SnakeWheel The Wheel of Time Collection
A Guide to Geography and Culture

Wheel of Time -  DROSI [English]  -  DROSI [Deutsch]

SnakeWheel


     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                    THE WHEEL OF TIME CONCORDANCE
         A Guide to Geography, Culture and Other Setting Elements
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LEGEND: + = additional material   * = new section @-SPAMSCHUTZ- = major "spoiler" - see Section 0.6

                         TABLE OF CONTENTS
                         ~~~~~~~~~~~~~~~~~
+ 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
                    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ 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
                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 55.0   THE ONE POWER AND CHANNELING
@-SPAMSCHUTZ-55.1            Ageing and Channelers
 55.2            Linking (Channelling)
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-63.0   TER'ANGREAL - GENERAL NOTES
@-SPAMSCHUTZ-63.1            A'dam
@-SPAMSCHUTZ-63.2            Miscellaneous Ter'angreal
 63.3            Redstone Doorway #1 (Tear)
 63.4            Redstone Doorway #2 (Rhuidean)
@-SPAMSCHUTZ-63.5            Tel'aran'rhiod Ter'angreal
 64.0   AIR WEAVES - GENERAL NOTES
 64.1            Air Weaves - Specific Episodes
 65.0   BALEFIRE - GENERAL NOTES
@-SPAMSCHUTZ-65.1            Balefire - Specific Episodes
 66.0   BONDING AND COMPULSION - GENERAL NOTES
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-68.1            Fire Weaves - Specific Episodes
@-SPAMSCHUTZ-69.0   HEALING - GENERAL NOTES
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-74.1            Miscellaneous Weaves - Specific Episodes
 75.0   SPIRIT WEAVES/SHIELDING - GENERAL NOTES
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-81.0   WOLF BROTHERS AND WOLVES
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-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
@-SPAMSCHUTZ-84.3            Properties of Tel'aran'rhiod
@-SPAMSCHUTZ-84.4            Dangers of Tel'aran'rhiod 

+Appendix 1   Publishing Information
+Appendix 2   Chapter-Page Information


0.0   INTRODUCTORY NOTES
      ~~~~~~~~~~~~~~~~~~

0.1   Version and Copyright - PLEASE READ
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@-SPAMSCHUTZ-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 @-SPAMSCHUTZ- 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@-SPAMSCHUTZ-aol.com) - expanded numerous "desc of ___" entries,
    indicated with (Jak) following the book-page reference

Keith Edward Casner (diomedes@-SPAMSCHUTZ-uclink.berkeley.edu) - which adages are
    Lini's, and additional Lini and Tairen sayings

Emma Pease (emma@-SPAMSCHUTZ-kanpai.stanford.edu) - the list of chapter icons in 
    Appendix 2, and the chapter-page information for The Shadow Rising (IVa)

Terry Miles (jtmiles@-SPAMSCHUTZ-erinet.com) - the chapter-page info in Appendix
    2 for the following editions: Ia, Ib, IIa, IIb, IIIa, IVb, Va

Michael K. Kremer (splan1@-SPAMSCHUTZ-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@-SPAMSCHUTZ-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 of respect to their betters.
  (I: 191)
- people shake hands when greeting/meeting. (I: 338)
- deals are sealed with a handshake. (V: 489)
- people spit on their palms and shake hands to seal a bargain. (VI: 489)
- women curtsey, and men bow. (IV: 18)
- people brush their teeth with a twig and 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 turn kitchen spits. (III: 331)
- good money for cats in hard times. (I: 619)
- a Nashan draft horse is a big horse. (VI: 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 nurse. (IV: 58)
- a Lady would never travel without at least one maid. (V: 183)
- each noble house has a High Seat of the House? (V: 621)
- part of the compact between noble and commoner 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 Tongue, but many learn only enough to
  impress people with, and have no true understanding. (II: 386)
- nobles write in ciphers and codes as part of Daes Dae'mar. (III: 463)
- a skilled player of Daes Dae'mar will recognize something is written in a
  code/cipher, even if he/she can't decode it. (III: 520)
- silk comes from the land beyond the Aiel Waste. (II: 452)
- the sources of ivory and silk are not known 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 paper 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 pigeons 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 document 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 glasses and burning lenses off on one
  of their islands. Spectacles are very rare. (IV: 317)
- there is at least one non-Sea Folk craftsman who makes lenses and
  looking glasses. (V: 463)
- most villages have a sickhouse, where contagious sick people are tended
  by the local Wisdom. (IV: 484)
- most places have something like the Women'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 sometimes men who break law or 
  deeply offend custom. (V: 667)
- people get very excited over the visit of Hunters of the Horn. (IV: 526)
- drunks are relatively rare? (IV: 766)
- it is not the tradition in every land that the wife takes the husband's 
  name. (IV: 923)
- people take oaths seriously, and there are 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 strongest oaths. (V: 337)
- traders carry documents to show where they have paid duties already.
  (V: 564)
- most merchant/peddler wagons are fitted with stoves? (V: 345)
- merchants try and mimic their betters, but only to a certain extent, 
  mimicking the nobility too closely would be dangerous. (V: 237)
- black is the merchants' colour and livery, as any other colour would be
  the same as one adopted by _some_ lord. (V: 238)
- desc of merchant's house, pretence of noble's manor (V: 237-238)
- some people, particularly lords, duel at times. (V: 487)
- desc of military formation of hedgehog (V: 488)
- usually an army is raised and led by individual captains and/or Lords who
  gather men loyal to them. (VI: 126)
- a nobleman could not stand to be under the command of a commoner in
  battle. (VI: 501)
- nobles usually make up cavalry units, and commoners infantry. (V: 459)
- any largish army gathering or passing through 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: Haywain, 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 (II: 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 noontime. (I: ??)
- desc of telescope - looking glass (II: 418)
- leather folder lined with silk used to store papers safely. (III: 237)
- smith makes and sells metal puzzles. (III: 389)
- desc of fireworks and how they work. (III: 472-473, 516-517)
- people often assume technological objects are the work of Aes Sedai or
  the Power. (III: 517)
- fossils have been found in the Mountains 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 to know what a dragon is, or that
  it is the creature represented on the Banner. (IV: 180)
- nameday surprise - like a surprise birthday 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 Arinelle 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 Seat 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 recorded in the White Tower. (II: 67)
- the records say Aes Sedai could fly in the Age of Legends, but don't say
  how they did it. (II: 277)
- the Talents of flying and making oneself invisible are known from 
  writings from the Age of Legends. (III: 96)
- Aes Sedai lived a long, long time in the Age of Legends. (IV: 428)
- Moghedien was 200 years old when she was 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 or 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 of 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 Legends 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 swords of master swordsmen. (I: 106)
- silk comes from the land beyond the Aiel Waste. (II: 452)
- underwear is called "small clothes". (II: 14)
- wheelwrights and blacksmiths wear long aprons. (II: 628)
- women wear divided dresses for riding. (III: 131)
- "fancy" clothes might include embroidery, 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 instead 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 across their coat fronts.
  (IV: 173)
- This passage depicts the scene in the Maule, 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 alter their appearance. (IV: 282)
- people use hair dye. (V: 170)
- portable cosmetics box with mirror and rabbit 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. (III: 519)
- executions are commonly by hanging or decapitation. (IV: 16)
- road brigands try and steal horses as well as valuables. (IV: 18)
- the law will hold people to the strongest oaths. (V: 337)
- the Women's Circle punishes women, and sometimes men who break law or 
  deeply offend custom. (V: 667)
- magistrates sit at trials. (VI: 422)
- thief takers are in the service of a lord/ruler, but also hire out 
  independently. (III: 556)
- thief-catchers charge one tenth of the value of objects recovered, or a
  silver mark to find one person. (III: 568)
- thief-catchers have a brotherhood in Tear? That sets prices? (III: 569)
- there are professional headmen. (VI: 655)


1.4   Economy and Merchants
      ~~~~~~~~~~~~~~~~~~~~~
- a large silver coin would buy a good horse in the Two Rivers. (I: 30)
- Tar Valon coins have woman balancing a flame on her palm. (I: 30)
- most people outside of Tar Valon get rid of Tar Valon marks as soon as
  possible. (I: 452)
- after hard winter, it costs a few coppers 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 news 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 more than five or six.
  (I: 20, II: 438)
- most people try and get rid of Tar Valon 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 worth 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 coins, and are worth more.
  (III: 344)
- minor merchants from the smaller merchant houses. (III: 351)
- tavern/inn staff refer to most patrons as Master and Mistress. (III: 352)
- a fringed Taraboner carpet is worth a purse of silver. (III: 535)
- the Aiel don't use a lot of currency, rather 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 following 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 of worth. (I: 311)
- there are bankers and moneylenders, people 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, but only to a certain extent, 
  mimicking the nobility too closely would be dangerous. (V: 237)
- black is the merchants' colour and livery, as any other colour would be
  the same as one adopted by _some_ lord. (V: 238)
- desc of merchant's house, pretence of noble's manor (V: 237-238)
- traders carry documents to show where they have paid duties already.
  (V: 564)
- only gleemen, Tinkers and peddlers can freely 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 across their coat fronts.
  (IV: 173)
- 1000 gold is more than river ship captain 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. (II: 591)
- a gold crown fee to sleep on the deck and 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 would buy a trading ship.
  (III: 565)
- Faile was charged just under three silver marks for river passage from
  Remen to Illian? (III: 402)
- the "vast" sum of 3000 gold is considered 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 enough to buy a village or two.
  (VI: 316)
- shops use universally-understood symbols instead of letter names.
  (III: 557)


1.5   Festivals and Celebrations
      ~~~~~~~~~~~~~~~~~~~~~~~~~~
- people celebrate their namedays. (IV: 286)
- people give alms to the poor on Firstday, which is long past in Summer/
  Fall. (V: 560)
- the Feast of Lights occurs in Autumn? (VI: 497)
- Feast of Lights is a two-day celebration 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 the Feast, which is also
  celebrated  with dancing and other festivities that vary locally.
  (VI: 654)
- attacks by criminals and footpads are unusual during the Feast. (VI: 656)
- no one begins to travel soon before or during 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, honey-smoked tongue, potted larks,
  goose-liver pudding, kippered eel. (VI: 588)
- sweetcakes (II: 109)
- mulled wine (II: 607)
- beef tea, sweetbreads, mustard, horseradish, pickles, spiced wine
  (III: 217) (Tar Valon?)
- oakcakes (III: 333, 446)
- pudding (III: 625)
- cookies (IV: 289)
- people sometimes take honey in their tea. (III: 563)


1.7   Inns and Taverns
      ~~~~~~~~~~~~~~~~
- an honest innkeep gives a gleeman room and board, and a bit beside, in
  return for the custom he brings by performing. (I: 386)
- innkeep in Four Kings locks his door, backhands waitress. (I: 470, 480)
- yellow soap in an inn. (I: 194)
- innkeep in Four Kings locks his door, backhands waitress. (I: 470, 480)
- people dice in the common rooms. (III: 343)
- 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. (VI: 326)
- there are taverns and gambling dens. (VI: 511)
- taverns often have to amuse patrons, like 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 luck. (I: 109)
- The Wheel weaves as the Wheel wills. (I: 92)
- What is done is already woven in the Pattern. (I: 140)
- What is already woven cannot be undone. (I: 665)
- No eye can see the Pattern until it is woven. (I: 418)
- No one is so lost he cannot be brought to the Light. (I: 454)
- May you shelter in the palm of the Creator'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 anger an Aes Sedai. (I: 166)
- The price of Aes Sedai help is always smaller 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 rid of a splinter before asking
  help from an Aes Sedai. (IV: 16)
- women referred to as goodwife or Mistress. (I: 7)
- men referred to as goodman or Master. (I: 99)
- wool-headed (I: 179)
- hard times and stony days (I: 539)
- good-riddance and soonest-mended (I: 465)
- wool-headed (I: 179)
- the greasy end of the stick (short end of 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) (III: 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) (III: 383)
- jump like a frog on a hot rock (III: 506)
- make calf-eyes at (moon over) (III: 526)
- Pull wool and scratch gravel (bow and scrape) (III: 530)
- tug [your/one's] forelock (IV: 530)
- six up, half-dozen down (III: 531)
- tiptoeing on eggs (walking on eggs) (III: 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 fence (IV: 338)
- caught between two millstones (between a 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 play) (VI: 204)
- head too big for his cap (too big for his britches) (VI: 215)
- sweating like a horse (sweating like a pig) (VI: 222)
- cracking pecans with a sledgehammer (VI: 226)
- sure as a duck has feathers (does a bear 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, don'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 fly in the ointment) (VI: 509)
- mudfoot (country bumpkin) (VI: 531)
- easy as stealing a pie (easy as taking candy from a baby) (VI: 560)
- have a bee in [one's] ear (have a bee in [one's] bonnet) (VI: 560)
- have a bee up [one's] nose (have a bee in [one's] bonnet) (VI: 633)
- make a bull out of a mouse (make a mountain out of a molehill) (VI: 598)
- lightskirt (a kept woman/mistress/slut?) (VI: 626)
- No use trying to put a broken egg back in the shell. (I: 127)
- Care and a long life go together. (I: 137)
- Sometimes you have to grab the wolf by the ears. (I: 232)
- When you have a wolf by the ears, it's as hard to let go as it is to hang
  on. (I: 232)
- Whether the bear beats the wolf or the wolf 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. (VI: 233)
- Teach him how you will, a pig will never play the flute. (I: 378)
- Even a blind pig finds an acorn sometimes. (I: 525)
- A south wind brings a warm guest, a north 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 a fish teach a bird to swim.
  (II: 126)
- The best of men are not much better than housebroken. But then,
  the best of them are worth the trouble of house-breaking. (II: 139)
- Patience is a virtue that must be learned. (II: 335)
- A stick and honey always work better than a stick alone. (II: 553)
- Let's see how the shoe nails on your foot. (III: 48)
- Be on them like a duck on a beetle. (III: 51)
- For the Love of the Light. (III: 53)
- Better ten days of love than years of regretting. (III: 57)
- When Whitecloaks give a gift, search for 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 could see, and too stubborn
  to be trusted to think for themselves. (III: 98)
- To anger an Aes Sedai is to put one's head in a hornet's nest. (III: 98)
- Always plan for the worst and all your surprises will be pleasant ones.
  (III: 143)
- Should and would build no bridges. (Lini) (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 surely as one who can see it.
  (III: 318)
- If you want the fun of the jig, you have to pay the harper sooner or 
  later. (III: 326)
- It's better to be the hammer than the nail. (III: 442)
- Do not cut off your ears because you do not like your earrings. 
  (III: 557)
- You can weave silk from pig bristles before you can make a man anything
  but a man. (Lini) (IV: 122)
- A weeping woman is a bucket with no bottom. (Lini) (IV: 125)
- Poke the meekest dog too often, and he will bite. (IV: 271)
- To anger the Ogier and pull the mountains down on your head. (IV: 303)
- Smooth words make smooth companions. (IV: 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 usually hit your own thumb. (IV: 680)
- Wanting won't make a stone cheese. (IV: 702)
- A spoonful of hope, and a cup of despair. (V: 134)
- A man is a man, on a throne or in a pigsty. (Lini) (V: 150)
- A shoat squealing under the fence just attracts 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 cannot complain when one bites you. 
  (Lini) (V: 196)
- It will snow in Tear before... (V: 203)
- He who strains to hear a whisper who refuses to hear a shout. (V: 211)
- Promises buy small cups of wine. (V: 231)
- A gnarled old branch dulls the blade that 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 comb. (Lini) (VI: 489)
- Better to face the bear than run from it. (Lini) (V: 250)
- Men are only good for three things, though very good for those. (one of
  those things is dancing.) (V: 253)
- A fool puts a burr under the saddle before [he/she] rides. (Lini)
  (V: 254)
- Dragging feet never finish a journey. (Lini) (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 woman watches the path. (Lini) 
  (V: 398)
- As tight as the skin on an apple. (cheap) (V: 423)
- A man is an oak, a woman a willow. (V: 437)
- crack [your/one's] teeth (open [your/one'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 its 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 the 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 "is" makes the path smoother. (Lini)
  (V: 598)
- The Creator made women to please the eye and trouble the mind. (V: 625)
- A clean wound heals quickest and hurts shortest. (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 end of the journey. (VI: 48)
- The right medicine always tastes bitter. (VI: 52)
- Dance with her, and she will forgive much; 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 mouse by being a mouse. (VI: 155)
- The pig does not ask the frog's permission before dining. (VI: 157)
- What you need isn't always what you want. (VI: 243)
- Fools only listen to themselves. (VI: 511)
- A goose walked over my grave. (shivers) (VI: 550)
- If you pursue two hares, both will escape you. (VI: 550)
- Cheer the bull, or cheer the bear; cheer both, and you will be trampled
  and eaten. (VI: 570)
- The only man completely at peace is a man 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 long 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: 324)
- only gleemen, Tinkers and peddlers can freely enter the Waste. (I: 374)
- an honest innkeep gives a gleeman room and board, and a bit beside, in
  return for the custom he brings by performing. (I: 386)
- most villages don't see gleeman even once 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 for sleight-of-hand tricks.
  (IV: 106)
- people juggle with hoops, as well as balls. (II: 460)
- gleemen also perform backsprings, handstands and flips. (IV: 106)
- gleemen eat fire and pull silk scarves from the air. (III: 581)
- a stage magician is passed off as an Aes Sedai in the entertainments of
  Foregate. (II: 376)
- children play hide and seek. (I: 403)
- Kiss the Daisies is a village kissing game. (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. (III: 471)
- desc of game? (V: 229)
- spin, an ancient game played with tiles? (V: 389)
- tcheran (chess?) - a game from the Age of 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, doll with a glass face. (IV: 683)
- game of rolling hoops (VI: 540)
- flip is an Aiel game of tossing knife into the ground. (VI: 305)
- game of beating stuffed bladder along ground with sticks. (V: 31)
- dominoes is played. (VI: 613)
- taverns often have to amuse patrons, like the three interlocked metal
  rings and such. (VI: 614)
- people game with one of two sets of five 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: 343)
- dice games played with 2 -3 dice: crowns, fives, maiden's ruin (III: 343)
- throwing 5 crowns equals a king? (III: 344)
- dice games - Crowns, with crowns and roses 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 our 2x3 pattern. (III: 581)
- rolling 13 is nearly as unlucky as rolling 2 (Dark One's Eyes) in most 
  dice games. (VI: 619)
- dice are marked with crowns, stars, cups, roses and rods. (VI: 640)
- 3 crowns, rose, rod beats 2 crowns, 2 stars 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: 573) (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, 111)
- few who are not wealthy or noble play cards. (III: 522)
- cards are the game of the upper class, dice 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 dealt 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: 64-65)
- in chop, you buy a card or "stack" (fold?). (IV: 69)
- the suit of Flames is the lowest suit, depicted (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 jugglers. (III: 487)
- the idea of actors (called players) performing 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 fashion. (V: 17)
- there are fairs, with games like the shells and pea con. (VI: 439)
- numerous travelling menageries, which might have lions, bears, a capar,
  birds and other animals. (V: 185)
- a highwalker in the menagerie. (V: 232)
- horse handlers in the menagerie are general labour and have no performing
  talent. (V: 234)
- court fools paint their faces, one of the 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 Aes Sedai. (II: 376)
- performers juggle with hoops, as well as balls. (II: 460)
- tumblers perform in groups, oil their bodies? (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, hammered dulcimer (III: 343)
- kettle drum (IV: 159)
- zither (V: 169)
- harp (VI: 614)
- description of fireworks and how they work: (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 on the decks. (I: 353)
- sailors wear wide leather trousers. (IV: 173)
- smoothstones are used to scrub the decks. (I: 358)
- oilskin bags stuffed with wool are used to protect ships from the docks.
  (I: 379)
- sailors use short bows to protect the ship when necessary. (I: 382)
- the ships of Toman Head have sharp bows and slanted sails. (II: 424)
- the price of four pieces of heartstone would 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 they're loaded up and such (II: 212)
- description of the River Spray: (II: 160) (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 was 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 the stern, the width of the boat. 
  (I: 309)
- the Spray has sails. (I: 352)
- the Spray has triangular sails. (II: 420)
- 1000 gold is more than river ship captain 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: 419)
- Seanchan ships have wooden towers at the bow and stern. (II: 420)
- Seanchan ships are as large as those of the Sea Folk. (II: 424)
- desc of Seanchan ships - they have ribbed sails (IV: 312)
- half of the crew of a Sea Folk ship is female. (IV: 569)
- the Grey Gull - three-masted ship (III: 359)
- ship is 15-20 spans long, with a flat, railed deck. (III: 360)
- the Grey Gull has triangular sails, slanted 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 with 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 and 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 ship. (III: 402)
- Faile was charged just under three silver marks for river passage from
  Remen to Illian? (III: 402)
- the Blue Crane, a river ship, has square sails (III: 420)
- the Darter is twice as wide as the Blue Crane. (III: 459)
- description of a Sea Folk raker ship: (IV: 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 raker 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 their length. (IV: 309)
- Sea Folk ships are the only ships that use a steering wheel instead of a
  tiller to steer. (IV: 310)
- the interior of the Sea Folk ship is larger than usual. (IV: 311)
- the "vast" sum of 3000 gold is considered 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 triangular sails. (VI: 326)


