)

- magistrates sit at trials. (VI: 422)

- thief takers are in the service of a lorrd/ruler, but also hire out

independently. (III: 556)

- thief-catchers charge one tenth of the vvalue of objects recovered, or a

silver mark to find one person. (III: 568)

- thief-catchers have a brotherhood in Teaar? That sets prices? (III: 569)

- there are professional headmen. (VI: 6555)

1.4 Economy and Merchants

~~~~~~~~~~~~~~~~~~~~~

- a large silver coin would buy a good horrse in the Two Rivers. (I: 30)

- Tar Valon coins have woman balancing a fflame on her palm. (I: 30)

- most people outside of Tar Valon get ridd of Tar Valon marks as soon as

possible. (I: 452)

- after hard winter, it costs a few copperrs for a dozen apples or some

turnips in Baerlon. (I: 217)

- the price of river passage for three to Whitebridge is two large silvers,

with coppers in change back. Thom considers that expensive. (I: 311)

- travelling peddlers as valued for the neews they bring as for their goods

in isolated areas and villages. (I: 32)

- goods that peddlers sell include: pins, lace, books, needles, tea, pots

(I: 32, 38)

- merchants travel with guards, but no morre than five or six.

(I: 20, II: 438)

- most people try and get rid of Tar Valonn marks. (I: 452)

- after bad winter, prices are five times as high, and only expected to

rise more. (I: 49)

- a fine Domani carpet is worth the price of a farm. (III: 218)

- the ruby on the end of Mat's dagger wortth the price of a dozen farms.

(III: 220)

- after the civil war in Cairhien, a room in Aringill costs more than a

good horse would in the Two Rivers. (III: 328)

- Andoran marks weigh more than Illian coiins, and are worth more.

(III: 344)

- minor merchants from the smaller merchannt houses. (III: 351)

- tavern/inn staff refer to most patrons aas Master and Mistress. (III: 352)

- a fringed Taraboner carpet is worth a puurse of silver. (III: 535)

- the Aiel don't use a lot of currency, raather they trade with nuggets of

gold and silver, or valuable goods. They are skilled at assessing an

object's value and bargain hard. (IV: 605)

- peddlers in the Waste find the followingg popularly-sought goods: lace,

velvet, ribbon, needles, pins, perfume, tabac, bath salts, wine, brandy.

But they have little interest in the following: silk (cheaper to buy it

to the east), ivory, pots and knives (Aiel smiths are very skilled).

(IV: 605)

- people weigh coins to get exact amount oof worth. (I: 311)

- there are bankers and moneylenders, peopple use letters-of-rights to

"bank" from one land to another? (IV: 314)

- most merchant/peddler wagons are fitted with stoves? (V: 345)

- merchants try and mimic their betters, bbut only to a certain extent,

mimicking the nobility too closely would be dangerous. (V: 237)

- black is the merchants' colour and liverry, as any other colour would be

the same as one adopted by _some_ lord. (V: 238)

- desc of merchant's house, pretence of nooble's manor (V: 237-238)

- traders carry documents to show where thhey have paid duties already.

(V: 564)

- only gleemen, Tinkers and peddlers can ffreely enter the Waste. (I: 374)

- the price of goods varies with the size of a village/town/city, how much

trade they get, and the availability and demand for goods. While a large

silver coin could buy a good horse in the Two Rivers, it is the price of

passage on a trading ship elsewhere in Andor.

- merchants dress in plain clothes of the finest cloth. (III: 410)

- undermerchants wear thin silver chains aacross their coat fronts.

(IV: 173)

- 1000 gold is more than river ship captaiin Bayle Doman would clear in

three years. The commissioned voyage from Illian to Mayene and back

would normally cost 200 gold. (II: 158)

- prices rise after the Seanchan come. (III: 591)

- a gold crown fee to sleep on the deck annd eat with the crew is an

outrageous price, because of the war. (III: 362)

- the cost is 10 gold crowns for a cabin. (III: 363)

- the price of four pieces of heartstone wwould buy a trading ship.

(III: 565)

- Faile was charged just under three silveer marks for river passage from

Remen to Illian? (III: 402)

- the "vast" sum of 3000 gold is considereed necessary to convince

a Sea Folk Sailmistress to change her sail plans, enough money to buy at

least one ship, and probably more. (IV: 314)

- the sum of 3000 is also considered enouggh to buy a village or two.

(VI: 316)

- shops use universally-understood symbolss instead of letter names.

(III: 557)

1.5 Festivals and Celebrations

~~~~~~~~~~~~~~~~~~~~~~~~~~

- people celebrate their namedays. (IV: 2886)

- people give alms to the poor on Firstdayy, which is long past in Summer/

Fall. (V: 560)

- the Feast of Lights occurs in Autumn? (VVI: 497)

- Feast of Lights is a two-day celebrationn starting on the shortest day of

the year, which marks the end of the year. (VI: 653)

- all lights are lit for the duration of tthe Feast, which is also

celebrated with dancing and other festivities that vary locally.

(VI: 654)

- attacks by criminals and footpads are unnusual during the Feast. (VI: 656)

- no one begins to travel soon before or dduring the Feast of Lights.

(VI: 670)

- reference to the First Day. (I: 341)

1.6 Food

~~~~

- candies (IV: 746)

- sweet red candies (V: 568)

- hash. (V: 646)

- cooled mint tea. (VI: 106)

- plum punch. (VI: 377)

- honeybread. (VI: 356)

- stewed pears. (VI: 477)

- spiced, honeyed wine. (VI: 477)

- berry tea, blueberry tea (VI: 548, 550)

- melon punch (VI: 567)

- food delicacies: pickled quail eggs, honney-smoked tongue, potted larks,

goose-liver pudding, kippered eel. (VI: 588)

- sweetcakes (II: 109)

- mulled wine (II: 607)

- beef tea, sweetbreads, mustard, horseraddish, pickles, spiced wine

(III: 217) (Tar Valon?)

- oakcakes (III: 333, 446)

- pudding (III: 625)

- cookies (IV: 289)

- people sometimes take honey in their teaa. (III: 563)

1.7 Inns and Taverns

~~~~~~~~~~~~~~~~

- an honest innkeep gives a gleeman room aand board, and a bit beside, in

return for the custom he brings by performing. (I: 386)

- innkeep in Four Kings locks his door, baackhands waitress. (I: 470, 480)

- yellow soap in an inn. (I: 194)

- innkeep in Four Kings locks his door, baackhands waitress. (I: 470, 480)

- people dice in the common rooms. (III: 3343)

- women often sing in taverns. (III: 344)

- inns often have sawdust on their floors.. (III: 488)

- once all inns had 2 or 3 Ogier rooms. (VVI: 326)

- there are taverns and gambling dens. (VII: 511)

- taverns often have to amuse patrons, likke the three interlocked metal

rings and such. (VI: 614)