1.11  Sicknesses and Diseases
      ~~~~~~~~~~~~~~~~~~~~~~~
- most villages have a sickhouse, where contagious 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 behaving with threats of the Forsaken
  coming to take them. (I: 14)
- it is considered bad luck to name the Dark 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 shields madmen. (I: 703)
- there's never been a shortage of followers 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 eternity than the Wheel of Time.
  (III: 58)
- some people want to kill the Dragon Reborn because they mistakenly think
  that will prevent Tarmon Gai'don. (IV: 34)
- many believe that all are born and reborn as the Wheel turns. (V: 27)
- everyone reborn as the Wheel turns. (V: 615)
- happenstance and coincidence are part of the Pattern. (V: 476)
- those who move with too much knowledge of 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 hedgedoctors. (I: ??)
- called Mother near and in Caemlyn. (I: 506)
- Wisdoms in a city hang herbs in the window or display another prominent
  sign of their craft to advertise. (III: 563)
- Wisdoms rarely practice the craft far from where they are born.
  (III: 563)
- Mother in Caemlyn tells fortunes, as well as the usual Wisdom activities.
  (I: 583)
- Wisdoms seldom marry. (I: 43)
- a Wisdom's weather knowledge is called listening to the wind. (I: 320)
- those Wisdoms who can't channel to "listen 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 to look after "her" people.
  (I: 326)



2.0   GENERAL GEOGRAPHY
      ~~~~~~~~~~~~~~~~~
- names of constellations: Plowman, Haywain, Archer, Five Sisters (III: 236)
- desc of Blasted Lands and Shayol Ghul (I: 119-120)
- traders boat up and down the Arinelle. (I: ?)
- the Sea Folk know little of the lands beyond 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 way 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: 333)
- the country of Shara lies beyond the Aiel 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 the 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 of 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 foot tall hill, thicket and forest
  (VI: 103)
- villages on Plains of Maredo are few and far between, as there's barely
  enough land to feed the people living there. (VI: 104)
- rolling Plains of Maredo extend a little way into Illian, thin forested
  hills to the Manetherendrelle, known as the Doirlon Hills. (VI: 102)
- Doirlon Hills contain farms and vineyards. (VI: 104)
- the Haddon Mirk is a huge, tangled forest 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 government, how they handle
  Channelling (VI: 130-131, 136)
- desc about Shara a.k.a. Shamara (VI: 288)
- desc of Great Rift, Cliffs of Dawn - near Shara? (VI: 289)
- Cairhien is more than 600 miles from Caemlyn. (VI: 282)
- 2 stedding, Chander and Sherandu, have been 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 Tear. (VI: 336)
- it's about 10-20 days from Altara to Tanchico. (VI: 439)
- there are villages and town scattered across the Caralain Grass.
  (III: 132)



3.0   AIEL - GENERAL CULTURAL
      ~~~~~~~~~~~~~~~~~~~~~~~
- Aiel men do not sing after childhood except 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, men 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 air doing high kicks, somersaults
  and backflips, can break your bones if performed wrong. (V: 509)
- Aiel warriors only sing battle hymns. (V: 509)
- young Aiel often travel to the Blight to hunt Trollocs, including women,
  who join the Maidens of the Spear. (I: 374-375)
- Aiel call Tinkers the Lost Ones. (I: 375)
- an Aiel can run 50 miles and fight a battle 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 remove gems set into it. (V: 275)
- Aiel are not forbidden to ride horses, but feel contempt for those who do
  not use their own legs to get somewhere. (IV: 788)
- the Aiel will not destroy a book. (II: 259)
- the Aiel seeks after books so avidly because none are manufactured in the 
  Waste. (VI: 287)
- most Aiel know how to read. (IV: 605)
- Aiel have distinctive/different handwriting. (V: 345)
- while every Aiel Clan, Society and all Aiel 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. (II: 410)
- an Aiel will not strike any woman who is not a warrior, except to save
  a life. (II: 411)
- silk comes from the land beyond the Aiel 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. (VI: 522)
- the Aiel never waste any potable beverage. (V: 520)
- the Aiel consider bathing shocking because of the waste of dirtying so 
  much water simply to clean the body. (IV: 175)
- the Aiel use sweat tents for cleaning, and gathering there is also an
  important social ritual. (IV: 577)
- staera are slim, curved pieces of bronze 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 social concern, even between the 
  sexes. (IV: 175)
- Aiel feel like they're literally "breathing water" in the wetlands.
  (IV: 296)
- the Aiel have a very negative attitude towards 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 holds 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 low, 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 Aiel 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 stories. (IV: 557)
- no Aiel had crossed the Dragonwall since they first came to the Waste, up 
  until the Aiel War. (IV: 562)
- given the shortage of wood, dung is burned 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 death? (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, rather 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 following 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 spears 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. (IV: 142)
- the Aiel are fond of making wagers. (V: 285)
- the Aiel are not humourless, but what they find amusing is often unusual
  to non-Aiel. (IV: 175, 474)
- flip is an Aiel game of tossing knife into the ground. (VI: 305)
- Aiel knife game involving flipping a knife 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, Thousand Flowers - tiles laid out in 
  patterns (Mah-jongg?) (V: 87)
- game of cat's cradle. (VI: 383)
- Aiel enjoy participating in informal "jibe" contests, trying to get the
  best of each other. (VI: 96)
- taunting is almost an art among the Aiel. (VI: 107)
- the Aiel knit. (VI: 383)
- while in the Waste, a gleeman will be allowed anything short of murder by 
  the Aiel. (IV: 797)
- the Aiel herd sheep, goats and a pale, long-horned cattle. (IV: 800)
- one must enter a Hold with face uncovered 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:  (IV: 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-the-point? (IV: 806)
- beggars are granted shelter at Holds on request? (IV: 807)
- guests to the roof give a gift to the roofmistress. (IV: 810-811)
- the Aiel appreciate art and craftsmanship. (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 wash and a silver cup of water as a 
  formal greeting. (IV: 812)
- Aiel eat stretched out on the floor in whatever position is most 
  comfortable. (IV: 812)
- each warrior society has a roof within each Hold. (IV: 819)
- the Aiel believe a forced apology is no apology at all. (IV: 821)
- even non-warrior Aiel take up arms to defend 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 similar 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 thievery and harshly punish thieves.
  (IV: 976)
- the Aiel sometimes sell uninvited visitors "like animals" to Shara, or
  kill them. (V: 64)
- the Aiel are not mindless killers. (V: 268)
- there are no taxes among the Aiel. (V: 355)
- the Aiel grow their own tabac in the Waste. (V: 620)
- the Aiel don't seem to understand the custom of knocking. (VI: 290)
- the Aiel have long been Waterfriends with the Ogier, and often go to the 
  stedding to trade. (VI: 317)
- the Aiel are great believers in taking exercise. (VI: 301)
- desc of misc. Aiel rules (VI: 313)
- an Aiel suffers more from shame and embarrassment 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 fight. (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 declares 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 show no emotion, they're just very
  reserved. (VI: 399)
- even the Aiel have moments where they fail to hide their emotions.
  (VI: 522)
- the Aiel commonly raid the Border Reaches of Shienar. (VI: 585)
- most Aiel disapprove of public displays of affection like kissing?
  (VI: 666)
- the Aiel disapprove of the excessive revelry in Cairhien during the
  Feast of Lights. (VI: 666)
- Aiel duel?? (VI: 675-676)


3.1  Aiel Clans
     ~~~~~~~~~~
- the Goshien and Shaarad clans have blood feud. (IV: 297)
- the Aiel attitude towards their chiefs is 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 in 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 Taardad and the Nakai dislike the
  Shaido. (IV: 360)
- the septs sometimes raid one another and steal goats or cattle. (IV: 360)
- whenever two or more clan chiefs meet, the 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 other, 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 the 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 unite the clans. (V: 61)
- description of how chiefs would travel to 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 Rhuidean. (IV: 815)
- the clan chiefs rarely speak of or display 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 size 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 Aiel 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 clans is very rare. (V: 78)
- while every Aiel Clan, Society and all Aiel 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 usually tanned because of the sun in the 
  Waste. (III: 671)
- there are no fat Aiel? (IV: 951)
- Aiel hair colour ranges from reddish brown to platinum blonde. (II: 506)
- Aiel hair colour ranges from white blonde to red, to darker. (IV: 368)
- no Aiel have dark eyes. (IV: 407)
- young girls wear short skirts and braided pigtails. (IV: 574)
- most Maidens are slim-chested. (V: 347)
- the Aiel knit. (VI: 383)
- Aiel wear shoufas on their heads. (I: 617)
- warriors wear a shoufa with a black veil attached. (IV: 818)
- warriors wear clothing in natural colours, short spears, short bows, hide 
  bucklers and long knives. (II: 408)
- only certain Aiel may wear the cadin'sor. (IV: 215)
- the cadin'sor is not identical for all warriors - the cut of the coat 
  indicates the wearer's clan and warrior society. (VI: 314)
- the Wise Ones wear bulky brown skirts, loose 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 shawls. (VI: 259)
- gai'shain are only supposed to wear white. (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 accoutrements. (IV: 141)
- Aiel women (except for Maidens and gai'shain) wear multiple bracelets and 
  necklaces. (V: 130)
- women traders wear twice as much jewellery as the average women. (V: 130)
- Aiel men always go clean-shaven. (VI: 583)


3.3  Aiel Familial Relations and Customs
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- father-sister - the fathers are brothers. (IV: 221)
- sister-wife - two women who share the same husband. (IV: 221)
- second-mother - mother-in-law (IV: 384)
- the father-brother is one's uncle? (V: 364)
- it takes time for two women to learn about each other and decide if
  they'd make suitable first-sisters. (VI: 523)
- the practice of two women marrying the same 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 becomes first-sister to his first
  wife, and both are equally important parts of the ceremony. (V: 270)
- sister-wives raise their children together as members of one family.
  (VI: 385)
- desc of regard-gift practice (V: 85)
- in the Aiel culture, it is traditional that the women make the marriage
  proposals. (IV: 222)
- Aiel have the practice of the bride-gift? (IV: 384)
- in the Aiel culture, the land and the roof (housing) belong to the women,
  not the men. (IV: 790)
- description of Aiel marriage customs and 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 "familial" 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 to be close to as gai'shain, but
  only once the term of service is up. (V: 78)
- marriage between members of feuding clans is very rare. (V: 78)
- when a woman lays a bridal wreath at the 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 bridal wreath have significance as
  to the woman's intentions for the nature of the marriage. (V: 277)
- the man knows nothing of the wedding until the bride lays the bridal
  wreath at his feet? (V: 276)
- desc of Aiel wedding - vows, then Wise Ones 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 decision to consider each other near-
  sisters. (V: 131)
- desc of Aiel flirtation techniques (VI: 106-107)
- speaking of an Aiel's in-law (second-father 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 their foreheads and cheeks. (VI: 355)
- most Maidens of the Spear are willing enough 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 revelry 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 whatever position is most
  comfortable. (IV: 812)
- the Aiel never waste any potable beverage. (V: 520)
- the Aiel prefer strong ale to drink. (IV: 604)
- goat roasted with dried peppers, and a spicy, flecked yellow mush.
  (IV: 609)
- spicy goat and pepper stew, peas, squash, 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: 819)
- oosquai (made from zemai), has a brownish 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 and bloodsnake. (V: 276)
- the Aiel grow their own tabac in the Waste. (V: 620)
- porridge with dried fruit is a popular morning food. (VI: 308, 360)
- motai - a sweet and tasty grub. (VI: 650)
- dried goat, hard flatbread, hard blue-veined white cheese with a tart
  taste - travelling food. (III: 458)


3.5  Gai'shain
     ~~~~~~~~~
- gai'shain are summoned by striking a small brass gong. (IV: 382, 558)
- the gai'shain are not servants. (IV: 383)
- desc of how one becomes gai'shain (IV: 383-384)
- no one would ask to be made gai'shain to a wetlander or anyone who didn't
  understand the principles of ji'e'toh. (IV: 385)
- people often marry those they've come to be close to as gai'shain, but
  only once the term of service is up. (V: 78)
- gai'shain have their own quarters? (V: 273)
- sometimes when a man romantically desires 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 naked. (V: 523)
- killing a gai'shain is like killing a defenceless 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-father 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 pleasantries. (VI: 302)
- it's shaming to speak of a gai'shain's life before or after the wearing
  of the white. (VI: 303)
- if a Maiden is attacked by and defeats a 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 members of their former station,
  dishonours the person who does so. (VI: 327)
- gai'shain are only supposed to wear white. (VI: 383)


3.6  Ji'e'toh, Aiel Crimes and Punishments
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- lying costs one toh, Aviendha asks to be 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 to 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 death? (IV: 583)
- while in the Waste, a gleeman will be allowed anything short of murder by
  the Aiel. (IV: 797)
- the Aiel take a very dim view of thievery and harshly punish thieves.
  (IV: 976)
- the Aiel sometimes sell uninvited visitors "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 naked. (V: 523)
- killing a gai'shain is like killing a defenceless 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-father 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 a 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 embarrassment than he/she would from
  physical pain. (VI: 294)
- gai'shain should not be addressed as members of their former station,
  dishonours the person who does so. (VI: 327)
- Maidens, Stone Dogs and Black Eyes are particularly touchy about
  ji'e'toh. (VI: 403)
- under ji'e'toh, there are no excuses. (VI: 403)
- there are few ways to incur ji'e'toh towards a gai'shain, one is
  reminding them of their previous lives. (VI: 403)
- it is insulting to tell someone he has toh towards you. (VI: 403)
- even though there are times when surrender 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 met, and the incident won't be 
  referred to or held against you. (VI: 462)
- after incurring toh by sleeping with Rand, 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 Cairhienin) (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. (III: 396)
- May I never know shade if I do. (oath) (IV: 362)
- I see you. (welcome/acknowledgement) (IV: 410)
- Your honour is mine. (IV: 471)
- I ask leave to defend your roof and your hold. (IV:  471)
- Sleep well and wake. (goodnight) (V: 278)
- 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 choose how to face it when it comes. 
  (III: 433)
- A man caught between his wife and a Wise Woman often wishes for a dozen
  old enemies to fight instead. (III: 456)
- Greed kills more men than steel. (IV: 353)
- When you choose the fight, you must take the consequences, win or lose.
  (IV: 444)
- As well try to understand the sun as a woman. (IV: 445)
- If you plan for the worst, all surprises are pleasant. (IV: 456)
- If a Maiden loves you, you cannot escape 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 woman, and a Trolloc fights with more 
  honour. (IV: 693)
- When the boar breaks cover, there's only you and your spear. (IV: 596)
- Killing is as easy as dying, any fool can do both. (V: 268)
- The Breaking of the World killed the weak, 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 cannot know. (Saying of the Wise One
  Dreamwalkers) (VI: 250)
- Put your soul in a wreath to lay at a man'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 on 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 travelling to or from Rhuidean. (IV: 361)
- long ago, even the name of Rhuidean wasn't written down, symbols were
  used to indicate the city instead. (IV: 362)
- those who wish to enter Rhuidean to take 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 entering Rhuidean (IV: 375)
- before a woman enters Rhuidean, she discards 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 must 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 approaches Chaendaer is killed. 
  (IV: 372-372, 381)
- it is considered sacrilege for a non-Aiel to even ask to enter Rhuidean.
  (IV: 374)
- no woman may go to Rhuidean more than twice, 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 Rhuidean will be denied shade (shelter),
  a form of ostracism. (IV: 551)
- desc of the dragon marks gained in Rhuidean (IV: 551)
- Rand and the others were in Rhuidean for 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: 565)
- 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 Rhuidean. (IV: 815)
- the clan chiefs rarely speak of or display 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 Channel 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. (V: 345)
- the Pattern does not see ji'e'toh. (V: 106)