1.8 Phrases, Sayings and Adages

~~~~~~~~~~~~~~~~~~~~~~~~~~~

- The Light shine on [me/you/etc.]. (I: 8,, 81)

- Light above (I: 81)

- The Light willing. (I: 128)

- The Light consume you. (I: 120)

- In the name of the Light (I: 183)

- The Light illumine you. (I: 89)

- The Light send that [whatever]. (I: 228))

- Light-blinded fool (I: 179)

- The Light blind [me/you/etc.]. (I: 517)

- Go in the Light. (III: 151)

- Burn my soul. (IV: 165)

- Burn [me/you/etc.] [for a fool]. (I: 13,, 427)

- blood and ashes (I: 14)

- bloody (I: 561)

- blood-be-damned (I: 584)

- [He/She/etc.] has the Dark One's own lucck. (I: 109)

- The Wheel weaves as the Wheel wills. (I:: 92)

- What is done is already woven in the Patttern. (I: 140)

- What is already woven cannot be undone. (I: 665)

- No eye can see the Pattern until it is wwoven. (I: 418)

- No one is so lost he cannot be brought tto the Light. (I: 454)

- May you shelter in the palm of the Creattor's hand. (II: 524)

- The truth an Aes Sedai tells you is not always the truth you think it is.

(I: 126)

- Better to spit in a wolf's eye than to aanger an Aes Sedai. (I: 166)

- The price of Aes Sedai help is always smmaller than you can believe, and

greater than you can imagine. (I: 57)

- An Aes Sedai's gift is bait for a fish. (II: 34)

- A man will cut off his own hand to get rrid of a splinter before asking

help from an Aes Sedai. (IV: 16)

- women referred to as goodwife or Mistresss. (I: 7)

- men referred to as goodman or Master. (II: 99)

- wool-headed (I: 179)

- hard times and stony days (I: 539)

- good-riddance and soonest-mended (I: 4655)

- wool-headed (I: 179)

- the greasy end of the stick (short end oof the stick) (III: 218)

- out of round (out of joint) (III: 248)

- taken by the Dragon (crazy) (III: 273)

- like a bear with a sore tooth (angry) (IIII: 293)

- build a bridge of straw (III: 293)

- as tricksome as a cat (III: 324)

- as healthy as a bull (III: 327)

- black-veiled Aiel (someone violent) (IIII: 383)

- jump like a frog on a hot rock (III: 5066)

- make calf-eyes at (moon over) (III: 526))

- Pull wool and scratch gravel (bow and sccrape) (III: 530)

- tug [your/one's] forelock (IV: 530)

- six up, half-dozen down (III: 531)

- tiptoeing on eggs (walking on eggs) (IIII: 545)

- bless [you/him] out (chew [you/him] out)) (IV: 95)

- A hard patch to hoe. (IV: 126)

- Ogier's oath on it. (IV: 244)

- Ogier oathbreaker (oxymoron) (IV: 246)

- getting under my coat (getting under my skin) (IV: 251)

- pull [his/her] bacon off the coals (IV: 397)

- putting [your/his] horse at a ten-foot ffence (IV: 338)

- caught between two millstones (between aa rock and a hard place) (IV: 503)

- to set the sun afire (raging anger) (IV:: 542)

- chew rocks (lecture) (IV: 554)

- ride [you/one] out of town on a rail (V:: 37)

- juicier than a fiddler's whelp (drunk) ((V: 81)

- fools whistling in a high wind (V: 204)

- turn and turn about (turn about's fair pplay) (VI: 204)

- head too big for his cap (too big for hiis britches) (VI: 215)

- sweating like a horse (sweating like a ppig) (VI: 222)

- cracking pecans with a sledgehammer (VI:: 226)

- sure as a duck has feathers (does a bearr s**t in the woods) (VI: 245)

- jumpy as a cat in a dogyard (VI: 249)

- don't care a twig (don't give a hoot, doon't care a fig) (VI: 301)

- apple or the whip (carrot or the stick) (VI: 369)

- meek as milk (VI: 469)

- cutting the fool (playing the fool) (VI:: 507)

- jump out of the tree, and into the bear pit (out of the frying pan,

into the fire) (VI: 507)

- stick a pole through the spokes (put a ffly in the ointment) (VI: 509)

- mudfoot (country bumpkin) (VI: 531)

- easy as stealing a pie (easy as taking ccandy from a baby) (VI: 560)

- have a bee in [one's] ear (have a bee inn [one's] bonnet) (VI: 560)

- have a bee up [one's] nose (have a bee iin [one's] bonnet) (VI: 633)

- make a bull out of a mouse (make a mounttain out of a molehill) (VI: 598)

- lightskirt (a kept woman/mistress/slut?)) (VI: 626)

- No use trying to put a broken egg back iin the shell. (I: 127)

- Care and a long life go together. (I: 1337)

- Sometimes you have to grab the wolf by tthe ears. (I: 232)

- When you have a wolf by the ears, it's aas hard to let go as it is to hang

on. (I: 232)

- Whether the bear beats the wolf or the wwolf beats the bear, the

rabbit always loses. (I: 236)

- Men think with the hair on their chests.. (I: 239)

- If you watch the wolf too hard, a mouse will bite you on the ankle.

(I: 318)

- If wishes were wings, sheep would fly. ((I: 328)

- If wishes were wings, pigs would fly. (VVI: 233)

- Teach him how you will, a pig will neverr play the flute. (I: 378)

- Even a blind pig finds an acorn sometimees. (I: 525)

- A south wind brings a warm guest, a nortth wind brings an empty house.

(II: 34)

- A pig painted gold is still a pig. (II: 34)

- Talk shears no sheep. (II: 34, VI: 941)

- A fool's words are dust. (II: 34)

- A bird cannot teach a fish to fly, nor aa fish teach a bird to swim.

(II: 126)

- The best of men are not much better thann housebroken. But then,

the best of them are worth the trouble of house-breaking. (II: 139)

- Patience is a virtue that must be learneed. (II: 335)

- A stick and honey always work better thaan a stick alone. (II: 553)

- Let's see how the shoe nails on your fooot. (III: 48)

- Be on them like a duck on a beetle. (IIII: 51)

- For the Love of the Light. (III: 53)

- Better ten days of love than years of reegretting. (III: 57)

- When Whitecloaks give a gift, search forr the poisoned needle in it.

(III: 61)

- Better to embrace the sun than to anger an Aes Sedai. (III: 89)

- Men are too blind to see what a stone coould see, and too stubborn

to be trusted to think for themselves. (III: 98)

- To anger an Aes Sedai is to put one's heead in a hornet's nest. (III: 98)

- Always plan for the worst and all your ssurprises will be pleasant ones.

(III: 143)

- Should and would build no bridges. (Linii) (III: 164)

- A man is the easiest animal to put on a leash, and the hardest to keep

leashed. (III: 214)

- A stone wall stops a blind woman as sureely as one who can see it.

(III: 318)

- If you want the fun of the jig, you havee to pay the harper sooner or

later. (III: 326)

- It's better to be the hammer than the naail. (III: 442)

- Do not cut off your ears because you do not like your earrings.

(III: 557)

- You can weave silk from pig bristles beffore you can make a man anything

but a man. (Lini) (IV: 122)

- A weeping woman is a bucket with no botttom. (Lini) (IV: 125)

- Poke the meekest dog too often, and he wwill bite. (IV: 271)

- To anger the Ogier and pull the mountainns down on your head. (IV: 303)

- Smooth words make smooth companions. (IVV: 325)

- Borrow trouble, and you repay tenfold. ((IV: 325)

- Believe nothing you hear, and only half of what you see. (IV: 601)

- Swing a hammer in haste, and you usuallyy hit your own thumb. (IV: 680)

- Wanting won't make a stone cheese. (IV: 702)

- A spoonful of hope, and a cup of despairr. (V: 134)

- A man is a man, on a throne or in a pigssty. (Lini) (V: 150)

- A shoat squealing under the fence just aattracts the fox, when it should

be trying to run. (V: 157)

- Not thinking about a thorn doesn't make it hurt your feet less. (V: 163)

- A fool puts her hand into a hollow tree without finding out what's inside

first. (Lini) (V: 184)

- If you don't look for snakes, you cannott complain when one bites you.

(Lini) (V: 196)

- It will snow in Tear before... (V: 203)

- He who strains to hear a whisper who reffuses to hear a shout. (V: 211)

- Promises buy small cups of wine. (V: 2311)

- A gnarled old branch dulls the blade thaat severs a sapling. (Lini)

(V: 249)

- When the honey's out of the comb, there''s no putting it back. (V: 250)

- You can't put the honey back in the combb. (Lini) (VI: 489)

- Better to face the bear than run from itt. (Lini) (V: 250)

- Men are only good for three things, thouugh very good for those. (one of

those things is dancing.) (V: 253)

- A fool puts a burr under the saddle befoore [he/she] rides. (Lini)

(V: 254)

- Dragging feet never finish a journey. (LLini) (V: 256)

- You cannot hold the sun at dawn. (Lini) (V: 387)

- Who reaches for the sun will be burned. (V: 396)

- Even a queen stubs her toe, but a wise wwoman watches the path. (Lini)

(V: 398)

- As tight as the skin on an apple. (cheapp) (V: 423)

- A man is an oak, a woman a willow. (V: 4437)

- crack [your/one's] teeth (open [your/onee's] mouth) (V: 474)

- The louder a man tells you he's honest, the harder you must hold on to

your purse. (V: 518)

- Waiting turns men into bears in a barn, and women into cats in a sack.

(Lini) (V: 540)

- The fox often offers to give the duck itts pond. (V: 518)

- An open sack hides nothing, and an open door hides little, but an open

man is surely hiding something. (Lini) (V: 563)

- the last brick on the cart that broke thhe axle (the straw that broke the

camel's back) (V: 568)

- chasing a wild horse (wild goose chase) (V: 575)

- "Wish" and "want" trip the feet, but "iss" makes the path smoother. (Lini)

(V: 598)

- The Creator made women to please the eyee and trouble the mind. (V: 625)

- A clean wound heals quickest and hurts sshortest. (V: 636)

- It's too late to change your mind after you've jumped off the cliff.

(Lini) (V: 685)

- A slow horse does not always reach the eend of the journey. (VI: 48)

- The right medicine always tastes bitter.. (VI: 52)

- Dance with her, and she will forgive mucch; dance well, and she will

forgive anything. (VI: 111)

- What cannot be changed must be endured. (VI: 145)

- A lion survives by being a lion, and a mmouse by being a mouse. (VI: 155)

- The pig does not ask the frog's permissiion before dining. (VI: 157)

- What you need isn't always what you wantt. (VI: 243)

- Fools only listen to themselves. (VI: 5111)

- A goose walked over my grave. (shivers) (VI: 550)

- If you pursue two hares, both will escappe you. (VI: 550)

- Cheer the bull, or cheer the bear; cheerr both, and you will be trampled

and eaten. (VI: 570)

- The only man completely at peace is a maan without a navel. (VI: 674)

- A young lion charges quickest, and when you least expect it. (Lini) (???)

- There's no point letting honey age too llong before you eat it. (Lini) (???)

1.9 Recreation and Leisure Time

~~~~~~~~~~~~~~~~~~~~~~~~~~~

- desc of dance and jig (I: 244-5)

- dances - jig and reel (III: 324)

- line-dance. (VI: 653)

- dances include jigs and reels. (III: 3244)

- only gleemen, Tinkers and peddlers can ffreely enter the Waste. (I: 374)

- an honest innkeep gives a gleeman room aand board, and a bit beside, in

return for the custom he brings by performing. (I: 386)

- most villages don't see gleeman even oncce a year. (I: 466)

- there are no known female gleemen. (II: 382)

- gleemen tricks also include eating fire or sleight-of-hand like pulling

a scarf from the air. (III: 581)

- gleemen gear - hoops, firewands, items ffor sleight-of-hand tricks.

(IV: 106)

- people juggle with hoops, as well as ballls. (II: 460)

- gleemen also perform backsprings, handsttands and flips. (IV: 106)

- gleemen eat fire and pull silk scarves ffrom the air. (III: 581)

- a stage magician is passed off as an Aess Sedai in the entertainments of

Foregate. (II: 376)

- children play hide and seek. (I: 403)

- Kiss the Daisies is a village kissing gaame. (IV: 65)

- game of Bounce, the object is to keep a wooden ball bouncing on a paddle.

(V: 184)

- pins are used in the game of bowls. (IIII: 471)

- desc of game? (V: 229)

- spin, an ancient game played with tiles?? (V: 389)

- tcheran (chess?) - a game from the Age oof Legends - (VI: 143)

- pieces on a board

- Counsellors and Spires are high-ranked pieces

- a daring way to capture opponent's High Counsellor and turn it to your

side is to sacrifice your Spires in a false attack

- zara - a strange, evil game from Age of Legends. (VI: 346)

- desc of Snakes and Foxes game (VI: 456)

- toys - dolls, hoops, carved horses, dolll with a glass face. (IV: 683)

- game of rolling hoops (VI: 540)

- flip is an Aiel game of tossing knife innto the ground. (VI: 305)

- game of beating stuffed bladder along grround with sticks. (V: 31)

- dominoes is played. (VI: 613)

- taverns often have to amuse patrons, likke the three interlocked metal

rings and such. (VI: 614)

- people game with one of two sets of fivee dice, one with numbered pips,

the other with symbols (including crowns). The second set is more

popular. (III: 228)

- people dice in the common rooms. (III: 3343)

- dice games played with 2 -3 dice: crownss, fives, maiden's ruin (III: 343)

- throwing 5 crowns equals a king? (III: 3344)

- dice games - Crowns, with crowns and rosses on the dice, played with five

dice - Compass, played with four dice, 6's are high. (III: 580)

- weighted dice are known to exist. (III: 580)

- dice are usually made from bone or wood.. (III: 581)

- the six die has spots in a circle, not oour 2x3 pattern. (III: 581)

- rolling 13 is nearly as unlucky as rolliing 2 (Dark One's Eyes) in most

dice games. (VI: 619)

- dice are marked with crowns, stars, cupss, roses and rods. (VI: 640)

- 3 crowns, rose, rod beats 2 crowns, 2 sttars and cup (VI: 641)

- stones are placed on cross-hatchings of board. (III: 527)

- stones placed on intersection of lines. (III: 529)

- description of a game of stones: (III: 5573) (Jak)

"...he set a white stone on the intersection of two lines; in three

moves, he would capture nearly a fifth of Thom's black stones."

"...Mat reached for another stone from the pile at his elbow, then

blinked and let it lie. In the same three moves, Thom's stones would

surround over a third of his."

- black goes first in stones. (IV: 107, 1111)

- few who are not wealthy or noble play caards. (III: 522)

- cards are the game of the upper class, ddice the game the lower.

(IV: 61-62)

- desc of card deck - rulers are the best card, the deck has five suits,

cards are hand-painted (IV: 61-62)

- one card game is chop, five cards are deealt out. (IV: 62)

- cups is the highest suit - the ruler of cups is portrayed as the ruler

of nation where the deck is made/played. (IV: 64)

- 5 of a kind is the highest hand. (IV: 644-65)

- in chop, you buy a card or "stack" (foldd?). (IV: 69)

- the suit of Flames is the lowest suit, ddepicted (in Tear, at least),

as the Amyrlin with a flame on the palm of her hand. (IV: 70)

- other suits are Rods, Coins and Winds. ((IV: 71-72)

- raree shows. (469)

- there are street performers, including jjugglers. (III: 487)

- the idea of actors (called players) perfforming a story, rather than

someone narrating it, is quite new. (II: 383)

- not everyone can read. (I: 634)

- reference to a printer (V: 652)

- printing presses exist. (VI: 296)

- women often sing in taverns. (III: 344)

- painting on stretched canvas is a new faashion. (V: 17)

- there are fairs, with games like the sheells and pea con. (VI: 439)

- numerous travelling menageries, which miight have lions, bears, a capar,

birds and other animals. (V: 185)

- a highwalker in the menagerie. (V: 232)

- horse handlers in the menagerie are geneeral labour and have no performing

talent. (V: 234)

- court fools paint their faces, one of thhe menageries comes up with the

idea of circus clowns. (V: 412)

- people race horses and bet on the races.. (VI: 110)

- a stage magician is passed off as an Aess Sedai. (II: 376)

- performers juggle with hoops, as well ass balls. (II: 460)

- tumblers perform in groups, oil their boodies? (II: 461)

- tumblers hire out as entertainers. (II: 147)

- people fly kites? (IV: 111)

- there are "gambling dens" (VI: 511)

- desc of instruments (II: 462)

- 12-string bittern. (II: 156)

- instruments - bittern, flute, harp, hammmered dulcimer (III: 343)

- kettle drum (IV: 159)

- zither (V: 169)

- harp (VI: 614)

- description of fireworks and how they woork: (III:472-473) (Jak)

"Each pocket held a wax-coated cylinder of paper just long enough for

it's end, trailing a dark cord, to stick out.....

"'Attend me first, I say! These smallest, the will make a loud bang,

but no more.' There were the size of his little finger.

"'These next, they will make a bang and a bringt light. The next, they

make the bang, and the light, and many sparkles. The last' -- these were

fatter than his thumb -- 'make all of those things, but the sparkles,

they are of many colors. Almost like a nightflower, but not up in the

sky.'

"'You must be especially careful of these. You see, the fuse, it is

very long.' she saw his blank look, and waggled one of the long, dark

cords at him. 'This, this!'

"'Where you put the fire. I know that.'

"'Where you put the fire. Yes. Do not stay close to any of them, but

these largest, you run away from when you light the fuse. You comprehend

me? Remember, you must never put this close to fire. Fire will make them

all explode. So many as this at once, it could destroy a house, maybe.

And there is one last thing, which you may have heard. Do not cut open

any of these, as some great fools do to see what is inside. Sometimes

when what is inside touches air, it explode without the need of fire. You

could lose fingers, or even a hand.'"

- description of fireworks: (III: 516-517)) (Jak)

"...he slit along the length of the tube. It _was_ a tube, and of paper,

as he had thought--he had found bits of paper on the ground after

fireworks were set off, back home--layers of paper, but all that filled

the inside was something that looked like dirt, or maybe tiny gray-black

pebbles and dust.

1.10 River and Sea Boats

~~~~~~~~~~~~~~~~~~~

- sailors go barefoot for sure purchase onn the decks. (I: 353)

- sailors wear wide leather trousers. (IV:: 173)

- smoothstones are used to scrub the deckss. (I: 358)

- oilskin bags stuffed with wool are used to protect ships from the docks.

(I: 379)

- sailors use short bows to protect the shhip when necessary. (I: 382)

- the ships of Toman Head have sharp bows and slanted sails. (II: 424)

- the price of four pieces of heartstone wwould buy a trading ship.

(III: 565)

- description of boats: (III: 461) (Jak)

"...nearly a dozen vessels were under way in sight, ranging from a long,

sharp-prowed splinter darting upriver against the current, pushed by two

triangular sails, to a wide, bluff-bowed ship with square sails, still

wallowing along well to the north.

- ships used by the Aes Sedai, and how theey're loaded up and such (II: 212)

- description of the River Spray: (II: 1600) (Jak)

"Spray was eighty feet long, with two masts, and broad in the beam, with

room for deck cargo as well as in the holds."

- the River Spray is 80 feet long, and wass not made to carry horses.

(I: 305)

- the Spray has six oars to a side, and a steering oar. (I: 308)

- the largest cabin in the Spray is in thee stern, the width of the boat.

(I: 309)

- the Spray has sails. (I: 352)

- the Spray has triangular sails. (II: 4200)

- 1000 gold is more than river ship captaiin Bayle Doman would clear in three

years. The commissioned voyage from Illian to Mayene and back would

normally cost 200 gold. (II: 158)

- Seanchan ships are tall and boxy. (II: 4419)

- Seanchan ships have wooden towers at thee bow and stern. (II: 420)

- Seanchan ships are as large as those of the Sea Folk. (II: 424)

- desc of Seanchan ships - they have ribbeed sails (IV: 312)

- half of the crew of a Sea Folk ship is ffemale. (IV: 569)

- the Grey Gull - three-masted ship (III: 359)

- ship is 15-20 spans long, with a flat, rrailed deck. (III: 360)

- the Grey Gull has triangular sails, slannted booms and sweep oars.

(III: 360)

- there are six passenger cabins, one for the captain, and one for the

mate. (III: 363)

- below-decks is a narrow hallway lined wiith doors. (III: 364)

- the captain's cabin is the width of the stern. (III: 362)

- it has two small windows, and a pair of lamps on the wall. (III: 365)

- a gold crown fee to sleep on the deck annd eat with the crew is an

outrageous price, because of the war. (III: 362)

- the cost is 10 gold crowns for a cabin. (III: 363)

- the Snow Goose is a two-masted river shiip. (III: 402)

- Faile was charged just under three silveer marks for river passage from

Remen to Illian? (III: 402)

- the Blue Crane, a river ship, has squaree sails (III: 420)

- the Darter is twice as wide as the Blue Crane. (III: 459)

- description of a Sea Folk raker ship: (IIV: 307) (Jak)

"The Sea Folk raker was easily a hundred paces long, half again as large

as the next vessel in sight, with three great towering masts at the

stern."

- it takes 7-10 days for an Sea Folk rakerr to sail to Tanchico from Tear,

an unbelievable speed for any other type of ship. The next fastest ship

would take 15 days, and a coasting craft could take up to 100. (IV: 335)

- Sea Folk ships are very narrow for theirr length. (IV: 309)

- Sea Folk ships are the only ships that uuse a steering wheel instead of a

tiller to steer. (IV: 310)

- the interior of the Sea Folk ship is larrger than usual. (IV: 311)

- the "vast" sum of 3000 gold is considereed necessary to convince

a Sea Folk Sailmistress to change her sail plans, enough money to buy at

least one ship, and probably more. (IV: 314)

- the Sea Folk raker has square and trianggular sails. (VI: 326)

1.11 Sicknesses and Diseases