3.10  Aiel Warriors and Combat
     ~~~~~~~~~~~~~~~~~~~~~~~~
- desc of #'s of Aiel warriors (V: 470-471)
- Aiel men do not sing after childhood except 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 air doing high kicks, somersaults
  and backflips, can break your bones if performed wrong. (V: 509)
- Aiel warriors only sing battle hymns. (V: 509)
- some young Aiel go up to the Blight to hunt Trollocs and Myrddraal.
  (IV: 564)
- young Aiel often travel to the Blight to hunt Trollocs, including women,
  who join the Maidens of the Spear. (I: 374-375)
- an Aiel can run 50 miles and fight a battle once he gets there. (II: 170)
- Aiel will not ride horses or use swords. (II: 170)
- an Aiel will not strike any woman who is 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 to 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 without flinching. (IV: 191)
- a Maiden who becomes a Wise One must give up the spear. (IV: 212)
- when Aviendha gives up the spear for Wise 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: 301)
- 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 Maidens, and learn the rudiments of
  bow, spear and unarmed fighting. (IV: 563)
- a woman speaks vows to spear upon becoming a Maiden. (IV: 563)
- Maidens are forbidden to carry their spear while pregnant. (IV: 563)
- the only men allowed into the Maiden's Roof are gai'shain. (IV: 819)
- the Maiden's have a tea ritual to show their 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 to be lucky, though none but the
  adoptive parents know it's not their own. (VI: 93)
- Maidens use hand signals to speak to each other secretly. (IV: 809)
- samples of Maiden's handtalk (VI: 314-315)
- while every Aiel Clan, Society and all Aiel 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 a 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 enough 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 Maidens 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. (IV: 301)
- the Aiel have a very negative attitude towards 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 Aiel army gets one tenth of the
  fifth. (V: 355)
- no warrior may shed the blood of another from the same society. (IV: 360)
- Aiel warriors are trained in a form of martial arts, unarmed combat with
  hands and feet. (IV: 544)
- warriors change tactics according to the circumstances of a fight.
  (IV: 603)
- desc of a battle tactic (IV: 603)
- each warrior society has a roof within each Hold. (IV: 819)
- even non-warrior Aiel take up arms to defend 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 "familial" 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: 268)
- the Wise Ones don't take part in battles, most especially they don't use
  the OP in a battle. (V: 482)
- if a warrior breaks all her spears, he/she 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 a leader for each specific
  circumstance. (VI: 95)
- no Aiel turns away from a possible fight. (VI: 327)
- the Aiel commonly raid the Border Reaches 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 Channel. (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 the Aiel at the moment. (IV: 388)
- the Wise Ones take apprentices. When they're ready, they're eventually
  "called to a hold of their own". (VI: 382-383)
- normally each Wise One has only one apprentice. (VI: 386)
- if a Wise One-trainee cannot repeat back a training lecture after one
  hearing, she is punished. (IV: 388)
- the women training to become Aiel Wise Ones 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 useless punishments like burying
  ashes with a spoon, or piling rocks. (V: 299)
- the Aiel consider the Aes Sedai training program "coddling". (IV: 378)
- a Maiden who becomes a Wise One must give 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 Wise 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 Ones (V: 134)
- by law and/or custom, the Wise Ones avoid strangers (or only Aes Sedai
  who might find out that they can Channel?) (V: 330)
- a Wise One is always safe among the Aiel, regardless even of blood feud.
  (IV: 371)
- the Wise Ones don't take part in battles, most especially they don't use
  the One Power in a battle. (V: 482)
- the Wise Ones guide, but they do not tell. (IV: 386)
- those who move with too much knowledge of 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 Ones 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 take 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 freely enter the Waste. (I: 374)
- the Aiel sometimes sell uninvited visitors "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 freeze 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 Waste. (II: 170)
- the Aiel herd goats and sheep. (IV: 598)
- the Aiel call the Waste the Three-Fold Land - 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 the 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 Blight south into the Waste. (IV: 599)
- it has never rained in the Waste? (V: 363)
- 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 in 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 Stand. (IV: 801)
- desc of outer area of Cold Rocks (IV: 802)
- desc of Hold (IV: 805, 187-818)
- Cold Rocks is the size of a fair-sized town. (IV: 805)
- children and gai'shain tend roof and terrace gardens of the Hold.
  (IV: 805)
- desc of Hold houses - yellow clay bricks or grey stone, no glass windows,
  curtains, there's a gong beside the roofmistress' house (IV: 809-810)
- desc of inside of house (IV: 810)
- it's 3-4 days from Alcair Dal from Cold Rocks. (IV: 815)
- desc of Aiel bedroom (IV: 823)
- the gong by the Roofmistress' house is an alarm? (IV; 828-829)


4.2   Imre Stand
      ~~~~~~~~~~
- there is water at Imre Stand. (IV: 595)
- Imre Stand is in Taardad land. (IV: 598)
- it is made up of a crude stone building built against the base of a
  butte. It has small arrow slits, with dirt and growth on its roof. It is
  joined to another structure on a ledge by a crevice. (IV: 598)
- the Stand is a shelter for herdsmen, and is entered via a rough wooden
  door. (IV: 599)
- Imre Stand is at least 200 leagues south of Blight. (IV: 613)
- there are two other Stands within 12 days walk of Imre Stand. (IV: 800)
- Cold Rocks is 12 days walk from Imre Stand. (IV: 801)



4.3   Rhuidean
      ~~~~~~~~
- the slopes above Rhuidean are called Chaendaer. (IV: 226)
- desc of the valley or Rhuidean (IV: 366)
- an unnatural fog surrounds Rhuidean, covers the city like a dome. 
  (IV: 390, 392)
- the city is on the smallish side, with wide avenues, fountains, statues,
  huge buildings, palaces of marble, crystal, cut glass and towers.
  (IV: 392)
- the city is unfinished, with the colours red, white and blue prominent.
  (IV: 392)
- there are many stained glass windows, depicting huge people and
  landscapes. (IV: 392)
- the city is utterly arid and waterless, although a veritable ocean of
  good water lies deep beneath the city. (IV: 392, 394)
- the soil of Rhuidean is poor. (IV: 394)
- the city stretches out a mile around a huge central plaza. Avendesora is
  planted in the centre of that plaza. (IV: 395)
- one feels a sense of peace and well-being beneath the branches of
  Avendesora. (IV: 396)
- Rhuidean is shielded in some way. (IV: 971)
- desc of Rhuidean (V: 57)
- desc of building in Rhuidean (V: 86-87)
- desc of Rhuidean fountains (V: 132)


5.0   ALTARA - GENERAL CULTURAL
      ~~~~~~~~~~~~~~~~~~~~~~~~~
- world-renowned lacquer work is made in Altara. (V: 16)
- Illian occasionally considers invading Altara. (V: 17)
- Altaran women have the reputation of being fierce. (VI: 168)
- Altarans give their allegiance to a lord/lady, then their local town,
  there is very little patriotism left over for the nation as a whole.
  (VI: 168)
- few nobles heed the ruler, or pay their taxes. (VI: 168)
- herb healers are accepted in Altara. (VI: 645)
- Wisdoms are called Wise Women in Altara. (VI: 696)
- Ebou Dari Wise Women know a lot about herbs and healing because of all
  the wounds from the constant duels they have to treat. (VI: 244)
- Altarans are in the middle in attitude towards Aes Sedai. (VI: 514)
- most Altaran rulers have Aes Sedai councillors. (VI: 602)
- the Ebou Dari are rumoured to gamble on horse races. Both men and women
  will fight duels over the other, the prize willingly going with the
  winner. During weddings, the groom gives the bride a knife and asks her
  to kill him if he ever displeases her. A woman killing a man is assumed
  to be justified unless it is proven otherwise. (VI: 591)
- nobles are dressed by their servants. (VI: 597)
- the Altaran ruler realizes that Altara is a lesser power. (VI: 602)
- the Children of the Light are not especially popular in Altara? (VI: 602)
- Altaran and Murandian successions are never sure or secure, as the noble
  Houses are always squabbling and taking power for themselves.
  Assassination is not uncommon. (VI: 604)
- servants are summoned with small silver gongs. (VI: 604)
- people are very polite in Ebou Dar. (VI: 641)
- few would challenge a lord except another lord, but despite that, Mat 
  gets challenged three times in as many days. (VI: 641)
- boys ride the race horses in Altara. (VI: 641)
- widows who don't wish to remarry are less likely to be challenged than 
  married women, who are less likely to be challenged than unmarried women.
  Aged grandmothers are the least likely to be challenged, but they might 
  challenge you. (VI: 644)
- intruding in some place where you don't belong is liable to provoke a
  duel, as is excessive curiosity and questions. (VI: 644)
- Ebou Dari raise hands with palms facing towards another to indicate they
  don't wish to get involved in violence. (VI: 644)
- men fight men and women fight women. (VI: 646)
- bamboo? (VI: 602)


5.1   Clothing and Appearance of Altarans
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Altarans have a medium skin tone. (VI: 645)
- most Altarans are of average height. (VI: 643)
- most women wear their hair to their shoulders, or shorter. (VI: 643)
- there are dark eyes in Altara. (III: 488)
- hazel eyes are not native to Ebou Dari. (VI: 596)
- most have dark hair and nearly black eyes. (VI: 600)
- some men wear their beards cut square, with long moustaches. (VI: 168)
- men dress in long vests of bright colours, often with no shirt beneath.
  (VI: 592)
- men's shirts have wide, pleated sleeves. (VI: 601)
- upper class men wear vests of bright silk, which is often brocaded, over
  their pale, wide-sleeved shirts. They wear silk coats slung over their
  shoulders, with chains of silver or gold strung between the narrow coat
  lapels, which are embroidered with flowers or animals. The coats are too
  small to wear as coats, they are worn more like capes. These men often
  carry long, narrow swords. (VI: 640)
- noblewomen's dresses have falls of lace at the wrists and above a woven
  gold collar, though still cut to have a very low neck. The hem trails a 
  pace or so behind them. (VI: 601-602)
- Women wear pale dresses with very deep and narrow necklines. Their skirts
  are gathered up to the knee on one side to expose brightly-coloured
  petticoats. (VI: 592, 600)
- even the livery of house servants has the deep neckline and hem sewn up
  to the knee on one side. (VI: 600)
- women of all classes wear the marriage dagger. (VI: 602)
- desc of the "code" of marriage dagger settings (VI: 603)
- all women, and most men, wear large hoop earrings, and rings set with 
  coloured glass. Both genders wear long, curved knives at their belts.
  (VI: 592)
- the clothing of commoners is made from wool rather than silk, though it
  is still embroidered on the sleeves and around the neck. Commoners wear
  as much jewellery, but theirs is from cheaper metals and set with coloured
  glass rather than gemstones. (VI: 643)


5.2   Altaran Food
      ~~~~~~~~~~~~
- plum brandy (VI: 594)
- mint and cloudberry tea, served cold (VI: 598)
- spicy cake (III: 381)


5.3   Phrases, Sayings and Adages
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- stab my liver (VI: 602)
- Lean back on your knife and let your tongue go free. (Take your ease and 
  speak your mind. The only way to insult someone who says that is to lie.) 
  (VI: 602)
- The Light's blessing on all here. (benison) (VI: 641)


6.0   GENERAL GEOGRAPHY OF ALTARA
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Altaran villages bordering Amadicia: Salidar in the north, So Eban in the
  middle, Mosra in the south. (V: 224)
- villages in Altara: Marella, Ionin Spring. (VI: 466)
- desc of Altaran forest (VI: 493)
- desc of Altaran area - low rolling, grassy hills (VI: 562)
- after the hills, a forested area. (VI: 587)
- beyond the forest is a dirt road, with the remains of paving stones. It 
  curves through increasingly forested hills, some of which are even small
  mountains. (VI: 590)
- farmhouses and barns of pale stone cling to the hills. (VI: 590)
- on the third day of the trip, they pass through a village with white-
  plastered buildings, that have flat roofs of pale reddish tile. (VI: 590)
- inn in Altaran village: The Marriage Knife (VI: 591)
- the fourth day of the trip, they pass through So Tehar. (VI: 593)
- inn in So Tehar: The Southern Hoop. (VI: 593)
- five days out, they reach Ebou Dar. (VI: 594)
- 200 miles north of Salidar is still Altaran territory? (VI: 647)


6.1   Ebou Dar
      ~~~~~~~~
- desc of Ebou Dar (VI: 241, 243)
- desc of Ebou Dar (VI: 594)
- desc of storeroom in Ebou Dar (VI: 240, 242)
- there are villages and farms surrounding Ebou Dar for a distance of 100 
  miles. (VI: 560)
- Ebou Dar is the only city other than Illian to have so many canals as
  part of the city structure itself. (VI: 243)
- Ebou Dar has quite a rough and tough reputation. (V: 179, 341)
- rumours of Ebou Dar: strangers can be killed for a wrong glance, duels
  can be fought over a word, and even women might fight each other in the
  street with knives. (VI: 510)
- the ruler reigns from the Tarasin Palace. At this time, the Queen
  controls maybe 100 miles around Ebou Dar. (VI: 595)
- desc of palace rooms - it is typical to have a number of bed chambers
  surrounding a shared sitting room (VI: 597)
- desc of Palace interior (VI: 601)
- Mol Hara Square lies in front of the Tarasin Palace. (VI: 597)
- Ebou Dari inn: The Wandering Woman (VI: 596)
- desc of the Rahad Quarter (VI: 643)
- inns in the Rahad are marked only by blue doors. (VI: 644)
- the Rahad quarter lies across the river from the Palace. Even the Civil
  Guard steps lightly there, as you can have a knife in your back before
  you know it. (VI: 604)
- thieves in the Rahad Quarter use thin blades to kill you if your clothes
  are fine, so the clothes aren't damaged. (VI: 604)
- no one in the Rahad Quarter would willingly speak with an Aes Sedai.
  (VI: 644)
- people in the Rahad stop to watch any duels that break out, those who
  don't stop appear odd and suspicious. (VI: 645)
- fishing is a common occupation in the city. (VI: 641)


6.2   Remen
      ~~~~~
- the town is located on the Manetherendrelle. (III: 376)
- the people of Remen recognize Ogier by sight. (III: 379)
- oared ferries carry people across the river, which is a half-mile wide
  at Remen. (III: 379)
- there is no bridge, but at least six ferries in frequent use. (III: 379)
- the ferries and merchants' ships moor at long stone docks, which are
  separated from the main town by bulky grey stone warehouses. (III: 379)
- most of the houses of the town are made of stone, and roofed in tiles
  with colours ranging from yellow to red to purple. (III: 379)
- the town is built around a central square, with haphazardly laid-out
  streets. (III: 379)
- the town square is paved with big stone blocks. (III: 380)
- inn: The Wayman's Forge - purple tile roof, three stories of grey stone,
  with large windows and scroll-carved doors. (III: 379)


7.0   AMADICIA - GENERAL CULTURE
      ~~~~~~~~~~~~~~~~~~~~~~~~~~
- star and thistle are Amadicia's signs. (V: 187)
- Aes Sedai are outlawed in Amadicia. (V: 151)
- no woman who has ever trained at the Tower is legally allowed in
  Amadicia, the law requires that such women be turned in to the army
  and/or the Children of the Light (V: 222, VI: 49)
- a woman has to be careful about curing people, even being accused of
  being a Channeler can lead to arson or worse. (V: 161)
- there is no name for Wisdom in Amadicia, most women who practice healing
  do so only as a sideline. (V: 163)
- there are hedgedoctors, men who study herbs. (V: 163)
- even in Amadicia, it's difficult for the Children of the Light to bring 
  charges against a member of the nobility. (V: 165)
- the king's men and the Children of the Light don't get along very well.
- the nobles participate in falconry hunts. (VI: 189)


7.1   Clothing and Appearance of Amadicians
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- women wear deep bonnets that hide their faces, men wear coats down to the
  knee. (V: 151)
- the bonnets have big velvet bows, also bows on their dresses. (V: 237)
- women favour long curls to their shoulders. (V: 153)
- many Amadicians have dark hair? (V: 153)


7.2   Amadician Crime and Punishment
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Aes Sedai are outlawed in Amadicia. (V: 151)
- a woman has to be careful about curing people, even being accused of
  being a Channeler can lead to arson or worse. (V: 161)
- even in Amadicia, it's difficult for the Children of the Light to bring 
  charges against a member of the nobility. (V: 165)
- the Children of the Light are immune to many Amadician laws. (V: 182)
- desc of Amadician laws (V: 182)
- no woman who has ever trained at the Tower is legally allowed in
  Amadicia, the law requires that such women be turned in to the army
  and/or the Children of the Light (V: 222, VI: 49)
- thieves keep a low profile in Amadicia, because of the harsh punishments.
  For the first offence - branding, second offence - amputation of hand,
  third offence - hanging. (V: 224)


7.3   Amadician Food
      ~~~~~~~~~~~~~~
- salted ham and peppered beef. (V: 148)
- spicy muffins, pears, blue grapes and strawberries. (V: 219)
- the king and nobles have snow and ice carted from the Mountains of Mist
  to cool drinks and for iced foods. (VI: 49)


8.0   AMADICIA - GENERAL GEOGRAPHY
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Amador inns: the Oak and Thorn, the Golden Hand. (VI: 440)
- the border between Tarabon and Amadicia is only marked by a tall stone
  pillar to either side of the road. (V: 142)
- as you pass from Tarabon to Amadicia, hills gradually rise. (V: 142)
- stone-fenced fields and thatched farmhouses. (V: 142)
- rolling, forested hills. (V: 182)
- desc of lords' structures in Amadicia (V: 182)
- smaller villages unfamiliar with sight of Ogier. (III: 377)
- towns: Samaha, Tallan, Fyall. (III: 377-378)


8.1   Amador
      ~~~~~~
- desc of fanciful topiary at Seranda Palace. (VI: 46)
- the Seranda Palace is two miles from Amador. (VI: 47)
- desc of Seranda Palace (VI: 47)


8.2   Bellon
      ~~~~~~
- Bellon is 20 miles from the capital, on the Graen River. (V: 183)
- inn: the Bellon Ford Inn (V: 183)


8.3   Mardecin
      ~~~~~~~~
- this is the first village on the road from Tarabon. (V: 141)
- a garrison of Children of the Light is stationed there. (V: 141)
- well over 50 men in the barracks of the garrison. (V: 148)
- the town is a mile wide, straddles a bridged stream between two hills.
  (V: 142)
- the houses have slate and thatch roofs. (V: 142)
- granite slabs pave the streets, the buildings are made of brick or stone.
  (V: 151)
- there are at least three inns in the town. (V: 151)
- Mardecin lies on a trade route, so is a good place to hear news and
  gossip. (V: 154)


8.4   Sienda
      ~~~~~~
- east of Amador (V: 187)
- inns: The King's Lancer, The Light of Truth (V: 187,188)
- the king's men and the Children of the Light don't get along very well.