~~~~~~~~~~~~~~~~~~~~~~~

- most villages have a sickhouse, where coontagious sick people are tended

by the local Wisdom. (IV: 484)

- yelloweye fever (I: 41, 577)

- breakbone fever (I: 321)

- rabies (II: 461)

- fevers and worms. (V: 568)

1.12 Spirituality and Superstition

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- soothsayers who interpret omens. (I: 12,, 222)

- parents scare bad children into behavingg with threats of the Forsaken

coming to take them. (I: 14)

- it is considered bad luck to name the Daark One by his true name. (I: 40)

- gravestones. (I: 139)

- reference to graves. (II: 2, 11)

- hawkers sell "relics" of False Dragons. (I: 535)

- most people believe that the Light shiellds madmen. (I: 703)

- there's never been a shortage of followeers for any man claiming to be

the Dragon Reborn. (II: 49)

- most men would not recognize the Dragon''s banner. (III: 41)

- the serpent is an older symbol for eternnity than the Wheel of Time.

(III: 58)

- some people want to kill the Dragon Reboorn because they mistakenly think

that will prevent Tarmon Gai'don. (IV: 34)

- many believe that all are born and reborrn as the Wheel turns. (V: 27)

- everyone reborn as the Wheel turns. (V: 615)

- happenstance and coincidence are part off the Pattern. (V: 476)

- those who move with too much knowledge oof the future find disaster,

either from their efforts to change the future, or complacency in

accepting that what was seen in the future will happen without effort.

(IV: 387)

1.13 Wisdoms

~~~~~~~

SEE ALSO: 53.1 HERBAL REMEDIES

- other healers are herbalists and hedgedooctors. (I: ??)

- called Mother near and in Caemlyn. (I: 5506)

- Wisdoms in a city hang herbs in the winddow or display another prominent

sign of their craft to advertise. (III: 563)

- Wisdoms rarely practice the craft far frrom where they are born.

(III: 563)

- Mother in Caemlyn tells fortunes, as welll as the usual Wisdom activities.

(I: 583)

- Wisdoms seldom marry. (I: 43)

- a Wisdom's weather knowledge is called llistening to the wind. (I: 320)

- those Wisdoms who can't channel to "listten to the wind" study the natural

world to predict the weather, studying the clouds, bird and insect

behaviour, etc. (VI: 35)

- a Wisdom feels a great responsibility too look after "her" people.

(I: 326)

2.0 GENERAL GEOGRAPHY

~~~~~~~~~~~~~~~~~

- names of constellations: Plowman, Haywaiin, Archer, Five Sisters (III: 236)

- desc of Blasted Lands and Shayol Ghul (II: 119-120)

- traders boat up and down the Arinelle. ((I: ?)

- the Sea Folk know little of the lands beeyond the Aiel Waste, as they are

only allowed to dark in certain harbours, which are walled and heavily

guarded. Only the Sea Folk are allowed into these harbours, any other

ship, or any Sea Folk who go where they're not permitted, disappear.

(IV: 331)

- the Cairhienin were treated the same wayy when they were allowed to trade

overland, all the trade was conducted through a single, walled town.

(IV: 331)

- the Sea of Storms is aptly named. (IV: 3333)

- the country of Shara lies beyond the Aieel Waste, though few know of it.

(IV: 332)

- the Spine of the World is also referred to as the Dragonwall. (IV: 411)

- deepest part of the known sea is near thhe Aile Somara. (IV: 921)

- desc of Pit of Doom (V: 46)

- desc of Thakan'dar (V: 260)

- desc of Shayol Ghul, Pit of Doom, Bore ((VI: 13-15)

- the area between Cairhien and Tar Valon is windswept grasslands. (VI: 42)

- dung is burned for fuel on the Plains off Maredo. (VI: 97)

- it would take 12-13 days for an army to cross the Plains of Maredo.

(VI: 103)

- desc of areas in Plains of Maredo - 50 ffoot tall hill, thicket and forest

(VI: 103)

- villages on Plains of Maredo are few andd far between, as there's barely

enough land to feed the people living there. (VI: 104)

- rolling Plains of Maredo extend a littlee way into Illian, thin forested

hills to the Manetherendrelle, known as the Doirlon Hills. (VI: 102)

- Doirlon Hills contain farms and vineyardds. (VI: 104)

- the Haddon Mirk is a huge, tangled foresst without villages, roads or

paths. The northernmost part of the Mirk has a choppy, mountainous

terrain. (VI: 101)

- desc of lands beyond Aiel Waste, their ggovernment, how they handle

Channelling (VI: 130-131, 136)

- desc about Shara a.k.a. Shamara (VI: 2888)

- desc of Great Rift, Cliffs of Dawn - neaar Shara? (VI: 289)

- Cairhien is more than 600 miles from Caeemlyn. (VI: 282)

- 2 stedding, Chander and Sherandu, have bbeen swallowed by the Blight.

(VI: 323)

- Barashta is Ogier-built. (VI: 324)

- Amador, Chachin, Shol Arbela, Fal Moran and Bandar Eban are newish cities?

(VI: 321)

- it's about 20-22 days from Maerone to Teear. (VI: 336)

- it's about 10-20 days from Altara to Tannchico. (VI: 439)

- there are villages and town scattered accross the Caralain Grass.

(III: 132)

3.0 AIEL - GENERAL CULTURAL

~~~~~~~~~~~~~~~~~~~~~~~

- Aiel men do not sing after childhood exccept for battle chants and dirges

for the slain. (I: 374)

- desc of Aiel singing and music (IV: 950))

- "The Aiel did not (sing); among them, meen did not sing except for battle

chants or laments for the slain, and neither did Maidens, except among

themselves." (V: 80) (Jak)

- Aiel dance: play pipes, leap into the aiir doing high kicks, somersaults

and backflips, can break your bones if performed wrong. (V: 509)

- Aiel warriors only sing battle hymns. (VV: 509)

- young Aiel often travel to the Blight too hunt Trollocs, including women,

who join the Maidens of the Spear. (I: 374-375)

- Aiel call Tinkers the Lost Ones. (I: 3755)

- an Aiel can run 50 miles and fight a batttle once he gets there. (II: 170)

- Aiel will not ride horses or use swords.. (II: 170)

- an Aiel would literally rather die than touch a sword. (V: 48)

- no Aiel would touch a sword, even to remmove gems set into it. (V: 275)

- Aiel are not forbidden to ride horses, bbut feel contempt for those who do

not use their own legs to get somewhere. (IV: 788)

- the Aiel will not destroy a book. (II: 2259)

- the Aiel seeks after books so avidly beccause none are manufactured in the

Waste. (VI: 287)

- most Aiel know how to read. (IV: 605)

- Aiel have distinctive/different handwritting. (V: 345)

- while every Aiel Clan, Society and all AAiel in general have hand signals,

but only the Maidens have made a full language of these gestures.

(VI: 198)

- the Jenn Aiel is the thirteenth clan. (III: 410)

- an Aiel will not strike any woman who iss not a warrior, except to save

a life. (II: 411)

- silk comes from the land beyond the Aiell Waste. (II: 452)

- Aiel don't like sitting in chairs, they prefer cushions on the floor.

(IV: 175)

- Aiel are unused to sitting in chairs. (VVI: 522)

- the Aiel never waste any potable beveragge. (V: 520)

- the Aiel consider bathing shocking becauuse of the waste of dirtying so

much water simply to clean the body. (IV: 175)

- the Aiel use sweat tents for cleaning, aand gathering there is also an

important social ritual. (IV: 577)

- staera are slim, curved pieces of bronzee used to scrape and clean the

skin within the sweat tents. (V: 99)

- both sexes of Aiel share the same sweat tents. (VI: 301)

- nakedness is not a taboo, or much of a ssocial concern, even between the

sexes. (IV: 175)

- Aiel feel like they're literally "breathhing water" in the wetlands.

(IV: 296)

- the Aiel have a very negative attitude ttowards spies, or even people

trying to pry. (IV: 348)

- the Aiel consider spying a violation of honour. (V: 63)

- the water oath is the most binding oath between Aiel. (IV: 360; V: 350)

- during the water oath, each person holdss a cup for the other to drink.

(V: 350)

- Aiel Pledge: (V: 64) (Jak)

PLEDGE:Till Shade is gone, till water is gone, into the Shadow

with teeth bared, screaming defiance with the last breath, to spit

in Sightblinder's eye on the Last Day.

RESPONSE:By my honor and the Light, my life will be a dagger

in Sightblinder's heart.

FURTHER RESPONSE:Until the Last Day, to Shayol Ghul itself.

- when travelling, the Aiel shelter in loww, open-sided tents that blend

easily with the terrain. (IV: 368)

- the tents rise to a peak around a hole, with barely enough room to stand.

Bright cushions and rugs decorate the tent. (IV: 381)

- Aiel welcome: We offer water and shade. (IV: 381)

- *in seems to be a popular suffix for Aieel names. (IV: 414)

- on meeting an innkeeper's wife, an Aiel treated her like a roofmistress,

giving her a guest gift for entry to her roof. (IV: 471)

- the Aiel have their own histories and sttories. (IV: 557)

- no Aiel had crossed the Dragonwall sincee they first came to the Waste, up

until the Aiel War. (IV: 562)

- given the shortage of wood, dung is burnned as a source of fuel. (IV: 572;

V: 88)

- some Aiel take on the role of mediators,, known as peacetalkers. (IV: 578)

- the bloodprice is an Aiel penalty for deeath? (IV: 583)

- the Aiel always travel with scouts, who are often members of the Society

of Maidens of the Spear. (IV: 587)

- the Aiel don't use a lot of currency, raather they trade with nuggets of

gold and silver, or valuable goods. They are skilled at assessing an

object's value and bargain hard. (IV: 605)

- peddlers in the Waste find the followingg popularly-sought goods: lace,

velvet, ribbon, needles, pins, perfume, tabac, bath salts, wine, brandy.

But they have little interest in the following: silk (cheaper to buy it

to the east), ivory, pots and knives (Aiel smiths are very skilled).

(IV: 605)

- the Aiel applaud by drumming their spearrs on shields, whistling and

making ululating cries. (IV: 611)

- how to play the "game" of Maiden's Kiss (IV: 65-66)

- the Aiel make wagers with each other. (IIV: 142)

- the Aiel are fond of making wagers. (V: 285)

- the Aiel are not humourless, but what thhey find amusing is often unusual

to non-Aiel. (IV: 175, 474)

- flip is an Aiel game of tossing knife innto the ground. (VI: 305)

- Aiel knife game involving flipping a kniife into the ground. (IV: 718)

- "The game was to take a drink, then try to hit a target

thrown into the air with a knife." (the targets in this instance

were old pieces of wormholed wood.) (V: 80) (Jak)

- the Aiel don't play cards. (V: 80)

- Aiel games: cats cradle, stones, Thousannd Flowers - tiles laid out in

patterns (Mah-jongg?) (V: 87)

- game of cat's cradle. (VI: 383)

- Aiel enjoy participating in informal "jiibe" contests, trying to get the

best of each other. (VI: 96)

- taunting is almost an art among the Aiell. (VI: 107)

- the Aiel knit. (VI: 383)

- while in the Waste, a gleeman will be alllowed anything short of murder by

the Aiel. (IV: 797)

- the Aiel herd sheep, goats and a pale, llong-horned cattle. (IV: 800)

- one must enter a Hold with face uncovereed and making noise, to make it

clear that you're not trying to sneak in for attack. (IV: 802-803)

- ceremony to request entry to a Hold: (IIV: 806) (Jak)

CLAN CHIEF REQUEST: I ask leave to enter your hold, roofmistress.

RESPONSE: You have my leave, clan chief.

GENERAL REQUEST: Roofmistress, I ask leave to come beneath your roof.

RESPONSE: You have my leave, <name>. Beneath my roof, there is

water and shade for you.

RESPONSE TO A STRANGER: You have my leave, to step beneath my roof.

Water and shade will be found for you.

- most Aiel ceremonies are short and to-thhe-point? (IV: 806)

- beggars are granted shelter at Holds on request? (IV: 807)

- guests to the roof give a gift to the rooofmistress. (IV: 810-811)

- the Aiel appreciate art and craftsmanshiip. (IV: 811)

- those Aiel who haven't been to Rhuidean are more likely to honour Aes

Sedai. (IV: 811)

- guests are presented with towels to washh and a silver cup of water as a

formal greeting. (IV: 812)

- Aiel eat stretched out on the floor in wwhatever position is most

comfortable. (IV: 812)

- each warrior society has a roof within eeach Hold. (IV: 819)

- the Aiel believe a forced apology is no apology at all. (IV: 821)

- even non-warrior Aiel take up arms to deefend their Hold when it's

attacked. (IV: 830)

- merchants set up pavilions at the fair, sell goods like rugs, pottery,

jewellery, silk and ivory. (IV: 945)

- some Aiel are traders. (V: 82)

- when Aiel Clans meet: (IV: 947)

"If two Aiel from different clans meet, they discuss water. Three from

three clans, and they discuss water and grazing."

"And four?"

"Four will dance the spears."

- the Aiel have groups of men and women siimilar to the Women's Circle and

the Men's Council, with a similar relationship. (IV: 947)

- Aiel group by warrior societies, rather than clans, at large meetings, to

keep the peace. (IV: 953)

- the Aiel take a very dim view of thieverry and harshly punish thieves.

(IV: 976)

- the Aiel sometimes sell uninvited visitoors "like animals" to Shara, or

kill them. (V: 64)

- the Aiel are not mindless killers. (V: 2268)

- there are no taxes among the Aiel. (V: 3355)

- the Aiel grow their own tabac in the Wasste. (V: 620)

- the Aiel don't seem to understand the cuustom of knocking. (VI: 290)

- the Aiel have long been Waterfriends witth the Ogier, and often go to the

stedding to trade. (VI: 317)

- the Aiel are great believers in taking eexercise. (VI: 301)

- desc of misc. Aiel rules (VI: 313)

- an Aiel suffers more from shame and embaarrassment than he/she would from

physical pain. (VI: 294)

- the Aiel never use maps, they claim not to need them. (VI: 321)

- no Aiel turns away from a possible fightt. (VI: 327)

- most Aiel feel uncomfortable in cities. (VI: 351)

- desc of types of tests administrated by Wise Ones to determine health

(VI: 357)

- the Aiel feel it's shaming to refuse an offer of hospitality, even if

issued by a blood enemy. (VI: 361)

- laying a knife at another's feet declarees a personal feud with that

person. Anyone can declare a feud with anyone else, other than a Wise

One or a blacksmith. (VI: 384)

- although most people think the Aiel showw no emotion, they're just very

reserved. (VI: 399)

- even the Aiel have moments where they faail to hide their emotions.

(VI: 522)

- the Aiel commonly raid the Border Reachees of Shienar. (VI: 585)

- most Aiel disapprove of public displays of affection like kissing?

(VI: 666)

- the Aiel disapprove of the excessive revvelry in Cairhien during the

Feast of Lights. (VI: 666)

- Aiel duel?? (VI: 675-676)

3.1 Aiel Clans

~~~~~~~~~~

- the Goshien and Shaarad clans have bloodd feud. (IV: 297)

- the Aiel attitude towards their chiefs iis not the "fawning deference"

wetlanders show towards their lords. Rather, the chiefs are shown

respect, and given an obedience between equals. (IV: 360)

- description of the dragon marks gained iin Rhuidean: (IV: 551) (Jak's)

"Around his forearm would a shape like that on the Dragon

banner, a sinuous golden-maned form scaled in scarlet and gold."

"The thing looked like a part of his skin, as though that nonexistant

creature itself had settled into him. His arm felt different, yet the

scales sparkled in the sunlight like polished metal; it seemed if he

touched that golden mane atop his wrist, he would surely feel each

hair."