8.5   Willar
      ~~~~~~
- Willar is a very small village, and much of its buildings are empty.
  Half the population has moved away because the spring in the village
  common has run dry for the past year, and water must be hauled a mile
  from a stream. (III: 377)


9.0   ANDOR - GENERAL CULTURE
      ~~~~~~~~~~~~~~~~~~~~~~~
- Andor's symbol is a rampant white lion on a red field. The Queen wears
  the Rose Crown of Andor.
- Andoran seal is a lion surrounded by the Rose Crown in red wax. (VI: 443)
- desc of Andor's anthem (I: 587)
- the Andoran battlecry is "Forward the White Lion!" (IV: 748)
- there has been a bond between the White Tower and Andor even before there
  was an Andor. (III: 173)
- 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.
- Andor produces high-quality metal goods - steel, bronze, copper.
  (III: 365)
- Andoran coins are the heaviest. (III: 363)
- Andor sells almost as much grain to Cairhien as Tear does. (III: 425)
- Andor, and likely other lands, would likely send soldiers to the Two
  Rivers if they heard of the Trolloc problems, and they wouldn't likely be
  happy about the amount of Children of the Light there, either. (IV: 517)
- Andor strongly resents foreign soldiers on its land. (VI: 414)
- Andoran soldiers get pensions when they retire from old age. (V: 47)
- Andorans salute with fist on heart. (V: 48)
- Andorans considered somewhat "prim" by others. (V: 50)
- Andor is a wealthy land, almost as wealthy as Tear. (V: 51)
- Murandy and Andor have a tense relationship, there have been many border
  problems over the years. (V: 178)
- the last four Queens have had problems holding on to the Mountains of
  Mist area. (V: 246)
- until Tigraine, Andor and Cairhien fought each other in ceaseless wars.
  (V: 252)
- Andorans are bluff and straightforward, and they dislike being
  manoeuvred or bullied. (VI: 163)
- Andorans are mostly straightforward, and are proud of that. (VI: 274)
- desc of old method of swearing binding oaths - slice self with weapon to
  indicate you'd shed your own blood before breaking the oath (V: 255)


9.1   Clothing and Appearance of Andorans
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Andorans are fairly pale-skinned. (V: 430) 
- most Andorans are dark-haired and dark-eyed people of medium height with
  a medium skin tone. Blondes and those with light eyes are rare, though
  the Andoran royal line is known for having red hair. (I: 
- typical dress for men is a pair of trousers, a shirt, coat, a cloak when
  it's cold, and sturdy boots. Women wear long, demure dresses and shoes, 
  with a cloak for warmth. Class distinctions are shown through the
  difference in quality of cloth and workman ship. The rich also wear a
  fair amount of jewellery, including woven-metal belts. Both sexes also
  dress for their occupations, with aprons, caps or gloves wear
  appropriate.
- most Andoran villages have a fashion that marks a woman as mature. Some
  braid the hair, others wear a kerchief or bonnet. Styles and fashions can
  also differ from village to village, with some noted for preferring 
  striped cloth, for example. Ankle-length coats are popular in Baerlon,
  and many men wear wide-brimmed hats in Caemlyn.
- women in Four Kings wear scarves on their heads. (I: 467)
- the people of Market Sheran have a fondness for striped clothing, and the
  women wear bonnets and aprons. (I: 488)
- 16 years is the average age for braiding hair in the Two Rivers.
  (IV: 466)
- ankle-length, fur-lined coats are often worn in Baerlon. (I: 218)
- Caemlyn men favour wide-brimmed hats. (I: 534)
- high-crowned, curl-brimmed velvet hats are the latest fashion from
  Caemlyn. (V: 45)
- the Queen's Guards wear red cloaks and undercoats, with long white
  collars, in addition to armour. Golden knots on the shoulder indicate
  the rank of officers. (I: 489, III: 523)
- one shoulder knot is a Lieutenant? (III: 536-537)
- high officers wear lion-head spurs. (II: xviii)
- servants in the Palace wear red livery with white collars and cuffs, and
  a white lion on the breast. (I: 606)
- the gatetenders in Whitebridge wear mail tunics with steal caps, and
  cheap red coats with white collars. (I: 399)
- the noblemen wear colourful embroidered coats, the women wide dresses.
  (III: 538)
- women from the Two Rivers wear flowers and ribbons in their hair for
  weddings. (VI: 650)


9.2   Andoran Crime and Punishment
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Queen's Writ is the law in Caemlyn, upheld by the Guard. (I: 354)
- there are lords who are members of the Queen's Guard. (III: 548)
- the penalty for barn-burning in Andor is a public strapping or flogging.
  (V: 32)
- victim awarded costs and damages, wrongdoer set to work for victim if he
  can't pay. (V: 38, 46)
- companions of a criminal during a crime are equally culpable under the
  law. (V: 36)


9.3   Andoran Familial Relations and Customs
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- couples declare betrothals by kneeling and speaking before Women's
  Circle. (III: 100; IV: 75)
- the custom is to wed one year after speaking betrothal. Taking this year
  is a strong custom, which is designed to ensure the couple get along
  well together. (IV: 890)
- for the wedding, the couple kneel in front of the Women's Circle, with
  two people standing for each the bride and the groom, who wear flowers
  in their hair. A red ribbon is wound around the groom's neck, and another
  through the bride's hair. Then the two pledge vows to each other.
  (IV: 890-891)
- supposed to wear marriage ribbons for 7 days. (IV: 923)
- most Andorans would feel that if they had sex with someone, they should
  immediately marry that person. (V: 363)
- women ask the permission of their mothers and the Wisdom before marrying.
  (V: 363-364)
- the Women's Circle makes the decision about when a woman is mature and 
  should change her hair style, the decision is based on maturity, not
  physical age, though rarely later than 20 years old. (VI: 31)
- Andorans considered somewhat "prim" by others. (V: 50)



9.4   Andoran Festivals and Celebrations
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Bel Tine is a spring feast day, particularly celebrated in the country
  and smaller villages. The night before Bel Tine is called Winternight,
  and is also a time of festivity.
  - on Winternight, families visit from house to house, enjoying food and 
    drink with their neighbours, and exchange small gifts. (I: 12)
  - the morning of Bel Tine the single women of the village gather around a
    shorn fir tree prepared in advance. They dance around the tree and
    entwine it with coloured ribbons while the single men sing. (I: 10)
  - the rest of the day and night are taken up with various contests and
    games, including: foot races, target hitting with sling and bow,
    solving riddles and puzzles, rope-tugging, lifting and tossing weights,
    darts, bowls, tag, rolling hoops, sheep shearing, singing, dancing,
    instrument playing, stones, quarterstaff sparring. (I: 6, 10; III: 287)
- Sunday is another feast day, presumably in the high Summer. (I: 443)
- other activities in smaller towns might include harvest dances and picnic
  gatherings during the shearing. (III: 329)
- villagers celebrate the Feast of Lights with dancing. (VI: 653)


9.5   Andoran Food
      ~~~~~~~~~~~~
- kidney pie (IV: 712)
- cold, jellied soup, thin beef wrapped around a filling. (V: 385)
- green-veined cheese (III: 469)
- mutton stew, lentil soup (IV: 484)
- youngsters in the Two Rivers drink milk, cider or well-watered wine.
  (VI: 474)


9.6   Andoran Nobility 
      ~~~~~~~~~~~~~~~~
- Andor's symbol is a rampant white lion on a red field. The Queen wears
  the Rose Crown of Andor.
- Andoran seal is a lion surrounded by the Rose Crown in red wax. (VI: 443)
- Andor has been a country since the time of the Breaking of the World,
  and is always ruled by a Queen. If she is married, her husband is called
  the Prince Consort. Her eldest brother is the Prince Regent, and commands
  Andor's armies. If there is no brother, the Queen selects another man to
  be Captain-General. (I: 526, 541)
- the Prince pledges oath to protect queen: "My blood shed before hers; my 
  life given before hers."
- the Queen's official title is: <Name>, by the Grace of the Light, Queen
  of Andor, Protector of the Realm, Defender of the People, High Seat of
  the House <name of royal house> (I: 599)
- the custom for 3000 years has been to send the Daughter-Heir to train
  with the Aes Sedai at the Tower, while her brother, the First Prince of
  the Sword trains with the Warders. (I: 525-526)
- the Daughter-Heir also trains in medicine, and her brother must learn
  the principal products, crafts and customs of all lands. (I: 597, 600)
- the Daughter-Heir occasionally makes state visits. (IV: 327)
- the Queen's husband is known as the Prince of Andor, and not all are 
  titled before wedding. (II: 561)
- Queen has country estates. (IV: 322)
- Andoran nobles marry commoners often enough that it occasions no comment
  within Andor, though not all other nations view it the same way.
  (IV: 137)
- women show honour to the Queen by curtseying and bowing at the waist
  simultaneously. Men drop to their right knee, bow their heads and bend
  forward to press the knuckles of their right hands to the floor, while
  resting their left hands on the pommel of sword or dagger. 
- by law and custom, guests of the royal family may go armed in the Palace,
  even in the presence of the Queen. (I: 607)
- it is a Palace custom to escort guests only as far as the gates of the 
  Palace, but not to watch them leave, as it is the pleasure of the visit
  that should be remembered, not the sadness of parting. (I: 616-617)
- there are few beggars in Caemlyn because of the custom of the Queen's 
  Bounty. On High Days the Queen hands it out herself. Even a man under
  warrant can't be turned away while receiving the Bounty, and no one in 
  need is turned away. (I: 584)
- there are country Lords in Andor. (III: 546)
- there are lords who are members of the Queen's Guard. (III: 548)
- the Andoran nobility doesn't use assassins in politics. (III: 372)
- there are local lords in Andor. (V: 36)
- the last four Queens have had problems holding on to the Mountains of
  Mist area. (V: 246)
- a queen has ruled Andor for 1000 years. (V: 249)
- Queens of Andor swear oaths with their hands placed on the Lion Throne.
  (VI: 163)
- upon inheritance, the Daughter-Heir isn't TRULY Queen until she's crowned
  in the Great Hall of the Caemlyn Palace. (VI: 236)
- Andoran nobles believe they can play Daes Dae'mar when they have to, but
  are mere children next to Tairen or Cairhienin nobles. (VI: 274)


9.7   Andoran Phrases, Sayings and Adages
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Two Rivers' people can give mules lessons and teach stones. (I: 9)
- A queen is twice a woman, wed to a man, and wed to the land. (I: 526)
- One pretty woman means fun at the dance. Two pretty women mean trouble in
  the house. Three pretty women mean run for the hills. (III: 324)
- Men believe the worst easily, and women believe it hides something still
  darker. (VI: 92)
- A woman's eyes cut deeper than a knife. (VI: 94)
- Even a queen must obey the law she makes, or there is no law. (VI: 366)
- A cat for a hat, or a hat for a cat, but nothing for nothing. (VI: 305)


9.8   Andoran Village Life
      ~~~~~~~~~~~~~~~~~~~~
- villages are governed by a Mayor and the Village Council of men, selected
  by the villages. The symbol of the Mayor is a medallion in the shape of
  scales, and the full-size scales he uses to weigh coin. (I: 8, 10)
- the women of the village have a voice through the Women's Circle, and the
  Circle must approve the selection of Wisdom. (I: 
- disputes are brought before the Men's Circle and/or the Women's Circle,
  and the Mayor or the Wisdom pronounces the verdict. (II: 648)
- couples declare betrothals by kneeling and speaking before Women's
  Circle. (III: 100; IV: 75)
- for the wedding, the couple kneel in front of the Women's Circle, with
  two people standing for each the bride and the groom, who wear flowers in
  their hair. A red ribbon is wound around the groom's neck, and another
  through the bride's hair. Then the two pledge vows to each other.
  (IV: 890-891)
- most villages in Andor don't even see a Gleeman once a year. (I: 466)


9.9   Two Rivers - General Culture
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- large bones of unknown animals have been found in the Sand Hills of the
  Two Rivers area. (I: 357)
- although the Two Rivers region is technically part of the realm of Andor,
  it has not seen a tax collector in six generations, or a member of the
  Queen's Guard in seven. (I: 611)
- from 100-200 years since the Queen really ruled the Two Rivers. (IV: 731)
- there probably isn't another place where men live that is as isolated as
  the Two Rivers. (III: 26)
- a woman goes courting by putting flowers in a man's hair on Bel Tine or
  Sunday, embroidering a shirt for him, or asking only him to dance.
  (IV: 139)
- the dead are buried in graves which the living sometimes visit. (IV: 466)
- a lot of barley is also grown in the Two Rivers. (IV: 469, 883)
- crops are barley, oats and hay. (IV: 515)
- peddlers come about once a month in good weather. (IV: 469)
- the rest of the Two Rivers keeps somewhat separate from Taren Ferry.
  (IV: 731)
- irrigation techniques are unknown in the Two Rivers. (VI: 35)
- the Two Rivers if full of both types of women - those who can be trained,
  and those who will be wilders. (VI: 210)
- the Aes Sedai found four girls who could be trained to Channel in Watch 
  Hill, and perhaps one with the ability in-born, but at only 12, it was
  hard for them to be certain. They found no girls who could Channel in 
  Taren Ferry. (IV: 495)


10.0   ANDOR - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- villages: Arien, Breen's Spring, Carysford (at the bridge over the River
  Cary), Market Sheran, Aringill (across from Maerone in Cairhien), Comfrey 
  (north of Baerlon) Roundhill (near Two Rivers?) (I: 465, 489, 490, 502, 
  513; III: 361, 540, 594)
- most villages in Andor don't even see a Gleeman once a year. (I: 466)
- trip from Taren Ferry to Baerlon takes one week at a horse's walk.
  (I: 175)
- the land around the Caemlyn Road (from Baerlon to Caemlyn) is hilly.
  (I: 260)
- the Caemlyn Road curves south to bypass the Hills of Absher until it
  reaches Whitebridge. (I: 260)
- the Hills of Absher are barren and dead. (I: 263)
- no settlements between Baerlon and Whitebridge, it's all wilderness.
  (I: 261)
- Whitebridge is the only bridge crossing the Arinelle River south of
  Maradon in Saldaea. The river is a frequent route of traders. (I: 261)
- there are no rocks in the Arinelle, but areas of shallows and shoals.
  (I: 352)
- on route south on Arinelle, there is a half mile area of bluffs
  completely carved with 100 feet tall regal figures. (I: 355)
- ten days boat ride north of Whitebridge on Arinelle, you can spot a tower
  of shining steel in the distance. It is 200 feet tall and has no visible
  opening. (I: 355-356)
- the west side of the Arinelle is forested, the east is plains dotted with
  thickets and copses. (I: 329)
- two day's walk northeast from the Arinelle is an area of thickly-forested
  hills, another day further the hills flatten. (I: 336)
- the Caemlyn Road is Lugard's link with the mines. (I: 467)
- the Great Blackwood is also called the Forest of Shadows, located to the
  south of the Two Rivers. (III: 403)
- there are no tracks in the Forest of Shadows below the White River.
  (IV: 884)
- forested hills somewhere south of Caemlyn, with half-buried statues. 
  (VI: 466)


10.1   Aringill
       ~~~~~~~~
- Aringill is a walled town on the Erinin River. It has long, tarred-timber
  docks which are protected by high stone wing walls. (III: 461)
- ferries travel between Aringill and the Cairhienin town opposite it. 
  (III: 462)
- the docks lie outside of the city wall. (III: 466)
- the streets are paved with flat grey stones, lined with buildings of all
  sorts - wood, brick and stone, with tile, slate and thatch for roofs. 
  (III: 466)
- there are at least six inns in Aringill, including The Riverman and The
  Good Queen. (III: 467)


10.2   Baerlon
       ~~~~~~~
- Baerlon is a large town or small city, surrounded by a log palisade with
  tall wooden watchtowers. The city gates are closed from sunset to dawn.
  (I: 184, 186)
- the houses in Baerlon all have roofs of slate or tile, no thatch.
  (I: 186)
- Baerlon has over nine inns (one called the Stag and Lion), but no palaces
  or large buildings. (I: 217)
- murals of buildings and gardens are painted on the walls of the inn.
  (I: 210)
- the main streets of Baerlon are paved with flagstone, but the minor
  streets are muddy. (I: 217)
- Baerlon is administrated by a Governor, and policed by the Town Watch
  (I: 188)
- the Town Watch wears round steel caps, studded leather jerkins and carry
  quarterstaves. (I: 225)
- the population of Baerlon swells seasonally as the miners and smelters
  come down from the Mountains of Mist. Wagoneers and merchants also pass
  through the city. (I: 186)
- the accent of Baerlon residents seems slurred and quick to Two Rivers
  people. (I: 194)
- Baerlon inn: The Miner's Rest, it's a bit rough. (VI: 526)


10.3   Caemlyn
       ~~~~~~~
- desc of city (V: 254-256)
- desc of Caemlyn (VI: 525)
- desc of Caemlyn - the city walls are 50 feet high, made of greyish stone
  streaked with white and silver, with tall, round towers spaced along
  them. Buildings outside of the walls are red brick, grey stone and white
  plaster. There are lots of inns, shops with awnings, warehouses and
  merchant homes. Open markets under red and purple roof tiles line the
  road. (III: 521)
- desc of Caemlyn - guarded, arched gates twenty feet high lead into the 
  city. Within are slender towers, some taller than sixty feet high,
  gleaming white and gold domes, and a wide grassed/treed verge in the
  centre of the main road. (III: 522)
- desc of Caemlyn - the New City is less than 2000 years old, all its main
  boulevards lead to the Inner City, which is surrounded by another wall
  with guarded gates. The Inner City is almost as wondrous as Tar Valon.
  (III: 523)
- desc of Origan Gate into Inner City - great white marble arch (VI: 580)
- desc of Whitebridge Gate - towered, vaulting arch (VI: 564)
- desc of farmer's market beyond the city gates (VI: 564)
- the portion of Caemlyn that has expanded outside of the city wall is
  called the New City. The streets of the New City run every which way.
- the city wall is 50 feet tall, made of grey stone streaked with silver
  and white. Within it are towers and domes. Some of the buildings are as
  high as six stories. (I: 528, 625, 532)
- the Inner City and the Palace were built by Ogier after the Breaking of
  the World. (I: 529)
- desc of outside palace - there is a huge oval plaza before the Royal
  Palace. The Palace wall has tall, gilded gates and guarded gates.
  (III: 523)
- there are usually few people in the plaza. (III: 523)
- the city is built on low hills that slope up to a central hill. (I: 530)
- the streets of the Inner City have been built to follow the natural
  curves of the hills, and planned to provide pleasing views from almost
  any spot. The Inner City has parks with walks and monuments, and mosaic
  tile walls. The Inner City spirals in on the Palace. It has pale spires,
  golden domes, balconies, towers, gardens and intricate stonework
  traceries. On feast days, the banner of Andor waves from every palace
  prominence. (I: 587, 588) 
- Caemlyn once had an Ogier grove and a Waygate, but the city grew over
  them.  (I: 551, 665-666)
- the Inner City is built up on the highest peaking hills. (III: 522)
- the outer area of Caemlyn is called the New City. (V: 254)
- Caemlyn is almost as beautiful as Tar Valon. (VI: 64)
- the city has narrow alleys, which are known locally as "runs". (VI: 581)
- inns include the Goose and Crown, the Crown and Lion and the Queen's 
  Blessing, which has a library of 300 books. (I: 531, 613, 532, 547)
- the Queen's Blessing also has a secret back exit out of the stables.
  (I: 660)
- the Queen's Blessing is three stories high, with red roof tiles.
  (III: 525)
- inn: Culain's Hound, in the west of city. It's three stories high with a
  red tile roof. (VI: 199)
- desc of Culain's Hound Inn (VI: 200, 539)
- long lines of tile roofs make up a market on the approach to Caemlyn.
  (VI: 373)
- inn: The Ball and Hoop. (VI: 377)
- New City inn: The Crown of Roses, best inn in city. (VI: 531)
- desc of Crown of Roses (VI: 548)
- the Crown of Roses is a favourite with nobles from the country who have
  no mansions or houses of their own in the city. (VI: 548)
- the Master of the Sword is the trainer of the Queen's Guards. (VI: 540)
- one, or even two known Aes Sedai wouldn't seriously affect an inn's
  trade, but more than that does. (VI: 589)
- there are few beggars in Caemlyn because of the custom of the Queen's
  Bounty. On High Days the Queen hands it out herself. Even a man under
  warrant can't be turned away while receiving the Bounty, and no one in
  need is turned away. (I: 584)
- the Children of the Light hold no writ in Caemlyn. (I: 626)
- many people travel to Caemlyn. (III: 521)
- many fine books are printed in Caemlyn. (IV: 889)