- the Shaarad dislike the Goshien, the Taaardad and the Nakai dislike the

Shaido. (IV: 360)

- the septs sometimes raid one another andd steal goats or cattle. (IV: 360)

- whenever two or more clan chiefs meet, tthe accompanying Aiel get together

a sort of fair. (IV: 804)

- merchants set up pavilions at the fair, sell goods like rugs, pottery,

jewellery, silk and ivory. (IV: 945)

- the clan chiefs are all equal to each otther, and don't worry about status

or precedence amongst themselves. (V: 477)

- description of chief's chair: (IV: 810) (Jak's)

"Rand saw only one chair, tall-backed and lacquered red and gold, with a

look of not much use, the chief's chair, Aviendha called it."

- the only chairs in the Waste belong to tthe clan chiefs, and are only used

for three reasons: 1. when being acclaimed chief, 2. to accept the

submission of an enemy with honour, 3. to pass judgement

- the only people among the Aiel who have chairs are the clan chiefs, who

use them for pronouncing judgement or receiving submission of an enemy.

(VI: 535)

- at least one clan chief has tried to uniite the clans. (V: 61)

- description of how chiefs would travel tto meet Rand: (IV: 814) (Jak)

"...each clan chief would bring a few warriors to the Golden Bowl, for

honor, and each sept chief, as well. Added together, it meant perhaps

a thousand men from each clan."

- no known way to imitate the marks of Rhuuidean. (IV: 815)

- the clan chiefs rarely speak of or displlay their Rhuidean markings.

(VI: 290)

- if a chief dies, his wife leads until a new chief is chosen. (IV: 815)

- when there are too many people for the ssize of a Hold, the sept must

divide. (IV; 856)

- a clan or sept chief comes to a meeting with other chiefs with guards

from his warrior society. (IV: 944)

- the chief and/or battle leader of an Aieel army gets one tenth of the

fifth. (V: 355)

- roofmistresses meet sometimes. (IV: 947))

- Aiel group by warrior societies, rather than clans, at large meetings, to

keep the peace. (IV: 953)

- young clan chiefs are rare. (IV: 955)

- marriage between members of feuding clanns is very rare. (V: 78)

- while every Aiel Clan, Society and all AAiel in general have hand signals,

but only the Maidens have made a full language of these gestures.

(VI: 198)

3.2 Clothing and Appearance of Aiel

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- description of Aiel: (III: 432) (Jak)

"...her hands were empty, and she wore no visible weapon. Blue-green

eyes and reddish hair cut short except for a narrow tail that hung to her

shoulders; soft, laced knee-boots and close-fitting coat and breeches all

in the shades of earth and rock.....this woman was Aiel."

- the Aiel are tall. (II: 408)

- the Aiel are naturally pale, but usuallyy tanned because of the sun in the

Waste. (III: 671)

- there are no fat Aiel? (IV: 951)

- Aiel hair colour ranges from reddish broown to platinum blonde. (II: 506)

- Aiel hair colour ranges from white blondde to red, to darker. (IV: 368)

- no Aiel have dark eyes. (IV: 407)

- young girls wear short skirts and braideed pigtails. (IV: 574)

- most Maidens are slim-chested. (V: 347)

- the Aiel knit. (VI: 383)

- Aiel wear shoufas on their heads. (I: 6117)

- warriors wear a shoufa with a black veill attached. (IV: 818)

- warriors wear clothing in natural colourrs, short spears, short bows, hide

bucklers and long knives. (II: 408)

- only certain Aiel may wear the cadin'sorr. (IV: 215)

- the cadin'sor is not identical for all wwarriors - the cut of the coat

indicates the wearer's clan and warrior society. (VI: 314)

- the Wise Ones wear bulky brown skirts, lloose white blouses and brown

shawls, as well as jewellery if they wish, the dress of most Aiel women.

(IV: 217)

- Aiel women are rarely without their shawwls. (VI: 259)

- gai'shain are only supposed to wear whitte. (VI: 383)

- gai'shain wear sandals and hooded white robes. (IV: 381)

- the Aiel don't dress with sex appeal in mind. (IV: 955)

- Aviendha has a store of feminine accoutrrements. (IV: 141)

- Aiel women (except for Maidens and gai'sshain) wear multiple bracelets and

necklaces. (V: 130)

- women traders wear twice as much jewelleery as the average women. (V: 130)

- Aiel men always go clean-shaven. (VI: 5883)

3.3 Aiel Familial Relations and Customs

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- father-sister - the fathers are brotherss. (IV: 221)

- sister-wife - two women who share the saame husband. (IV: 221)

- second-mother - mother-in-law (IV: 384)

- the father-brother is one's uncle? (V: 3364)

- it takes time for two women to learn aboout each other and decide if

they'd make suitable first-sisters. (VI: 523)

- the practice of two women marrying the ssame man arose to preserve the

bonds between women. The man can say no to the arrangement, but if he

wants to marry one, he must accept both. (IV: 222)

- when a second woman marries a man, she bbecomes first-sister to his first

wife, and both are equally important parts of the ceremony. (V: 270)

- sister-wives raise their children togethher as members of one family.

(VI: 385)

- desc of regard-gift practice (V: 85)

- in the Aiel culture, it is traditional tthat the women make the marriage

proposals. (IV: 222)

- Aiel have the practice of the bride-giftt? (IV: 384)

- in the Aiel culture, the land and the rooof (housing) belong to the women,

not the men. (IV: 790)

- description of Aiel marriage customs andd the roof in marriage:

(IV: 790) (Jak)

"When a woman is to marry, if she does not already own one, her family

builds one for her. On her wedding day her new husband carries her away

from her family across his shoulder, with his brothers holding off her

sisters, but at the door he puts her down and askes her permission to

enter. The roof is _hers_."

- members of one society feel so "familiall" towards each other that

sometimes they won't even marry someone too closely related to another

of their society. (V: 63)

- people often marry those they've come too be close to as gai'shain, but

only once the term of service is up. (V: 78)

- marriage between members of feuding clanns is very rare. (V: 78)

- when a woman lays a bridal wreath at thee feet of the man she wants to

marry. He can either pick it up to accept the proposal, or step on it to

refuse her. (V: 107)

- the flowers and plants used to make a brridal wreath have significance as

to the woman's intentions for the nature of the marriage. (V: 277)

- the man knows nothing of the wedding unttil the bride lays the bridal

wreath at his feet? (V: 276)

- desc of Aiel wedding - vows, then Wise OOnes give blessings, kin surround

the bride and groom and he fights his way to her, then she fights him.

(V: 277)

- women exchange gifts to seal their decission to consider each other near-

sisters. (V: 131)

- desc of Aiel flirtation techniques (VI: 106-107)

- speaking of an Aiel's in-law (second-fatther or second-mother) is a

hostile act, which can lead to fighting or someone being taken as

gai'shain. (VI: 286)

- people who are married can still become gai'shain. (VI: 302)

- Aiel mothers kiss their children on theiir foreheads and cheeks. (VI: 355)

- most Maidens of the Spear are willing ennough to take lovers, but some men

find it offensive that they won't give up the spear to marry. (VI: 566)

- most Aiel disapprove of public displays of affection like kissing?

(VI: 666)

- the Aiel disapprove of the excessive revvelry in Cairhien during the

Feast of Lights. (VI: 666)

3.4 Aiel Food

~~~~~~~~~

- desc of Aiel meal customs (IV: 813)

- Aiel eat stretched out on the floor in wwhatever position is most

comfortable. (IV: 812)

- the Aiel never waste any potable beveragge. (V: 520)

- the Aiel prefer strong ale to drink. (IVV: 604)

- goat roasted with dried peppers, and a sspicy, flecked yellow mush.

(IV: 609)

- spicy goat and pepper stew, peas, squashh, bread of zemai flour,

long bright red and green beans, zemai with chunks of t'mat, and tough-

skinned, sweet bulbous fruit from the kardon plant (cactus). (IV: 812)

- the Aiel drink dark-brewed tea. (IV: 8199)

- oosquai (made from zemai), has a brownissh tinge and little taste, but is

very potent alcohol. (IV: 944)

- olives are rare in the Waste. (V: 62)

- pea soup (V: 67)

- flat, pale bread made from zemai, gara aand bloodsnake. (V: 276)

- the Aiel grow their own tabac in the Wasste. (V: 620)

- porridge with dried fruit is a popular mmorning food. (VI: 308, 360)

- motai - a sweet and tasty grub. (VI: 6500)

- dried goat, hard flatbread, hard blue-veeined white cheese with a tart

taste - travelling food. (III: 458)

3.5 Gai'shain

~~~~~~~~~

- gai'shain are summoned by striking a smaall brass gong. (IV: 382, 558)

- the gai'shain are not servants. (IV: 3833)

- desc of how one becomes gai'shain (IV: 3383-384)

- no one would ask to be made gai'shain too a wetlander or anyone who didn't

understand the principles of ji'e'toh. (IV: 385)

- people often marry those they've come too be close to as gai'shain, but

only once the term of service is up. (V: 78)

- gai'shain have their own quarters? (V: 2273)

- sometimes when a man romantically desirees a Maiden, he will arrange to be

taken gai'shain to her, though the plan rarely works. This is the origin

of the phrase "teach him to sing". (V: 277)

- battle prisoners are initially held nakeed. (V: 523)

- killing a gai'shain is like killing a deefenceless child, and such a

murderer would be struck down by another Aiel, even his own kin.