10.4   Caemlyn Palace
       ~~~~~~~~~~~~~~
- desc of Palace (VI: 198)
- desc of the Palace interior (III: 538)
- desc of palace (V: 50-51)
- desc of palace (V: 574, 648, 660)
- desc of palace - golden domes, pale spirals (V: 648)
- desc of palace courtyard (V: 648)
- desc of ceiling of Palace Great Hall (VI: 278)
- desc of robing room behind throne dais, red and white floor tiles 
  (VI: 280)
- desc of room in Palace (VI: 312)
- desc of Palace and throne room (VI: 527)
- desc of Palace decorations (VI: 528)
- desc of throne room (V: 678)
- desc of Lion Throne (V: 679)
- desc of Grand Hall (VI: 51)
- desc of Pensioner's Quarters in Palace (V: 248)
- desc of outside palace - there is a huge oval plaza before the Royal
  Palace. The Palace wall has tall, gilded gates and guarded gates.
  (III: 523)
- the Palace is white with many towers, gold-covered domes, balconies and
  fancy stonework. (III: 523)
- the Palace is decorated with art objects in niches and on tables. 
  (VI: 194)
- the Palace interior is decorated with finely-carved wood and stone 
  reliefs, and tapestries. (I: 606, 608)
- the main gates of the Palace open on the Queen's Square. (VI: 198)
- there's a library in the Caemlyn Palace, but it's nothing spectacular.
  (VI: 580)
- a dozen or so clocks in the palace, but none wasted in a bedchamber.
  (IV: 203)
- by law and custom, guests of the royal family may go armed in the
  Palace, even in the presence of the Queen. (I: 607)
- it is a Palace custom to escort guests only as far as the gates of the 
  Palace, but not to watch them leave, as it is the pleasure of the visit
  that should be remembered, not the sadness of parting. (I: 616-617)
- there are lords who are members of the Queen's Guard. (III: 548)
- the Queen's Guards wear red cloaks and undercoats, with long white
  collars, in addition to armour. Golden knots on the shoulder indicate
  the rank of officers. (I: 489, III: 523)
- one shoulder knot is a Lieutenant? (III: 536-537)
- servants in the Palace wear red livery with white collars and cuffs, and
  a white lion on the breast. (I: 606)
- the First Maid in the Palace is like the head housekeeper, it is she who
  organises the day-to-day details of Palace life. (VI: 193)
- the Chief Clerk keeps track of financial records and is in charge of
  actually making payments for expenditures. (VI: 193)
- upon inheritance, the Daughter-Heir isn't TRULY Queen until she's
  crowned in the Great Hall of the Caemlyn Palace. (VI: 236)
- palace servants wear red livery with white collars and cuffs, white lion
  on breast. (I: 606)
- desc of what happens to old servants of Palace (V: 248)


10.5   Deven Ride
       ~~~~~~~~~~
- Deven Ride is made up of rows of wooden houses surrounding a green and 
  a spring-fed pond. The Goose and Pipe Inn is at the head of the green.
  It is larger than the Winespring, but has only a thatched roof. (IV: 883)


10.6   Emond's Field
       ~~~~~~~~~~~~~
- desc of Emond's Field (V: 309)
- only one clock in all of Emond's Field, in Inn. (IV: 203)
- the Waterwood edge is a half-day away from Emond's Field. (IV: 466)
- bowls are played in the outside part of the Winespring Inn, beneath the
  big oak. (IV: 469)
- there is a sick house in Emond's Field, where people are sent to
  convalesce if they are contagious. (IV: 484)


10.7   Four Kings
       ~~~~~~~~~~
- there are few farmers and no markets in Four Kings, it survives as a 
  stopover for merchants and their cargo. (I: 467)
- there are a number of inns in Four Kings, including the Dancing Cartman
  and the Royal Inn. The merchants are served in private rooms, while
  their workers patronize the rowdy commonrooms. (I: 469, 475)
- Four Kings Road runs south. (V: 49)??
- desc of how Four Kings got its name. (VI: 379)


10.8   Kore Springs
       ~~~~~~~~~~~~
- village with red brick and thatch roofs. (V: 31)
- inn: the Good Queen's Justice. (V: 31)


10.9   Mountains of Mist
       ~~~~~~~~~~~~~~~~~
- Mountains of Mist are rich mining sites, mining towns spring up there.
  (I: 311)
- includes gold, iron, bronze and copper mines. (III: 365)
- there are half-buried ruins and broken monuments scattered among the
  Mountain of Mists. (III: 31)
- most people feel it's bad luck to go into the Mountains of Mist.
  (III: 33)
- one of the Mountains of Mist has been carved with the giant figures of a
  man and a woman. (III: 39)
- the Mountains of Mist are named for the ever-present clouds that ring
  their peaks. (IV: 450-451)
- desc of a valley area in the Mountains of Mist (IV: 450-451)
- there are few, and only stunted trees, and worthless grazing areas where
  Manetheren once stood. (IV: 454, 455)
- desc of figures and letters carved into mountains (IV: 459)
- the journey from the Mountains of Mist to the Sand Hills and beyond
  takes about three days ride. (IV: 465)
- fossils have been found in the Mountains of Mist. (III: 533)


10.10   New Braem
        ~~~~~~~~~
- east of Kore Springs, on the Andoran border on road from Caemlyn to TV.
  (V: 48)
- the town is older than Andor, "Old Braem" was destroyed in the Trolloc
  Wars. (V: 48)


10.11   Taren Ferry
        ~~~~~~~~~~~
- houses of Taren Ferry are built on tall redstone foundations to protect
  them from spring melt of River Taren (I: 155)
- surnames like Hilltop, Stoneboat and Hightower are common in Taren
  Ferry, and residents there have reputation of slyness and trickery in
  the surrounding areas (I: 156)
- the River Taren is wide, deep and treacherous. The ferry itself is a
  wooden barge with high sides and ramps that pull up on either end pulled
  across the river by haulers along thick ropes. The ferry doesn't cross
  at night. (I: 159, 161, 156)
- the rest of the Two Rivers keeps somewhat separate from Taren Ferry.
  (IV: 731)


10.12   Two Rivers - General Geography
        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of Two Rivers geography (IV: 42)
- towns of Emond's Field, Taren Ferry, Deven Ride, Watch Hill and
  surrounding farms (I: 5,7)
- 600 miles south of the Blight (I: 113)
- generations of Aybaras are buried in the ground with wooden headstones
  (headpieces). (IV: 659)
- the Westwood is heavily-treed, and grows on stony soil broken by
  bramble-covered outcrops. (IV: 466)
- the forests of Two Rivers are thick. (V: 464)
- there are signs of gold, silver and iron in the mountains near the Two
  Rivers. (VI: 33)


10.13   Watch Hill
        ~~~~~~~~~~
- the only tile roof in Watch Hill is on the White Boar Inn. (IV: 504)


10.14   Whitebridge
        ~~~~~~~~~~~~
- Whitebridge is about the same size as Baerlon. Most residents make living
  from travellers or working for merchants, but there are also fishermen
  that live off the river. (I: 380, 384)
- the town is walled, with entry gates guarded by the Town Watch.
  (I: 390, 391)
- the town is on the east bank of the Arinelle 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)
- the bridge ends in the centre of the town, in a paved square surrounded
  by inns (one of which is the Wayfarer's Rest) and merchant houses. The
  houses are tall, made of stone and brick. (I: 380, 385)
- the Wayfarer's Rest has its common room split down the middle by a low
  wall to divide groups of bickering sailors. (I: 385)
- each merchant house has its own symbol, which is also marked on their
  black lacquered carriages in gold or scarlet. (I: 381, 385)


11.0   ARAD DOMAN - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tarabon and Arad Doman have squabbled over the Almoth Plain for almost
  three hundred years, but it's never come to open blows. (II: 53)
- many Domani believe that the Dark One is dead. (II: 130)
- Arad Doman doesn't have a lot of sea-going ships. (II: 163)
- a fine Domani carpet is worth the price of a farm. (III: 218)
- crystal and silver flasks of scent from Arad Doman. (IV: 811)
- Domani women are considered "forward" by some other cultures, including
  Saldaea? (IV: 890)
- some Domani merchants sell fur and timber. (V: 34)
- Domani women tutor younger family members in the womanly arts. (V: 34)
- Domani feel they don't deserve _all_ of the rep they have, but do
  deserve some of it? (V: 34)
- desc of Domani attitudes towards flirtation and the potential
  consequences (V: 35)
- Domani women train their daughters from the cradle. (V: 46)
- Domani women have catalogued flirtations. There are 1107 types of
  kisses, and 93 ways to touch a man's face with your hand. (V: 313)


11.1   Clothing and Appearance of Arad Domani
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Domani are tall and willowy, with coppery skin and dark hair.
  (II: 54)
- Domani women sometimes apply artificial beauty marks as an appearance
  enhancer. (IV: 497)
- Domani lady has copper skin, wears cloths that reveal nothing but suggest
  everything, and a bracelet marked with her House symbols. (II: xvii)
- Domani dresses are made of thin, clingy cloth. (III: 193)
- Domani dresses are barely opaque folds of cloth tied cloth with a narrow
  belt. (V: 196)
- Domani men wear close-trimmed beards and long leather vests. (VI: 33)
- men wear long, thin moustaches and earrings, as well as often a choker
  or bracelet of precious metals. (VI: 199, 640)
- men might wear their hair below their shoulders. (VI: 640)
- men wear moustaches. (VI: 571)


11.2   Arad Domani Food
       ~~~~~~~~~~~~~~~~
- the Domani use red-lacquered chopsticks called sursa to eat. (IV; 834)
- slivers of meat and vegetables in flavoured sauces served in small white
  bowls. (IV: 834)
- mushroom, sprouts, red peppers in a pale, tangy sauce. (IV; 836)


11.3   Arad Domani Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Men are better sports than hawks. (V: 41)
- The more women there are about, the softer a wise man steps. (V: 76)


12.0   ARAD DOMAN - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Terhana Library in Bandar Eban is world-renowned. (VI: 580)


13.0   ARAFEL - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~
- the Arafellin have strange ideas about honour and death. (III: 335)


13.1   Clothing and Appearance of Arafellin
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- at least some Arafellin are pale-skinned with dark eyes. (VI: 542, 615)
- the Arafellin wear silver bells in their hair. (VI: 424)
- men wear their hair in two long braids with silver bells tied at the
  ends. (VI: 542)


13.2   Arafellin Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Light and honour (VI: 619)


14.0   ARAFEL - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tifan's Well is located on the grassy plains, a small farming community.
  (II: 320)



15.0   BORDERLANDS - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- an Aes Sedai-made blade became the sword of the Malkier kings. (II: 6)
- Borderlands seldom fight each other. (V: 13)
- only the Borderlands completely escape Daes Dae'mar. (V: 397)
- the Borderlands fashion of shaking hands is to grip each other by the
  forearms. (V: 435)
- the burial belief of the last   of the mother encompasses the whole
  of the Borderlands. (V: 636)
- Bordermen don't fight each other, they have the Blight to contend with
  and draw them together as a common cause. (VI: 156)
- widows in the Borderlands wear black. (I: 731)
- bounty on ravens in Borderlands. (I: 426)
- Ogier known of and well-accepted in Borderlands, called the Builders. 
  (I: 693, II: 30)
- Borderlands custom that whomever raises a child is its "real" parent.
  (II: 4)
- Borderlanders refer to the rest of world as southlanders. (II: 31)
- Borderland warriors count their age as from the time they were given
  their swords. (II: 119)


15.1   Clothing and Appearance of Borderlanders
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- long hair for men is described as the "northern style", Lan holds his
  back with a braided leather headband. (I: 255)
- in formal situations, men wear their country's symbol pinned to a gold
  cord tied around their upper arm? (II: 116)


15.2   Borderland Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The look of the Eyeless is fear. (I: 109, IV: 188)
- desc of the oath of the Malkier kings (I: 710)
- Better to have one woman on your side than ten men. (II: 100)


16.0   BORDERLANDS - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- borderstones mark where the Blight begins. (IV: 287)
- homes in the Borderlands are built with very steep roofs, with eaves
  almost touching the ground, to allow the snow to fall off rather than
  weighting down the roof. (I: 690)


17.0   CAIRHIEN - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- Cairhien nobles are very formal, the commoners are not. (II: 290)
- Cairhienin servants are treated very servilely. (II: 310)
- the Cairhienin are a reserved and restrained people, though that
  restraint is mixed at times with a boldness, and when their reserve
  breaks, it does so to a surprising degree. (V: 533)
- the Cairhienin are dissolute, but discreet. (VI: 49)
- many consider the Cairhienin to be "filthy-minded". (VI: 626)
- nobility consider music a talent for "commoners". (II: 311)
- nobility doesn't play music/sing. (II: 465)
- Cairhienin bow with hands on hearts. (II: 312)
- Cairhien can be ruled by either a queen or a king. (II: 386)
- vineyards in Cairhien. (II: 465)
- Cairhienin accent is very precise, with words clearly enunciated.
  (II: 310)
- commoners, especially the low-born, have a different accent than the
  nobility. (II: 486)
- if the Aiel catch a Cairhienin in the Waste, he disappears, rumoured to
  be sold as an animal to the lands beyond the Waste. (III: 445)
- when the Cairhienin when through the Waste to trade with lands beyond,
  they were permitted to enter only a single walled town. Any who went
  where they weren't allowed disappeared. (IV: 331)
- a Cairhienin lord has a fool, who wears an oversized striped coat that
  is sewn with bells. (IV: 158)
- even the servants play their own version of Daes Dae'mar. (VI: 625)
- Cairhienin commoners grill each other for information to sell to the
  nobility. (II: 379)
- duelling very common among the young people of Cairhien? (VI: 629)
- there has never been a war between Mayene and Cairhien. (VI: 674)
- in Cairhien, a Wisdom is called a Reader. (II: 444)
- Cairhienin respect and fear Aes Sedai. (II: 447)
- the nobility would invite visiting Aes Sedai to their Houses as mark of
  prestige. (II: 453)
- Ogier are honoured guests among nobility. (II: 459)
- "players" (actors) being tried in Cairhien, a new idea. (II: 383)


17.1   Clothing and Appearance of Cairhienin
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- upper class wears bell-shaped velvet hats, and dark coats embroidered 
  across chest with bars of silver, scarlet and gold which donate rank.
  (II: 156, 306)
- noblewomen wear hair piled high on heads in towers of curls, wear skirts
  wider than the average doorway. Noblemen wear bell or flat velvet caps,
  and both wear lace ruffles at their cuffs. (II: 460)
- Cairhienin are a very short people, with dark eyes and pale, narrow
  faces. (II: 306, VI: 199)
- soldiers wear dark blue. (II: 308)
- officer has front of his head shaved, the rest of his hair long, and
  powders the bare part. (II: 308, 312)
- officers wear steel-backed gauntlets, breastplates and no helmets. They
  carry a small flag in a holder on their backs. (II: 318)
- men occasionally go bare-chested, but not in formal/polite situations.
  (II: 362-4)
- a Cairhienin lord has a fool, who wears an oversized striped coat that
  is sewn with bells. (IV: 158)
- Cairhienin with big blue eyes. (IV: 656)
- the Cairhienin use short banners called con that are harnessed to their
  backs to mark officers and a lord's personal retainers. (V: 351)
- the cons are marked with lords' heraldry. (V: 352)
- Cairhienin nobles command and lead groups of soldiers, but do not shave
  their heads and become soldiers. (V: 352)
- a Cairhienin lord has a fool, who wears an oversized striped coat that
  is sewn with bells. (IV: 158)
- Foregaters wear shabby but colourful clothing. (II: 368)
- the Cairhienin style is high-necked. (IV: 902)
- among noblewomen, the higher the rank, the more elaborate and taller the
  hair style. (V: 601)
- the slashes of colour on Cairhienin clothing are in the colour of their
  noble House. The number of slashes indicates the rank of the House,
  their length the rank of the wearer. (VI: 99)
- lower servants to nobility wear dark livery with House-coloured stripe
  on their cuffs, and the house badge on their chests, or collar or
  sleeves in House collars. The higher ranking servants show more colour.
  (VI: 283)
- the average Tairen stands a full head taller than the average
  Cairhienin. (VI: 294)
- the slashes on Cairhienin clothing are horizontal. (VI: 308)


17.2   Cairhien Festivals and Celebrations
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Cairhienin party to excess during the Feast of Lights, with much
  drinking and dancing.  During the Feast, the barriers between commoner
  and noble are ignored, as is age. Any man can kiss any woman and vice
  versa. People pour wine over themselves, and both men and women go about
  bare-chested. (VI: 653-654)


17.3   Cairhienin Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Grace favour [me/you/etc.] (II: 312)
- Take what you want, and pay for it. (V: 214)
- Seeing the wolf. (Phrase for having seen battle) (VI: 669)


17.4   Cairhienin Soldiery and Combat
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Cairhienin are a very short people, with dark eyes and pale, narrow
  faces. (II: 306, VI: 199)
- soldiers wear dark blue. (II: 308)
- officer has front of his head shaved, the rest of his hair long, and
  powders the bare part. (II: 308, 312)
- officers wear steel-backed gauntlets, breastplates and no helmets. They
  carry a small flag in a holder on their backs. (II: 317)
- the Cairhienin use short banners called con that are harnessed to their
  backs to mark officers and a lord's personal retainers. (V: 351)
- the cons are marked with lords' heraldry. (V: 352)
- Cairhienin nobles command and lead groups of soldiers, but do not shave
  their heads and become soldiers. (V: 352)
- the Cairhienin cavalry is disorganized? (V: 485)
- few Cairhienin commoners rise to any great degree of rank in the
  national army. (V: 97)
- Cairhienin noblewomen wear their hair piled high on their heads in towers
  of curls. Their dresses have skirts wider than a doorway. (II: 460)
- noblemen wear flat or bell-shaped velvet caps. (II: 156, 460)
- both genders of nobility wear lace ruffles at their collars. (II: 460)
- the middle and upper classes wear dark clothes, with the person's rank
  indicated by the length of coloured stripes on the chest. (II: 306)
- upper class men wear dark coats embroidered across the chest with
  bars of silver, scarlet and gold. (II: 156)


17.5   Cairhien Food
       ~~~~~~~~~~~~~
- a good wine comes from the south of Cairhien. (V: 467)
- yellow peppers and pork in a thick, clear sauce with a sharp, yet sweet 
  taste. (II: 310)


18.0   CAIRHIEN - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- vineyards in Cairhien. (II: 465)
- the mudflats in the Erinin shift. (III: 421)
- rolling grasslands and scattered copses on the Cairhienin side of the 
  the Erinin (III: 429)
- there are dozens of towns and villages between the Janghai Pass and the
  capital. (V: 480)
- there are a number of bridges where the River Gaelin meets the Alguena
  River, north of Cairhien. (V: 472)
- desc of terrain north of Cairhien - rolling plains and low hills, with
  few and small thickets (VI: 661)
- desc of terrain north of Cairhien (VI: 681)
- desc of other side of river from Cairhien (VI: 668)
- the road from Cairhien to Tar Valon is called the Tar Valon Road.
  (VI: 668)
- the road runs west and north through forested hills lower than those the
  city is built on. (VI: 669)
- about 20-30 miles north of Cairhien, the hills grow lower. (VI: 670)
- the land flattens into rolling plains, and the forest thins to
  grasslands, with rivers and shallow streams. (VI: 672)
- Dumai's Wells and Alianelle Spring are watering holes along the Tar
  Valon Road. (VI: 681)
- there's a bridge near Dumai's Wells. (VI: 684)


18.1   Cairhien City
       ~~~~~~~~~~~~~
- desc of city (II: 370)
- desc of Cairhien (VI: 294)
- few farms or villages around the city. (II: 500)
- desc of buildings in Foregate (II: 376)
- the Foregate is a warren of streets surrounding the city. Once there was
  a market village in front of each city gate, but gradually they grew
  into one sprawling group of dirt streets and slapdash wooden buildings,
  some up to seven stories tall. (I: 367-368)
- ruler of Cairhien keeps the masses in the Foregate quiet with
  entertainments like parades of giant puppets, horse races and fireworks.
  The King's Gift is given to gleemen and other entertainers to keep them
  performing there. (II: 369)
- Foregaters wear shabby but colourful clothing. (II: 368)
- Foregaters are known to like drinking and carousing. (II: 315)
- inn in Foregate: Bunch of Grapes, near the Janghai Gate. (II: 378)
- Cairhien once called Al'cair'rahienallen, Hill of the Golden Dawn.
  (I: 551)
- the Royal Library is the greatest library outside of Tar Valon.
  (II: 258-9)
- the library is considered one of the greatest in the world. (III: 302)
- desc of Cairhien docks (VI: 666)
- desc of other side of river from Cairhien (VI: 668)
- city docks are reserved for the pleasure crafts of nobles and grain
  barges, no others are allowed there without permission. (II: 438)
- the river at Cairhien is filled with ships and barges stopping at the
  granaries on the far bank. The inner city is surrounded by walls, and
  is laid out in a very precise grid. Jagged-topped towers are spaced out
  along the walls. (II: 367)
- these are known as the Topless Towers of Cairhien, and were burned in
  the Aiel War. (II: 370)
- the Towers of Cairhien mark the points of the city grid. (V: 464)
- the Topless Towers are visible above the forest at least five miles east
  of the city. (V: 458)
- the Illuminators have built a chapter hours in Cairhien, the only one
  outside of Tarabon. It is a mile outside the city, and carefully locked 
  and guarded. Illuminators will go so far as to kill intruders to protect
  their secrets. (II: 369, 396, 398)
- visitors to the inner city must sign in at the gate, and let them know
  which inn they're staying at. A record is kept of all foreigners
  entering the city. (II: 370, 439)
- inner city inn: Defender of the Dragonwall. (II: 372)
- inn has Ogier furnishings. (II: 405)
- Cairhienin inn: The Long Man. (VI: 365)
- desc of the Long Man (VI: 381)
- "players" (actors) being tried in Cairhien, a new idea. (II: 383)
- few farms or villages around the city. (II: 500)
- the Janghai Gates are huge, three tall stone arches in the Cairhien 
  wall. (V: 526)
- the streets of Cairhien are very broad and paved, laid out in a regular
  grid across the terraced hills of the city. (V: 527)
- the centre of the city is a square built on the highest hill of the area,
  so dark and massive it almost doesn't look like a natural hill. (V: 529)
- a long, broad ramp leads up to tall bronze gates and the courtyard
  beyond. (V: 529)


18.2   Cairhien Palace - The Sun Palace
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of Royal Palace (V: 528)
- desc of Sun Palace (VI: 283)
- desc of study in Sun Palace (VI: 287)
- desc of stable in Sun Palace (VI: 293)
- desc of Grand Hall of the Sun, with a 50 pace high ceiling (V: 531)
- desc of the Sun Throne (V: 531-532)
- a long, broad ramp leads up to tall bronze gates and the courtyard
  beyond.(V: 529)
- students come to study at the Royal Library. (VI: 297)
- the Sun Palace has miles of corridor. (VI: 299)


18.3   Eianrod
       ~~~~~~~
- a stone bridge lies at the heart of the town. (V: 349)
- there are two fountains in the town. (V: 349)
- stones pave the streets. (V: 349)
- the streets are laid out in a strict grid, even if they have to cut
  through terraced hills to keep straight. (V: 357)
- most buildings are made of stone, with slate roofs. (V: 357)
- the merchant houses are three stories tall, of marble, with balconies.
  (V: 357)
- there are two town squares. (V: 357)


18.4   Jangai Pass
       ~~~~~~~~~~~~
- desc of Jangai Pass (V: 262)
- desc of monument at Jangai Pass (V: 263)
- desc of land around Jangai Pass (V: 296)
- Silk Pass was paved through the Jangai Pass? (V: 289)
- it takes four days to travel through Jangai Pass. (V: 290)
- there are dozens of towns and villages between the Jangai Pass and the
  capital. (V: 480)


18.5   Jurene
       ~~~~~~
- Jurene is on the Cairhien side. (III: 428)
- Jurene is located on the Erinin, and has wooden houses with thatched
  roofs, and a small, single stone dock. (III: 458)
- dirt streets, a small village of wooden houses, none more than a single
  story. (V: 653)


18.6   Maerone
       ~~~~~~~
- this small town is across the Erinin from Aringill. (VI: 63)
- Maerone is unwalled, an overgrown village with brick and stone buildings,
  with roofs of wooden shingles, thatch, slate and tile. (VI: 115)
- most of the streets are hardpacked dirt. (VI: 115)
- the village is a transit point of trade between Cairhien and Tear, and
  has almost as many inns and taverns as it does houses. (VI: 116)
- there are over 17 inns in Maerone. (VI: 120)
- inns: the Fox and Goose, The Wagoneer's Whip, the River Gate, the Erinin
  Inn, the Three Towers, the Silver Horn. (VI: 116, 120)
- desc of Golden Stag inn (VI: 108)
- a well-established road leads south out of Maerone, piercing through 
  forest and open country. (VI: 127)
- it's about 20-22 days from Maerone to Tear. (VI: 336)


18.7   Morelle
       ~~~~~~~
- lies near the southernmost border of Cairhien. (V: 604)


18.8   Taien
       ~~~~~
- a high-walled town located at the Janghai Pass, a remnant of when
  Cairhien allowed into the Waste. (V: 263)
- it posts no guards, only sentries at the gate. (V: 263)


18.9   Tremonsien
       ~~~~~~~~~~
- a huge male sa'angreal is buried near village of Tremonsien. (II: 303-6)
- the village of Tremonsien is very precisely laid out, and the hills near
  it are terraced for farming. (II: 306)
- inn at Tremonsien is called the Nine Rings, based on an adventure story.
  (II: 306)
- traders travel to Tremonsien to buy oats and barley. (II: 309)
- few nobility travel to Tremonsien. (II: 313)


18.10   Selean
        ~~~~~~
- at the other end of Janghai Pass. (V: 266)
- a bridge spans a stream near the west side of the Pass, the stream
  connects to the River Gaelin. (V: 289)
- the town is a considerable size, though it's population has dramatically
  decreased since the Aiel War. (V: 291)
- the walled town is surrounded by farms. (V: 291)


19.0   CHILDREN OF THE LIGHT (WHITECLOAKS) - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Children of the Light seal is a flaring sun in golden wax. (VI: 443)
- Lothair Mantelar founded the Children of the Light (IV: 283)
- the Children of the Light are both admired and hated, and they hate Aes 
  Sedai as much as darkfriends. (I: 187)
- the Children of the Light think that Aes Sedai are seeking to challenge
  the Creator with the use of their powers and abilities. (III: 16)
- Children of the Light feel there is no Black Ajah, as ALL Aes Sedai are
  darkfriends. (VI: 187)
- when Children of the Light travel, they carry a list of the names and 
  descriptions of "darkfriends" that they're seeking. (III: 120)
- Children of the Light refer to themselves as the Anointed of the Light. 
  (I: 451)
- Children of the Light feel that wolves are creatures of the DO. (I: 453)
- some Children of the Light loot the "unenlightened", this is frowned on
  by the true believers. (I: 453)
- the Children of the Light follow Tenets. (I: 454)
- Children of the Light led by Council of Anointed in Amador? (I: 569)
- a man has to take an oath before becoming Child of the Light (II: 72)
- members of the Children of the Light swear for life. (III: 111)
- not all Children of the Light approve of the Questioners and their
  methods. (II: 73)
- the headquarters of the Children of the Light is the Dome of Truth?
  (II: 616)
- close to half a legion of Children of the Light on Andoran soil without
  the Queen's permission would definitely risk her wrath. (IV: 42)
- the Children of the Light hold no writ in Caemlyn. (I: 626)
- the Children of the Light have no authority in or near Tar Valon.
  (III: 138)
- no sword is allowed to be worn in the presence of the Lord Captain 
  Commander. (III: 13)
- Lord Captain Commander is usually an old man. (III: 15)
- the Children of the Light pay lip-service to the King of Amadicia.
  (III: 22)
- several Lord Captain Commanders have been assassinated. (III: 23)
- members of the Children of the Light can have children. (III: 30)
- the Children of the Light believe some books are blasphemous and
  confiscate them when they have the chance. (IV: 486)
- Children of the Light take their captives to be tried in Amador under the
  Dome of Truth. (IV: 738)
- even in Amadicia, it's difficult for the Children of the Light to bring 
  charges against a member of the nobility. (V: 165)
- the Children of the Light are immune to many Amadician laws. (V: 182)
- the Children of the Light are in every land, and from every land.
  (V: 230)
- the Children of the Light do not often openly become in the internal
  affairs of nations. (IV: 623)
- the Children of the Light want to unite the nations because they fear 
  another repeat of the Trolloc Wars. (VI: 54)
- the head of the Children of the Light has set up a "known" spymaster as a
  screen to hide his real spymaster. (VI: 184)
- Children of the Light construct scaffolds so they can hang darkfriends in
  bunches. (VI: 441)


19.1   Clothing and Appearance of Children of the Light (Whitecloaks)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Children of the Light wear breast plates, mail shirts, conical metal
  caps, and long white cloaks with a golden sunburst on the left breast.
  (I: 222)
- golden knots beneath the sunburst indicate rank. (I: 224)
- a sliver lightening bolt beneath the sunburst is an underofficer. (I: 620)
- the Lord Captain wears a white and gold tabard, and white undercoat.
  (I: 446)
- the Questioners have a red shepherd's crook behind their sunbursts.
  (II: 73)
- servants in the Fortress of the Light wear white and gold livery.
  (III: 18)
- the High Inquisitor only has a crook on his cloak, no sunburst. (VI: 437)
- the Children of the Light use lances and swords. (IV: 259)


19.2   The Hand of the Light (The Questioners)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- there is an arm of the Children of the Light known commonly as the 
  Questioners, and officially as the Hand of the Light. They are somewhat
  similar to the Inquisition.  (I: 234)
- the Questioners use hot irons, pincers, knives and needles when 
  "questioning". (I: 567)
- the head of the Hand of the Light is the Head Inquisitor. (III: 23)
- the Questioners are somewhat less "military" than the rest of Children
  of the Light (VI: 437)
- the Questioners have dungeons where they keep those they are 
  "interrogating". (VI: 441)


19.3   Military Notes on the Children of the Light (Whitecloaks)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the lower ranks of the Children of the Light are called Child <name> by 
  their seniors. (I: 448)
- a Hundredman is a rank in the Children of the Light (IV: 40)
- a Children of the Light legion is led by a Lord Captain.
  (I: 620, III: 140)
- a legion is at least 600 men. (IV: 43)
- the Children of the Light are led by the Lord Captain Commander? (II: 71)
- the Children of the Light have approximately 10,000 men. (III: 60)
- close to half a legion of Children of the Light on Andoran soil without
  the Queen's permission would definitely risk her wrath. (IV: 42)
- the Children of the Light use horns as signals and to give orders.
  (IV: 546)
- the Children of the Light are trained to fight in a military style, so
  they aren't very accustomed to guerrilla tactics. (IV: 541)
- Children of the Light ride horses and carry steel-tipped lances.
  (IV: 735)
- Children of the Light juniors cannot offer social invitations to their
  superiors. (VI: 436)


19.4   Whitecloak Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Walk in the Light. (I: 188)
- The sins of the mother are visited to the fifth generation, and the
  sins of the father to the tenth. (II: 417)


20.0   FORTRESS OF THE LIGHT
       ~~~~~~~~~~~~~~~~~~~~~
- desc of the Fortress of the Light (III: 13, 14)
- desc of audience chamber in the Fortress (VI: 54)
- desc of Fortress exterior/courtyard (VI: 435)
- desc of Fortress - practice yard, barracks, stableyard (VI: 441)
- desc of Dome of Truth (VI: 437)
- desc of High Inquisitor's chair (VI: 443)
- secret panel in the Fortress (III: 25)
- each Children of the Light officer has rooms in the Fortress? (VI: 436)
- the Questioners have dungeons where they keep those they are 
  "interrogating". (VI: 441)


21.0   GHEALDAN - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~~


21.1   Clothing and Appearance of Ghealdans
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the excise men on the docks in Boannda wear blue coats, with chains and
  a seal on their chests. (V: 571)
- coats are fastened with a double row of wooden buttons. (III: 108)

21.2   Ghealdan Food
       ~~~~~~~~~~~~~
- spiced cakes, sweet wine (III: 107)


22.0   GHEALDAN - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Altaran border is about four-five days sail from Boannda. (V: 581)


22.1   Boannda
       ~~~~~~~
- villages and farms line the river. (V: 571)
- three days sail southeast along the river to the town of Boannda, which
  is halfway to Altara, at the join of the Boern and Eldar rivers. (V: 560)
- Boannda is larger than Samara, surrounded by tall grey walls. Inside are
  shining three towers and a white building with a red tile roof that is
  almost a small palace. (V: 571)
- the excise men on the docks wear blue coats, with chains and a seal on
  their chests. (V: 571)
- below Boannda, woods and vines line both sides of the Eldar, with no
  villages or farms. (V: 581)
- the Altaran border is about four-five days sail from Boannda. (V: 581)


22.2   Jarra
       ~~~~~
- the village of Jarra is just north of Ghealdan's border with Amadicia.
  (III: 106)
- Jarra is situated on a hillside above a stream crossed by a low wooden
  bridge. (III: 107)
- Jarra has grey stone houses with slate roofs on muddy streets, a village
  green, and only one inn (Harilan's Leap). (III: 107, 108)
- the Children of the Light often ride through Jarra. (III: 111)


22.3   Cormaed
       ~~~~~~~
- town south of Sehar. (V: 683)
- has a ferry across river to Amadicia. (V: 683)


22.4   Sehar
       ~~~~~
- town north of Cormaed (V: 683)


22.5   Sidon
       ~~~~~
- the village is on Ghealdan's southern border, across the river from
  Amadicia. (III: 376)
- a stone bridge arches from one fifty-foot cliff to another. (III: 376)
- only a few of the buildings are made of stone. (III: 377)
- at least one inn in town. (III: 377)
- the town has at least four wells, one in the central square of the
  village. (III: 377)


22.6   Samara
       ~~~~~~
- the town lies near the border of southern border of Ghealdan, across the 
  river from Amadicia. (V: 379)
- a lofty stone bridge crosses the river between metal pillars, with a
  variety of different boats on the river. (V: 378)
- Ghealdan stations some soldiers in Samara, because of the risk of
  Children of the Light invasion. (V: 380)
- the town is surrounded by a grey stone wall, with squat towers at the
  gates. A few of the taller roofs show above the walls, made of thatch or
  tile. (V: 418)
- the gates are made of grey stone, and guarded by spearmen wearing scaled
  tunics and round steel caps with flat rims. (V: 427)
- Samara is governed by an appointed governor rather than a mayor, and
  this governor can be male or female. (V: 424)
- Samaran inns: The Blue Bull, The Dancing Goose. (V: 430)
- the streets are laid out haphazardly, criss-crossing each other. (V: 430)
- many of the houses have small, cobblestone yards. (V: 432)
- the Eldar River near Samara is a low clay bluff on the Amadician side,
  reeds and then trees on the Ghealdan side. (V: 566)
- villages and farms line the river. (V: 571)
- Samara has three stone docks. (V: 559)


23.0   ILLIAN - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~
- Golden Bees are symbol of Illian. (I: 592)
- nine golden bees on a field of green make up Illian's flag. (V: 618)
- the Royal Illian standard is golden bees on green silk. (VI: 181)
- the King of Illian wears the Laurel Crown. (VI: 183)
- Illian is governed by the Council of Nine and a King. (II: 157, 429)
- the King and the Council of Nine constantly duel, while the Assemblage
  struggles with them both, leaving the people to pretty much live as they
  will. (III: 485)
- when one of the old Lords dies, a new one is raised to the Council of
  Nine. (III: 491)
- most people won't even touch Tar Valon marks, but some money-changers
  handle them. (II: 159)
- while most people in Illian despise or fear Aes Sedai, not everyone
  thinks they're as bad as made out. (II: 159)
- there is no law in Illian against trading with the Aes Sedai, but few
  would seek them out to do so. (II: 159)
- Illianer custom to share of profits to the crew. (II: 160)
- Illianer pirates often raid the Tear coast. (V: 460)
- there are both men and women sailors. (III: 487)
- arranged marriages are not uncommon in among Illianers. (III: 57)
- Illianers are somewhat familiar with the sight of an Ogier. (III: 486)
- life moves at a slower pace than in the north, but people still go about
  their business purposefully. (III: 487)
- the winter season is rainy and "cold", most Illianers don't believe in
  snow. (III: 490)
- a group known as the Companions in the Illian army always ride with the
  general, wherever the battle is hottest. (IV: 729)
- olive oil one of Illian's main products. (III: 366)
- Illian occasionally considers invading Murandy or Altara. (V: 17)
- silk carpets made in Illian. (V: 332)