(VI: 259)

- speaking of an Aiel's in-law (second-fatther or second-mother) is a

hostile act, which can lead to fighting or someone being taken as

gai'shain. (VI: 286)

- people who are married can still become gai'shain. (VI: 302)

- gai'shain aren't greeted with usual pleaasantries. (VI: 302)

- it's shaming to speak of a gai'shain's llife before or after the wearing

of the white. (VI: 303)

- if a Maiden is attacked by and defeats aa non-Maiden woman, the Maiden

could make her a gai'shain or demand the right to beat her before her

clan members. (VI: 315)

- gai'shain should not be addressed as memmbers of their former station,

dishonours the person who does so. (VI: 327)

- gai'shain are only supposed to wear whitte. (VI: 383)

3.6 Ji'e'toh, Aiel Crimes and Punishments

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- lying costs one toh, Aviendha asks to bee switched as punishment for

lying. (V: 103)

- if you lie, you incur toh to the person you've lied to. (VI: 362)

- it is a specific spoken lie that incurs toh. (VI: 461)

- Maidens punish a thief by forcing her too go naked, wearing only the

things she stole. (V: 105)

- the Aiel consider spying a violation of honour. (V: 63)

- the bloodprice is an Aiel penalty for deeath? (IV: 583)

- while in the Waste, a gleeman will be alllowed anything short of murder by

the Aiel. (IV: 797)

- the Aiel take a very dim view of thieverry and harshly punish thieves.

(IV: 976)

- the Aiel sometimes sell uninvited visitoors "like animals" to Shara, or

kill them. (V: 64)

- punishment for intrusive person - shave head and beat with stinging

nettles. (V: 347)

- battle prisoners are initially held nakeed. (V: 523)

- killing a gai'shain is like killing a deefenceless child, and such a

murderer would be struck down by another Aiel, even his own kin.

(VI: 259)

- speaking of an Aiel's in-law (second-fatther or second-mother) is a

hostile act, which can lead to fighting or someone being taken as

gai'shain. (VI: 286)

- if a Maiden is attacked by and defeats aa non-Maiden woman, the Maiden

could make her a gai'shain or demand the right to beat her before her

clan members. (VI: 315)

- desc of misc. Aiel rules (VI: 313)

- an Aiel suffers more from shame and embaarrassment than he/she would from

physical pain. (VI: 294)

- gai'shain should not be addressed as memmbers of their former station,

dishonours the person who does so. (VI: 327)

- Maidens, Stone Dogs and Black Eyes are pparticularly touchy about

ji'e'toh. (VI: 403)

- under ji'e'toh, there are no excuses. (VVI: 403)

- there are few ways to incur ji'e'toh towwards a gai'shain, one is

reminding them of their previous lives. (VI: 403)

- it is insulting to tell someone he has ttoh towards you. (VI: 403)

- even though there are times when surrendder would lose less du and toh

than the alternatives, very few Aiel would consider the alternatives.

(VI: 451)

- only you know the worth of your honour ((i.e., how much you need to do to

atone for incurred toh?) (VI: 461)

- toh no longer exists once it has been meet, and the incident won't be

referred to or held against you. (VI: 462)

- after incurring toh by sleeping with Rannd, Aviendha says Elayne may

choose either to beat or kill her. (VI: 523)

3.7 Phrases, Sayings and Adages

~~~~~~~~~~~~~~~~~~~~~~~~~~~

- desc of Aiel oath (I: 552)

- desc of welcome ritual (IV: 382)

- wetlanders (non-Aiel) (III: 394)

- oath-breaking treekillers (Cairhienin) ((III: 436)

- shadowrunners (Darkfriends) (III: 444)

- watersharers (former name for Cairhieninn) (III: 445)

- armcry (raise an alarm) (III: 634)

- shade of my heart (term of endearment) ((IV: 370)

- dogrobbers (insult) (IV: 946)

- Shadowsouled (Forsaken) (V: 639)

- My water is yours. (II: 409, III: 394)

- May you always find water and shade. (IIII: 396)

- May I never know shade if I do. (oath) ((IV: 362)

- I see you. (welcome/acknowledgement) (IVV: 410)

- Your honour is mine. (IV: 471)

- I ask leave to defend your roof and yourr hold. (IV: 471)

- Sleep well and wake. (goodnight) (V: 2788)

- May you find shade and water this day. ((greeting) (VI: 96)

- desc of Aiel saying about men (VI: 355)

- Death comes for us all, we can only chooose how to face it when it comes.

(III: 433)

- A man caught between his wife and a Wisee Woman often wishes for a dozen

old enemies to fight instead. (III: 456)

- Greed kills more men than steel. (IV: 3553)

- When you choose the fight, you must takee the consequences, win or lose.

(IV: 444)

- As well try to understand the sun as a wwoman. (IV: 445)

- If you plan for the worst, all surprisess are pleasant. (IV: 456)

- If a Maiden loves you, you cannot escapee her, however you run. (IV: 468)

- If you ask the lion to protect you from wolves, you have only chosen to

end in one belly instead of another. (IV: 478)

- A Myrddraal has less cunning than a womaan, and a Trolloc fights with more

honour. (IV: 693)

- When the boar breaks cover, there's onlyy you and your spear. (IV: 596)

- Killing is as easy as dying, any fool caan do both. (V: 268)

- The Breaking of the World killed the weaak, and the Three-Fold land killed

the cowards. (V: 362)

- Life is a dream. (V: 479)

- A man's dreams are a maze even he cannott know. (Saying of the Wise One

Dreamwalkers) (VI: 250)

- Put your soul in a wreath to lay at a maan's feet. (Serious insult to a

Maiden) (VI: 314)

- Use the weapons you have. (VI: 485)

- As fast as a grey-nosed hare that sat onn segade spines. (VI: 609)

3.8 Customs of Rhuidean

~~~~~~~~~~~~~~~~~~~

- Rhuidean, and particularly what happens there, is not to be spoken of to

any who have not been there. (IV: 358, 551)

- none may shed the blood of one travellinng to or from Rhuidean. (IV: 361)

- long ago, even the name of Rhuidean wasnn't written down, symbols were

used to indicate the city instead. (IV: 362)

- those who wish to enter Rhuidean to takee the test to become a clan chief

must first get the permission of the Wise Ones. (IV: 372-373)

- at least four Wise Ones are required to vote yes for someone to enter

Rhuidean. (IV: 388)

- desc of the ritual of entering Rhuidean (IV: 372)

- desc of ritual and instructions for enteering Rhuidean (IV: 375)

- before a woman enters Rhuidean, she disccards her old belongings as

"trash". When she comes back, she's forced to burn the non-metal

belongings, and scatter the ashes. The non-metal is taken to a smith to

be reformed into non-weapon objects. (IV: 379)

- women entering into Wise One training muust first pass the test of passing

through a ter'angreal in Rhuidean. (IV: 380)

- the ritual for going to Rhuidean is the first step of testing along the

way to becoming a Wise One. (IV: 380)

- traditionally, any non-Aiel who approachhes Chaendaer is killed.

(IV: 372-372, 381)

- it is considered sacrilege for a non-Aieel to even ask to enter Rhuidean.

(IV: 374)

- no woman may go to Rhuidean more than twwice, no man more than once, and

none at all save they have the blood of the Aiel. (IV: 374)

- most men who enter Rhuidean do not come back, and some who return come

back insane. (IV: 375)

- those who break the Agreement of Rhuideaan will be denied shade (shelter),

a form of ostracism. (IV: 551)

- desc of the dragon marks gained in Rhuiddean (IV: 551)

- Rand and the others were in Rhuidean forr 7 days, no one comes out after

10 days, which is how long those outside will wait for them. (IV: 554)

- no man can go twice to Rhuidean. (IV: 5665)

- those Aiel who haven't been to Rhuidean are more likely to honour Aes

Sedai. (IV: 811)

- no known way to imitate the marks of Rhuuidean. (IV: 815)

- the clan chiefs rarely speak of or displlay their Rhuidean markings.