23.1   Clothing and Appearance of Illianers
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- an Illianer with grey eyes. (VI: 220)
- Illianer men wear beards with no moustaches. The women often wear wide
  hats with attached scarves that they wrap around their necks. (III: 485)
- the men have bears with no moustaches, shoulder-length hair. 
  (I: 307; III: 485)
- men often wear coats to their knees. (I: 307)
- desc of scarlet, low-cut dress of an Illianer. (II: xvii)
- commoner women wear wide hats with attached scarves that they wrap 
  around their necks. (III: 485)


23.2   Illian Festivals and Celebrations
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- during the Feast of Stefan, gleeman compete for 100 gold given to best
  telling of the Hunt of the Horn. (III: 383)
- when the Hunt of the Horn is called, it is sent off with a special
  ceremony. The whole city erupts into a carnival atmosphere with send-off
  parties, fireworks, etc. (II: 154)
- those Hunters who don't stay for the blessing won't make it into the 
  stories? (II: 384)
- Feast of Teven (summer?) holiday celebration includes contests and prizes
  for gleemen. (II: 154)


23.3   Illianer Food
       ~~~~~~~~~~~~~
- dessert ices (II: 154)


23.4   Illianer Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Fortune prick me! (I: 307)
- Fortune [desert/preserve] [me/you/etc.]. (I: 309)
- horn-cursed (I: 309)
- Light preserve me. (I: 314)
- Burn my soul (III: 362)
- stone-carved fool (III: 450)


24.0   ILLIAN - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- the rolling Plains of Maredo extend a little way into Illian. Thin
  forested hills to Manetherendrelle, called the Doirion Hills. (VI: 102)



24.1   Illian City
       ~~~~~~~~~~~
- Illian is Ogier-built. (VI: 324)
- Maredo Causeway entry into city, a wide road of packed dirt stretching 
  north through the marsh, both of which end two miles from the city.
  (III: 493, 512)
- Illian is as big as Cairhien or Caemlyn. It's built onto a marsh, and has
  no walls. A few of the buildings are white plastered, but most are made
  from pale (white, grey, reddish, greenish) stone with roof tiles in a 
  myriad of hues. (III: 479)
- the shipyards are at the far end of the city. (III: 479)
- the city is criss-crossed with as many canals as streets, with bridges
  spanning them. (III: 485)
- the Square of Tammuz is a huge square many hides large, surrounded by
  white marble columns with wreaths of olive branches at their tops. The
  King's Palace and the Great Hall of the Council border the Square.
  (III: 485)
- the Ogier built the Palace of the Assemblage, the Hall of the Council and
  several other Illian buildings, and travel from Stedding Shangtai to
  repair them occasionally. (III: 486)
- Great Square of Tammuz. (V: 412)
- the buildings are clean and bright, and so are the people. (III: 487)
- Bridge of Flowers takes you into the Perfumed Quarter. (II: 155, 488)
- the Perfumed Quarter is the seedy side of town, has no towers and
  palaces, the stone isn't as fancy, and it has a large number of inns and
  warehouses. (III: 487)
- the law is kept by magistrates, but they rarely worry about what happens
  in the Perfumed Quarter. (II: 159)
- the criminal element disposes of bodies in the canal. (III: 497)
- a watch is kept along the dock. (II: 159)
- Illian has long stone docks, with marsh grass encircling the harbour. 
  (III: 476)
- fishing boats work near the marsh. (III: 476)
- the tanning yards are set apart on islands in the marsh. (III: 477)
- inn named Easing the Badger (II: 156)
- every inn in Illian has an Ogier room, and it is considered very lucky
  to have one under the roof. (III: 492)
- low hills surround the road north of Illian, some trees, and forest
  ahead. (III: 512)
- the Watch maintains order in the Illian. (III: 497)


25.0   KANDOR - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~
- there is a guild for merchants in Kandor. (IV: 222)
- Kandori stone is shipped elsewhere for building purposes. (IV: 763)
- Kandori warriors wear two swords strapped to their backs. (VI: 614)
- desc of Kandori attitudes (VI: 614)


25.1   Clothing and Appearance of Kandori
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- at least some Kandori have dark eyes. (VI: 614)
- there are blonde Kandori. (IV: 229)
- men wear forked beards, and a jewelled earring. (IV: 229, VI: 117)
- three silver chains looped across the chest mark a man as a master
  merchant. (IV: 229, VI: 117)
- necklaces are made in a pattern known as the Kandori snowflake pattern.
  These are intricately worked discs, each with a slightly different
  pattern. (V: 131)


25.2   Kandori Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- wind in a bucket (IV: 232)


26.0   KANDOR - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~


27.0   MAYENE - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~
- a Port Captain in Mayene. (II: 157)
- the economy is based on oil from the oilfish shoals that only Mayeners
  know how to find. (III: 365)
- things are not so formal in Mayene as elsewhere. (IV: 78)
- men and women in Mayene speak openly with each other about their feelings
  and sex? (IV: 80)
- Tairen High Lords had held First of Mayene as prisoner in all but name
  for several months to try and bend her to their will. (IV: 77)
- Mayene dares not anger Tear too openly. (IV: 135)
- Mayeners believe in speaking out. (IV: 139)
- it is the custom for the First of Mayene to be trained in unarmed self-
  defence, because of the risk of Tairen assassins. (IV: 244)
- Mayene protects itself from Tear through the use of Daes Dae'mar.
  (V: 603)


27.1   Clothing and Appearance of Mayeners
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of Mayener First (III: 673)
- the First wears skimpy silk nightwear. (IV: 77-78)
- the First wears filmy gowns. (IV: 114)
- the Winged Guards wear red-painted breastplates, rimmed pot-like helmets
  that cover the napes of their necks. They have wings on the sides of
  their crimson helmets. (VI: 283-283)
- Lord Lieutenant of the Winged Guards has a red plume on his helmet.
  (VI: 283)


28.0   MAYENE - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Mayene is a city-state. (II: 157)
- Mayene consists of one city and a few leagues of land. (III: 365)
- the usual route to Mayene is to travel overland to Godun in Tear, and
  then take a ship to Mayene. (IV: 229)


29.0   MURANDY - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- Murandy doesn't think of itself as a single state, loyalty is given to a
  single city or noble, rather than the nation. (II: 49)
- Murandy is a nation in name-only, nobles, and even the common people,
  often ignore their ruler. It stays a nation only out of fear of being
  absorbed by Illian or Andor. (V: 167-168)
- the throne of Murandy often changes hands frequently. (V: 167-168)
- good wine is produced in Murandy. (V: 52)
- a good wine comes from Murandy. (VI: 200)
- Murandy and Andor have a tense relationship, there have been many border
  problems over the years. (V: 178)
- is there a House Chiendelna, or is Luc lying? (IV: 527)
- Illian occasionally considers invading Altara. (V: 17)
- Mindeans boast that they have the worst tempers in all of Murandy.
  (VI: 121)
- Altaran and Murandian successions are never sure or secure, as the noble
  Houses are always squabbling and taking power for themselves.
  Assassination is not uncommon. (VI: 604)


29.1   Clothing and Appearance of Murandians
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- fine lace is made in Lugard. (III: 212)
- men wear high-crowned hats, women have skirts just above their ankles,
  and aprons. (V: 167)
- the aprons are striped or colourful, and women wrap their heads with
  bright scarves. (V: 168)
- loose women wear their hair loose and their skirt hems a foot short of
  the ground. (V: 168)
- men wear coats to their knees. (VI: 117)
- men wear curled moustaches and goatees. (VI: 120, 596, 640)


30.0   MURANDY - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Caemlyn Road is Lugard's trade connection with the mines in the
  west. (I: 467)
- the Lugard Road is near the River Manetherendrelle, and it still has
  some stone paving stones. It is near the Lugard border. (III: 375)
- area near Manetherendrelle is hilly, with scattered trees. (III: 417)
- town of Minde or Mindea? (V: 339)


30.1   Lugard
       ~~~~~~
- the Caemlyn Road is Lugard's trade route to the mines in the west (the 
  Mountains of Mist). (I: 467)
- desc of Lugard (V: 167)
- inns: Nine Horse Hitch, Farriers Hammer, Dancing Boar, Silver Pig,
  Domani Wench's Kiss, the Wagon Seat, the Good Night's Ride - the inn
  names often are innuendoes. (V: 168, 169, 176, 177)
- the city is a bit racy. (V: 175)
- the road west out of Lugard is called the Jehannah Road. (V: 177)
- Lugard is a big trade centre. (V: 170)


31.0   OGIER - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~
- desc of Ogier custom (I: 552)
- Ogier greeting: "The stedding offers sanctuary to Servants of the
  Light." (I: 637)
- desc of Ogier greeting (I: 637)
- the Ogier are not open to strangers. (I: 410)
- the Ogier hold themselves apart from men, except for their stone work in
  the cities. (VI: 326)
- when Ogier tells story, he feels it needs about 200-300 years of back-
  ground to fully understand. (I: 636)
- the Ogier language looks like a script made up of vines and leaves when
  written down and sounds like birds singing when spoken. (I: 670, 674)
- Ogier handwriting is large. (VI: 323)
- there are articles of sung wood over 1000 years old. (III: 389)
- Ogier can usually find the Green Man if they seek him. (I: 691)
- the Ogier call the Green Man Treebrother. (I: 740)
- Ogier marriages are arranged between mothers, often when girl has found
  a boy she likes. (II: 511)
- one half of all marriages take place between stedding, groups of young
  Ogier travel between to meet. (II: 511)
- Ogier honour their Eldest with bows and curtseys. (II: 518)
- desc of Ogier marriage customs (VI: 318)
- it is considered "very rude" for an Ogier not to do as his wife asks.
  (VI: 607)
- until an Ogier is 100 years of age, he cannot leave the stedding without
  the permission of the Elders. (III: 48)
- the Council of Elders is not the same as the Stump. (VI: 321)
- the Eldest Ogier in the stedding are its leaders, the leadership group
  is called the Stump. (I: 548)
- groups of Ogier always stay together when they go Outside. (III: 492)
- an Ogier will always keep his word, even if tricked into the promise.
  (IV: 264)
- the Ogier are very modest, and don't go in for making heroes of their
  kind. (IV: ??)
- it would be impossible to get a human permission to attend the Ogier
  Stump, and no Ogier would spy on what occurs there. (VI: 186)
- the Aiel have long been Waterfriends with the Ogier, and often come to
  the stedding to trade. (VI: 317)
- Ogier think it's insulting to remind humans of their hastiness. (VI: 318)
- the Ogier are great scholars, but they don't think much in the world 
  changes, so they usually aren't very aware of current events/geography.
  (VI: 318-319)
- the Ogier consider any forgetting of history a great loss. (VI: 322)
- Ogier' ears often convey the state of their emotions. (VI: 326)
- Speaker, a rank among Ogier. (VI: 320)
- Ogier use pewter dishes. (II: 510)


31.1   Ogier Abilities
       ~~~~~~~~~~~~~~~
- some Ogier have Talent of sensing ta'veren. (I: 355, 555; II: 35)
- Talents like recognizing ta'veren run weakly in Ogier, if at all.
  (II: 516)
- not all of the Ogier have Talent of Treesinging, and the trees won't
  listen to any humans at all. (I: 640)
- desc of how Loial uses Treesinging to form a staff from a living tree.
  (II: 236)
- no Treesinger has sung a piece as large as a bed in 1000 years.
  (III: 380)
- the flowing curves of the sung wood bed reflect that it was grown, not
  constructed. (III: 399)
- Ogier have old Songs of Growing that only some Ogier learn? (I: 645)
- desc of Ogier Tree Song that Loial sings to the remains of the Green Man, 
  which causes a mighty oak tree to grow over the spot (I: 775)
- Ogier can sense Waygates within a certain distance, and the direction in
  which they lie. (I: 662; IV: 303; VI: 325)
- Ogier can usually find the Green Man if they seek him. (I: 691)
- Ogier are strong and have good endurance, Loial once outran a horse. 
  (II: 167)
- Ogier have sharp eyes and see well in the dark. (II: 288)
- Ogier are strong and have good endurance, Loial once outran a horse. 
  (II: 167)
- Ogier have sharp eyes and see well in the dark. (II: 288)
- Ogier are sensitive to certain things. (III: 493)
- Ogier are sensitive to the mood of a place. (VI: 329)
- an Ogier can sense mood where no human would notice much of anything.
  (VI: 655)



31.2   Clothing and Appearance of Ogier
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of Ogier (I: 547)
- desc of Ogier heights (VI: 317)
- Ogier's hair can go white. (II: 505)
- younger Ogier males have less facial hair, the older have moustaches and
  beards. (II: 505)
- female Ogier are shorter than male, with shorter eyebrows and more 
  delicate features. (II: 501)
- desc of Ogier dress (I: 547)
- males wear coats that button to the neck, flare about the knees.
  (II: 505)
- females wear dresses and cloaks decorated with embroidered flowers, the
  amount of embroidery indicating age/rank. The younger have embroidery
  only on cloaks, older have some on dress, oldest have completely
  embroidered dresses. (II: 505, VI: 317)
- Ogier' ears often convey the state of their emotions. (VI: 326)


31.3   Ogier Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Your name sings in my ears. (I: 548)
- Your pain sings in my heart. (I: 552)
- By the Tree and stillness. (oath) (VI: 320)
- The blessing of the Light and stillness upon you. (VI: 333)
- [I/you/etc.] have put a long handle on [my/your/etc.] axe.
  (I: 549; II: 146)
- Speak an hour before you think. (II: 146)
- Only decisions reached in calm are sure. (II: 515)
- Women do not become exhausted, they only exhaust others. (VI: 324)
- Haste makes for waste. (VI: 325)


31.4   Properties of Stedding
       ~~~~~~~~~~~~~~~~~~~~~~
- Ogier always have dreams of the stedding when they are away from them.
  (III: 92)
- at least five Ogier have survived living outside of the stedding for
  more than 10 years, though three died within a year of coming home, and
  the other two were practically invalids for the rest of their lives.
  (VI: 319)
- after years outside of the stedding, Loial feels tired, and feels a need
  drawing him to return to the stedding. (VI: 568)
- the Ogier re-found the stedding in the years during the Covenant of Ten
  Nations, but many died of the Longing before then. (II: 503)
- when you pass the border of a stedding, you feel a tingle as though
  entering cold water, and a sense of reduced fatigue, but the refreshing
  feeling is momentary. (I: 432-434)
- creatures of the DO won't enter a stedding, but nothing keeps evil
  humans out. (I: 433, 434)
- vegetation is lusher in the stedding. (I: 433)
- a Channeler cannot use the One Power within a stedding, and can't even
  feel it. This loss usually gives them the shakes. (I: 433)
- you cannot channel into a stedding (like to travel there) any more than
  you can channel within one. (VI: 608)
- you cannot channel into a stedding (like to travel there) any more than
  you can channel within one. (VI: 608)
- because they involve the use of the OP, Waygates can not be placed
  directly within a stedding, even with the Talisman of Growing. (VI: 321)
- there are certain places that cannot be entered in TAR - Rhuidean, the
  stedding, and a few others. (IV: 387)



32.0   OGIER - GENERAL GEOGRAPHY OF STEDDING
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of where stedding are (VI: 323)
- Stedding Tsofu is the closest to any human habitation, at a full day
  from nearest village. (VI: 323)
- every "occupied?" stedding has a Waygate outside of it. (VI: 321)
- the Ogier homes are natural-looking mounds in the ground. (II: 505)
- the Ogier don't like too many armed people to come into the stedding.
  (II: 502)
- the Ogier re-found the stedding in the years during the Covenant of Ten
  Nations, but many died of the Longing before then. (II: 503)
- Ogier hold visitors to a Pact of no fighting within stedding. (II: 508)
- the stedding has guest rooms for humans, though the furniture is still
  slightly too large. (II: 509)
- the Eldest Ogier in the stedding are its leaders, the leadership group
  is called the Stump. (I: 548)
- the Ogier tend and care for the trees in their stedding. (II: 518)
- Stedding Cantoine is just above the River Iralell, Stedding Tayjing is 
  east of the Iralell in the Spine of the World. (II: 520)
- Stedding Shangtai is in the Spine of the World. (IV: 262)
- there are no stedding on Toman Head. (II: 620)
- Aiel travel to the stedding to trade for sung wood. (II: 170)


32.1   Stedding Tsofu
       ~~~~~~~~~~~~~~
- only rediscovered 100 years ago. (II: 482)
- south and east of Cairhien. (II: 482)
- seven Elders at stedding, three males, four females. (II: 514)
- Elders meet in a sort of "conference" room, sit on special chairs.
  (II: 514)
- Stedding Tsofu is the closest to any human habitation, at a full day
  from nearest village. (VI: 323)

32.2   Hawkwing Stedding
       ~~~~~~~~~~~~~~~~~
- statue of Artur Hawkwing in the middle of the stedding, where he wanted
  to build his capital. (I: 436-7)
- spring in the stedding. (I: 434-5)


33.0   SALDEA - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~
- reference to the Broken Crown. (VI: 573)
- attacks of the DO are increasing in Saldaea. (I: 312)
- frequent Trolloc raids in Saldaea. (IV: 516-517)
- furs and ice peppers from Saldaea are very valuable. (II: 157)
- fur trading is an important occupation in Saldaea. (IV: 53)
- Saldaean products include lumber, ice peppers and furs. (IV: 678)
- sheep are also raised in Saldaea. (IV: 512)
- Zarine is a Saldaean name for a great beauty who lives a life of ease.
  (III: 417)
- desc of Saldaean customs - reciting poetry while hawking, ride hunts,
  play cittern while discussing how to counter Trolloc raids, the courting
  language of lace fans, never draw a knife unless you mean to use it
  (IV: 243)
- the eldest Saldaean child of either age studies accounting and trading
  to learn to manage the estates one day. (IV: 680)
- girls in Saldaea are not taught the sword or war. (IV: 680)
- Saldaeans have a form of martial arts. (IV: 680)
- 15 years ago, there were parts of Saldaea that had not seen a taxman in
  five generations, but Tenobia reclaimed them. (IV: 677)
- in Saldaea, men do the proposing of marriage. (IV: 889)
- women younger than a certain age in Saldaea have to ask their mothers'
  permission to marry. If they marry without that permission, their
  mothers can punish them, and their fathers might even elect to kill the
  groom? (VI: 573)
- Saldaeans feel the man should be stronger than the woman. (VI: 577)
- Saldaeans feel spying is a wife's, not a husband's, work. (VI: 583)
- there is a Council of Lords in Saldaea. (IV: 936)
- people travel by snowshoes and skis during the winter. (V: 344)
- desc of Lord Bashere's title (IV: 678)
- horses from Saldaea are smaller? (VI: 212)
- notches in horses' ears indicate who owns them. (VI: 6630)
- Saldaean horsemen are very skilled at riding horses, can perform
  intricate tricks and manoeuvres. (VI: 372)
- underlieutenant sword-sworn is a Saldaean military rank. (VI: 565)