(VI: 290)

- less than 1 in 3 men who go to Rhuidean survive, because they cannot face

the truth of the memories there revealed. (IV: 960)

- there are certain places that cannot be entered in TAR - Rhuidean, the

stedding, and a few others. (IV: 387)

3.9 Aiel Spirituality and Superstition

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- the car'a'carn is the 'chief of chiefs',, a prophesized figure. (IV: 552)

- males who develop the ability to Channell go north, a tradition known as

"going to kill the Dark One". (IV: 570)

- the Aiel bury their dead? (IV: 583)

- there are darkfriends among the Aiel. (VV: 345)

- the Pattern does not see ji'e'toh. (V: 1106)

3.10 Aiel Warriors and Combat

~~~~~~~~~~~~~~~~~~~~~~~~

- desc of #'s of Aiel warriors (V: 470-4711)

- Aiel men do not sing after childhood exccept for battle chants and dirges

for the slain. (I: 374)

- warriors fight to the music of pipers. ((II: 409)

- Aiel dance: play pipes, leap into the aiir doing high kicks, somersaults

and backflips, can break your bones if performed wrong. (V: 509)

- Aiel warriors only sing battle hymns. (VV: 509)

- some young Aiel go up to the Blight to hhunt Trollocs and Myrddraal.

(IV: 564)

- young Aiel often travel to the Blight too hunt Trollocs, including women,

who join the Maidens of the Spear. (I: 374-375)

- an Aiel can run 50 miles and fight a batttle once he gets there. (II: 170)

- Aiel will not ride horses or use swords.. (II: 170)

- an Aiel will not strike any woman who iss not a warrior, except to save

a life. (II: 411)

- how to play the "game" of Maiden's Kiss (IV: 65-66)

- non-warriors can challenge each other too fight, even a fight to the

death, or a near-relative can make the challenge on a relative's behalf.

(IV: 175)

- most Aiel warriors can face a Fade withoout flinching. (IV: 191)

- a Maiden who becomes a Wise One must givve up the spear. (IV: 212)

- when Aviendha gives up the spear for Wisse One training, she is made to

give up all her weapons, and have non-weapon items made from the former

weapons. Three of those items will be given to friends, three to the men

she most hates, and three to the women she most hates. (V: 91)

- Maidens are often used as scouts. (IV: 3301)

- the Aiel always travel with scouts, who are often members of the Society

of Maidens of the Spear. (IV: 587)

- many young girls dream of becoming Maideens, and learn the rudiments of

bow, spear and unarmed fighting. (IV: 563)

- a woman speaks vows to spear upon becomiing a Maiden. (IV: 563)

- Maidens are forbidden to carry their speear while pregnant. (IV: 563)

- the only men allowed into the Maiden's RRoof are gai'shain. (IV: 819)

- the Maiden's have a tea ritual to show ttheir approval of Rand trying to

attract Aviendha. (IV: 819-820)

- most Maidens are slim-chested. (V: 347)

- the child born of a Maiden is believed tto be lucky, though none but the

adoptive parents know it's not their own. (VI: 93)

- Maidens use hand signals to speak to eacch other secretly. (IV: 809)

- samples of Maiden's handtalk (VI: 314-3115)

- while every Aiel Clan, Society and all AAiel in general have hand signals,

but only the Maidens have made a full language of these gestures.

(VI: 198)

- if a Maiden is attacked by and defeats aa non-Maiden woman, the Maiden

could make her a gai'shain or demand the right to beat her before her

clan members. (VI: 315)

- most Maidens of the Spear are willing ennough to take lovers, but some men

find it offensive that they won't give up the spear to marry. (VI: 566)

- the martial arts practised by the Maidenns differs from that of the male

warrior societies, and they don't like for men to watch them practice it.

(VI: 628)

- Stone Dogs take vows not to retreat. (IVV: 301)

- the Aiel have a very negative attitude ttowards spies, or even people

trying to pry. (IV: 348)

- when the Aiel take the Hold of an enemy clan in the Waste, they carry

away one fifth of all it contains, except food. This custom and law is

known as the fifth. (IV: 352-353)

- the chief and/or battle leader of an Aieel army gets one tenth of the

fifth. (V: 355)

- no warrior may shed the blood of anotherr from the same society. (IV: 360)

- Aiel warriors are trained in a form of mmartial arts, unarmed combat with

hands and feet. (IV: 544)

- warriors change tactics according to thee circumstances of a fight.

(IV: 603)

- desc of a battle tactic (IV: 603)

- each warrior society has a roof within eeach Hold. (IV: 819)

- even non-warrior Aiel take up arms to deefend their Hold when it's

attacked. (IV: 830)

- Aiel group by warrior societies, rather than clans, at large meetings, to

keep the peace. (IV: 953)

- members of one society feel so "familiall" towards each other that

sometimes they won't even marry someone too closely related to another of

their society. (V: 63)

- desc of the Aiel bow (V: 127)

- Aiel use curved horn bows. (V: 269)

- the Aiel are not mindless killers. (V: 2268)

- the Wise Ones don't take part in battless, most especially they don't use

the OP in a battle. (V: 482)

- if a warrior breaks all her spears, he/sshe is stating that he/she will

have no honour in this life. (V: 640)

- Aiel like using surprise in battle. (VI:: 41)

- each warrior society has a leader, and aa leader for each specific

circumstance. (VI: 95)

- no Aiel turns away from a possible fightt. (VI: 327)

- the Aiel commonly raid the Border Reachees of Shienar. (VI: 585)

- Aiel duel?? (VI: 675-676)

3.11 Aiel Wise Ones

~~~~~~~~~~~~~~

SEE ALSO: 57.0 AIEL CHANNELERS

- around two thirds of the Wise Ones can CChannel. (VI: 362)

- there are less than 1000 Aes Sedai, but there are more channelling Wise

Ones than that. (VI: 488)

- there are only four Dreamwalkers among tthe Aiel at the moment. (IV: 388)

- the Wise Ones take apprentices. When theey're ready, they're eventually

"called to a hold of their own". (VI: 382-383)

- normally each Wise One has only one apprrentice. (VI: 386)

- if a Wise One-trainee cannot repeat backk a training lecture after one

hearing, she is punished. (IV: 388)

- the women training to become Aiel Wise OOnes do chores as part of their

training. (IV: 577)

- Wise One punishment: dig holes and fill them back up with earth again.

The futility of the task underlines that it's a punishment. (IV: 579)

- the Wise Ones are fond of assigning uselless punishments like burying

ashes with a spoon, or piling rocks. (V: 299)

- the Aiel consider the Aes Sedai trainingg program "coddling". (IV: 378)

- a Maiden who becomes a Wise One must givve up the spear. (IV: 212)

- Aiel Wise One adamant that Maiden who's entered Wise One training must

give up the spear and her warrior-like ways except for self-defence.

(IV: 827)

- when Aviendha gives up the spear for Wisse One training, she is made to

give up all her weapons, and have non-weapon items made from the former

weapons. Three of those items will be given to friends, three to the men

she most hates, and three to the women she most hates. (V: 91)

- desc of the first test for Aiel Wise Onees (V: 134)

- by law and/or custom, the Wise Ones avoiid strangers (or only Aes Sedai

who might find out that they can Channel?) (V: 330)

- a Wise One is always safe among the Aiell, regardless even of blood feud.

(IV: 371)

- the Wise Ones don't take part in battless, most especially they don't use

the One Power in a battle. (V: 482)

- the Wise Ones guide, but they do not telll. (IV: 386)

- those who move with too much knowledge oof the future find disaster,

either from their efforts to change the future, or complacency in

accepting that what was seen in the future will happen without effort.

(IV: 387)

- desc of types of tests administrated by Wise Ones to determine health

(VI: 357)

- the Wise Ones decide that Min's ability puts her on an equal footing with

them. (VI: 624)

- most Aiel don't even know that Wise Oness can channel, though there are

rumours of strange abilities, and some figure what some Wise Ones do is

close to channelling. (V: 482)

- those who wish to enter Rhuidean to takee the test to become a clan chief

must first get the permission of the Wise Ones. (IV: 372-373)

- at least four Wise Ones are required to vote yes for someone to enter

Rhuidean. (IV: 388)

4.0 THE AIEL WASTE

~~~~~~~~~~~~~~

- only gleemen, Tinkers and peddlers can ffreely enter the Waste. (I: 374)

- the Aiel sometimes sell uninvited visitoors "like animals" to Shara, or

kill them. (V: 64)

- how to find water in the Waste (IV: 791))

- in the Waste, you boil by day and freezee by night, and only an Aielman

can find water there. (I: 339)

- desc of the heat of the Waste (IV: 366)

- the heat of the Waste can actually kill those not accustomed to it.

(IV: 371)

- cattle and goats are herded in the Wastee. (II: 170)

- the Aiel herd goats and sheep. (IV: 598))

- the Aiel call the Waste the Three-Fold LLand - a shaping stone to make us,

a testing ground to prove our worth, and a punishment for our sins.

(II: 410)

- the Aiel have no cities. (IV: 357)

- there are places where something like thhe Peace of Rhuidean is in effect,

one of them is Alcair Dal, which is near to Cold Rocks Hold and Rhuidean.

(IV: 560)

- desc of Alcair Dal (IV: 953)

- Trollocs only a few miles from the Blighht south into the Waste. (IV: 599)

- it has never rained in the Waste? (V: 3663)

- the Aiel never use maps, they claim not to need them. (VI: 321)

- desc of the Waste's terrain (IV: 582)

- desc of Waste landscape (IV: 791)

- desc of Waste (IV: 943)

- desc of Waste (V: 136)

- vehicles like wagons have rough going inn the Waste's terrain. (IV: 595)

- there is very little wood in the Waste. (V: 59)

- Shiagi Hold (IV: 815)

- Chain Ridge Stand - between the Goshien and Shaardad territories.

(IV: 955)

4.1 Cold Rocks Hold

~~~~~~~~~~~~~~~

- Cold Rocks is 12 days walk from Imre Staand. (IV: 801)

- desc of outer area of Cold Rocks (IV: 8002)

- de



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