33.1   Clothing and Appearance of Saldaeans
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- dark, tilted eyes and bold noses are common Saldaean physical traits. 
  (IV: 632)
- many Saldaeans have a distinctive type of nose (the way the Gallic nose
  is well-known and common.) (IV: 841)
- virtually all Saldaeans have tilted eyes. (VI: 278, 373, 542)
- Saldaeans are not a particularly tall people. (VI: 195)
- black hair is common. (VI: 564)
- Saldaean with fire-red hair, tilted green eyes and high cheekbones.
  (II: 282)
- green eyes not uncommon in Saldaea. (V: 234)
- Faile is tall, with black hair, high cheekbones and dark, tilted eyes.
  (III: 386)
- riding dress of plain, dark material, with wide sleeves and narrow, 
  divided skirts, with gloves for riding. (III: 386, IV: 445)
- thick, hanging moustaches are the Saldaean fashion. (VI: 68)
- Sheriam (red hair, tilted green eyes) is Saldaean. (VI: 156)
- dresses are often embroidered down the sleeves and on the high neck.
  (VI: 373)
- men often wear beards or thick moustaches. (VI: 564)


33.2   Saldaean Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- like trying to make a horse dance the sa'sara (VI: 33)
- mad as a hare in spring thaw (VI: 81)
- A general can take care of the living or weep for the dead, but he
  cannot do both. (IV: 678)
- A man must know when to retreat from a woman, but a wise man knows that
  sometimes he must stand and face her. (VI: 198)
- As forward as a farmgirl at harvest. (VI: 585)


34.0   SALDEA - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- there are estates in Saldaea larger than Mayene. (IV: 243)
- Bashere, Tyr, Sidona areas/cities in Saldaea? (IV: 679)
- the land of Two Rivers is "soft" compared to the land of Saldaea.
  (IV: 696)
- Saldaea is a harsh land. (IV: 696)
- winters are very cold, the trees sometimes burst as their sap freezes.
  (V: 344)


34.1   Maradon
       ~~~~~~~
- they say you can see the Blight from the highest towers in Maradon.
  (I: 312)
- Maradon is Ogier-built. (VI: 324)


35.0   SEANDER - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- the Emperor/Empress sits on the Crystal Throne in the Court of Nine
  Moons. (II: 497, 498)
- the power of the Seanchan and the Crystal Throne is built on control of
  damane. (IV: 46)
- what the Seanchan call themselves (II: 416; III: 161)
- women can become warriors among the Seanchan. (II: 421)
- kaf is grown only in Seander. (II: 432)
- grolm handlers direct them with hand signals. (II: 426)
- the nobility is carried in palanquins borne by bare-chested men.
  (II: 426)
- furnishings are sparse and simple, decoration is as well, and painted
  folding screens are used to separate room areas. (II: 429)
- furniture is designed with curves, rich use silk carpets. (II: 432)
- the Seanchan often decorate with painted screens, those painted with
  scenes other than peaceful birds and plants are considered "vulgar".
  (IV: 45)
- Seanchan nobles collect heartstone, it's very expensive. (II: 431)
- it is possible to work one's way up the caste system, even "become" one
  of the noble blood. (II: 430)
- the so'jhin are hereditary upper servants of the Seanchan Blood. A
  person can be raised to so'jhin. (IV: 46)
- Voice of the Blood? rank of Seanchan? (IV: 46)
- no sul'dam has ever before been raised to the level of so'jhin, let
  alone to a Voice of the Blood. (IV: 46)
- there are "Listeners" and "Seekers For Truth" that spy on even the
  nobility. (II: 497)
- no Trollocs in Seander, but the Armies of Night had other allies.
  (II: 498)
- servants may receive visitors in their own quarters. (II: 605)
- accent is soft, almost singing. (II: 636)
- the tradition of heron sword masters is kept in Seander. (II: 637)
- high servants kill themselves when their master dies, and no servant
  will fight with/for master, they cower or hide. (II: 640)
- the Deathwatch Guard serve only the Empress or her chosen
  representatives, and will kill and die with equal fervour. (IV: 44)
- Shea dancers wear transparent face veils and little else. (IV: 621)
- the Seanchan have a tight social hierarchy, but believe all should have
  their basic needs of life met. Only the Blood of Seanchan is "allowed" to
  help the poor, anyone else doing so rises above his station. (IV: 622)
- the Raven is a symbol of the Imperial Family, the Tower of Ravens is a 
  symbol of Imperial justice. (IV: 635)
- the Seekers for Truth are marked as Imperial property with tattoos of
  raven, as are other Imperial staff? The mark of the raven is inherited,
  the family forever more belongs to the raven. (IV: 635)
- Seekers carry a plaque of ivory engraved in gold with a raven and a
  tower. (IV: 635)
- flight from a Seeker or refusal to answer a Seeker's questions are
  serious crimes. (IV: 636)
- the Deathwatch Guards flaunt their tattoos, but Seekers rarely do.
  (IV: 637)
- the Death of Ten Thousand Tears is a Seanchan execution. (IV: 639)
- Seanchan oath, pledged with the hands placed over one another on the
  heart: "By my hope of a higher name", then bow deeply three times.
  (IV: 895)
- the Empress has s'redit and handlers at her court. (V: 302)
- Seanchan call the area on the maps at the front of the books the land of Hawkwing.
 (V: 370-371)
- Seanchan ride something like a pterodactyl? (V: 367)
- the Seanchan army is called the Ever Victorious Army. (V: 371)
- Seanchan have a version of martial arts. (V: 381)


35.1   Clothing and Appearance of Seanchan
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- military armour looks insectile, and is painted and gilded to increase
  the effect. (II: 421)
- lower ranks have plainer armour. (II: 423)
- solder who works with grolm has three eyes painted on his armour.
  (II: 426)
- soldier carries two-handed sword with a curved blade. (II: 421)
- the Deathwatch Guards have black-tasselled spears and black-lacquered
  shields. (IV: 44)
- sul'dam wear a blue dress inset with red panels on the breast and sides
  of skirt. The panels are marked with silver forked lightning. The hem
  comes to just above the ankles. (II: 422)
- high servant has half of head shaved, the rest braided over one ear.
  (II: 429)
- slightly lower level servant only has temple shaved. (II: 591)
- certain servants of the nobility are chosen for their good looks, and
  dressed in sheer white silk robes embroidered with flowers. (II: 432)
- lower ranked servants wear dark clothes with matching cloaks and ribbons
  (for women). Plain, dark woollens. (II: 596, 643)
- cooks wear all white wool? (II: 641)
- High Lord has head completely shaved, inch-long fingernails, with the
  first two on each hand lacquered blue. (II: 429)
- High Lady has both sides of head shaved leaving narrow strip in the 
  middle. (II: 564)
- High Lady wears a white gown with hundreds of tiny pleats. (IV: 44)
- the Seanchan wear markings on their cloaks? (V: 369)


35.2   Seanchan Customs, Crime and Punishment
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- High Lords announced with a gong, commoners lie down and kiss the floor
  to honour the blood, and never turn back to a noble. (II: 429, 430)
- commoners also avoid using certain words/phrases with nobility, such
  as "must". (II: 496)
- no man's hand may slay one of Artur's blood, noble executions are by
  being placed alive in a silken bag and hung over the side of the Tower
  of Ravens. (II: 497-8)
- there are a great many rules and customs governing the behaviour of
  every segment of society. (II: 595)
- Seanchan insist on protocol before comfort. (II: 600)
- servants may receive visitors in their own quarters. (II: 605)
- even a noble considers having to apologize to the Empress an ultimate
  humiliation, the more so if one is denied death afterwards and has to
  continue to live with the public embarrassment. (IV: 45)
- it is unacceptable to avoid answering a question asked by one of the
  Blood, or to imply/state that one of the Blood speaks an untruth.
  (IV: 46)
- the mere touch of a Channeler is considered defiling to a Seanchan.
  (IV: 48)
- the so'jhin learn to respond to subtle gestured commands of the Blood.
  (IV: 48)
- the Seanchan have a tight social hierarchy, but believe all should have 
  their basic needs of life met. Only the Blood of Seanchan is "allowed" to
  help the poor, anyone else doing so rises above his station. (IV: 622)
- a member of the Blood would rather suicide honourably than beg, etc.
  (IV: 761)
- the Seanchan offer a reward of 1000 gold to those who turn over an Aes
  Sedai, and kill those who shelter one. (III: 248)
- desc of Seanchan attitude to a High Lady (V: 236)
- being allowed to look at the Empress is a gift or a boon. (V: 372)


35.3   Damane and Sul'dam
       ~~~~~~~~~~~~~~~~~~
- few but nobles can afford to own a damane, most are property of the
  throne. (II: 422)
- it is a feastday in a Seander village when the sul'dam come to test the 
  girls and find those who are damane or who could be sul'dam. (II: 648)
- no sul'dam has ever before been raised to the level of so'jhin, let
  alone to a Voice of the Blood. (IV: 46)
- the mere touch of a Channeler is considered defiling to a Seanchan.
  (IV: 48)
- the power of the Seanchan and the Crystal Throne is built on control of 
  damane. (IV: 46)
- the Seanchan believe female Channelers are dangerous animals who Broke
  the World. (IV: 638)
- when someone becomes damane, she is struck from the rolls of citizens and
  removed from family records. (IV: 639)
- women are tested once a year to see if they are damane until the age of
  twenty or so. (IV: 639)
- the Seanchan offer a reward of 1000 gold to those who turn over an Aes
  Sedai, and kill those who shelter one. (III: 248)


35.4   Seanchan Food
       ~~~~~~~~~~~~~
- kaf - a drink, plant only grown in Seander? (II: 432)


35.5   Seanchan Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Everyone has a place in the Pattern, and the place of everyone must be
  readily apparent. (II: 596)



36.0   SEANDER - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~


37.0   SEA FOLK - GENERAL CULTURE (ATHA'AN MIERE)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SEE ALSO: 59.0   SEA FOLK (ATHA'AN MIERE) CHANNELERS
- Sea Folk very close-mouthed with non-Sea Folk. (II: 108)
- Sea Folk can be touchy until they feel they know you. (IV: 308)
- the Sea Folk are seen as secretive, and keep to themselves, they are 
  almost as mysterious as the Aiel. (IV: 309)
- Sea Folk keep unreadable expressions among strangers? (IV: 312)
- examples of Sea Folk familial relationships (IV: 311)
- Sea Folk refuse to cross Ayrth Ocean, they say the Islands of the Dead 
  are on the other side. (II: 108; III: 20)
- Sea Folk are said to care only about sailing and searching for the
  Coramoor, the Chosen One. (I: 356)
- the Sea Folk trade a good deal of silk through Tear. (III: 590)
- the Sea Folk trade ivory and silk that they buy from lands beyond the
  Waste. (IV: 309)
- the sources of ivory and silk are not known in the known part of the
  world, even to the SF who trade for them. (IV: 331)
- even the Sea Folk know little of the lands beyond the Aiel Waste. They
  allowed only to dock in certain harbours, which are walled and closely
  guarded. Any ship other than the Sea Folk, or Sea Folk who go where
  they're not permitted simply disappear. (IV: 331)
- Sea Folk do not "charge" for passage, rather passengers exchange a gift
  of value equal to the gift of passage. (IV: 311)
- Sea Folk refer to ships as masculine. (IV: 311)
- Sea Folk very rarely agree to carry Aes Sedai passengers, and Aes Sedai
  are the only people who may be refused passage, "and almost always are,
  as from the first day of the first sailing." Knowing this, the Aes Sedai
  rarely bother asking. (IV: 314-315)
- many Sea Folk consider Aes Sedai bad luck. (IV: 318)
- the real reason the Sea Folk are leery of Aes Sedai is because some 
  Windfinders can Channel. (IV: 333)
- there are Sea Folk Aes Sedai. (II: 52)
- the Sea Folk send a few girls to the Tower so the Aes Sedai won't come
  looking for them and find out about the Windfinders. (IV: 334)
- Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334)
- Sea Folk feel you must be born and die on water, a woman will go onto a
  rowboat to give birth if she has to, to fulfil this, and corpses are 
  given burial at sea. (IV: 316)
- Sea Folk rarely go on land - men weep when they must serve ashore.
  (IV: 316)
- the Sea Folk make the best looking glasses and burning lenses off on one
  of their islands. Spectacles are very rare. (IV: 317)
- touching the heart is the salute of a Sea Folk deckboy. (IV: 318)
- kissing one's fingertips and touching them to another's lips is a
  gesture of honour between lovers and family members. (IV: 641)
- the Cargomaster on a Sea Folk ship conducts trade based on the travel
  route. (IV: 317)
- the Sailmistress and Windfinder of one vessel would honour their counter-
  parts on another vessel by bathing together, serving honeyed wine, and
  telling tall tales. (IV: 319)
- it's the Windfinder, not the Sailmistress, who decides whether to accept
  passengers? (IV: 316-317)
- the crew of a Sea Folk ship is half male, half female. (IV: 569)
- Sea Folk pay gleemen well. (II: 382)
- Sea Folk porcelain as thin as leaves. (IV: 76)
- porcelain in golden colour. (IV: 76)
- thin, green porcelain of Sea Folk costs its weight in silver. (III: 217)
- it takes 7-10 days for an Sea Folk raker 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 Sailmistress' feelings towards her ship. (IV: 335)
- Sea Folk never take a ship further from open sea than nearest port.
  (VI: 123)
- Sea Folk divided into clans? (VI:  376)
- the Sea Folk don't approve of the excessive Cairhien revelry during the
  Feast of Lights. (VI: 666)
- the Sea Folk have an oily potion to help those with seasickness.
  (IV: 641)


37.1   Clothing and Appearance of Sea Folk
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Sea Folk are not overly tall, of only average height. (IV: 311)
- the Sea Folk are dark with curly hair. (III: 343)
- the Sea Folk are dark-skinned, with straight black hair. (IV: 309)
- Sea Folk man dark skinned and tattooed. (V: 234)
- the Sea Folk are a graceful people, especially the women, who are also
  rumoured to be exceptionally beautiful and tempting. (IV: 309)
- two-tiered fringed red parasol marks a clan Wavemistress, a single
  tiered red parasol marks her Blademaster. (VI: 124)
- a Sea Folk man has a tattoo of a six-pointed star on his right hand,
  marks of clan and line on his left. (II: xviii)
- sailors go barefoot and bare-chested. The men are clean-shaven. (IV: 309)
- the Sea Folk have tattoos on their hands. (IV: 309)
- both genders wear gold or silver necklaces, and earrings, sometimes more
  than one and with stones set in them. (IV: 309)
- both genders wear baggy breeches of dark, oiled cloth, held up by
  narrow, colourful sashes, and left loose at the ankle. (IV: 309)
- a few women have nose rings. (IV: 309)
- the women wear loose, colourful blouses when near the shore. (IV: 309,
  313-314)
- the Sailmistress and Windfinder wear clothes of the same cut as the
  others, but made from finer cloth. They have a chain linking their 
  nose ring and earrings, hung with gold medallions. (IV: 310)
- they also wear a gold perfume box around their neck, which emits a 
  musky scent. (IV: 310)
- the number of earrings and other jewellery indicate rank among the
  Sea Folk. (IV: 310)
- one of the tattoos is of stars and seabirds surrounded by stylized
  waves. (IV: 310)
- gold wire inlays and carving decorate belt knives. (IV: 311)
- desc of Sea Folk Windfinder jewellery (VI: 448)


37.2   Food of Sea Folk
       ~~~~~~~~~~~~~~~~
- the Sea Folk serve their tea hot, bitter and unsweetened. (IV: 314)


37.3   Sea Folk Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of formal greeting (IV: 311)
- desc of tea ritual (IV: 314)
- The Light be merciful to all who sail. (IV: 312)
- If it pleases the Light. (IV: 313)
- The Light see us safe to docking. (IV: 316)
- desc of why Sea Folk refer to their ships as "he" (IV: 335)
- shorebound (non-sailors) (IV: 314)
- Father of Storms (Dark One) (IV: 318)
- The wave that has passed cannot be called back. (IV: 333)
- If it pleases the Light, all will be well. All will be well, and all
  manner of things will be well, if it pleases the Light. (IV: 334)
- The Light illumine [his/her] soul, and the waters take [him/her]
  peacefully. (IV: 335)



38.0   SEA FOLK - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~


38.1   Cantorin Island
       ~~~~~~~~~~~~~~~
- the mainland is hundreds of miles to the east of Cantorin. (IV: 50)
- Cantorin Harbour is in the shape of a wide, lop-sided bowl. (IV: 44)
- beyond the seawall is an inner harbour filled with Sea Folk ships.
  (IV: 44)
- there's a mudflat near the harbour mouth. (IV: 44)
- the island is governed by a Sea Folk Governor, who lives in a grand
  palace. (IV: 45)
- the palace has a colonnaded terrace. (IV: 44)
- pale wood panels in palace. (IV: 45)
- the palace floor is inlaid with a pattern of light and dark woods.
  (IV: 46)
- Cantorin is part of Aile Somera? Dantora part of Aile Jafar? (IV: 641)
- the deepest part of the known sea is near Aile Somera. (IV: 921)


38.2   Tremalking
       ~~~~~~~~~~
- one of the Sea Folk isles. (I: 356)
- there is a stone hand 50 feet high holding a crystal sphere on the isle.
  (I: 356)
- there is a twin to the huge sa'angreal at Tremonsien in Cairhien, a
  female statue on Tremalking. (II: 456)


39.0   SHIENAR - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- symbol of Shienar is the white hart. (I: 757)
- everyone goes unarmed within the fortresses, from highest noble on down.
  (I: 718)
- when Shienar rides to war, it is called the Ingathering of the Lances.
  (I: 698)
- Shienarans fight as cavalry, so don't use long bows, only short bows
  that can be shot from horseback. (II: 25)
- a unit of Shienaran fighters knows the chain of command right down to
  the last man, so each knows his duty if the one before him falls, and
  even a single man left will have his duty to keep him going. (II: 191)
- Shienaran fight/fought Aiel in the Eastern Marches near Ankor Dail?
  (II: 169)
- the Aiel commonly raid the Border Reaches of Shienar. (VI: 585)
- Shienaran warriors swear an oath to their lords. (II: 103)
- Borderland warriors count their age as from the time they were given
  their swords. (II: 119)
- bounty on ravens in Borderlands. (I: 426)
- Ogier known of and well-accepted in Borderlands, called the Builders. 
  (I: 693, II: 30)
- Aes Sedai are respected by most in Shienar. (II: 112)
- while most Shienarans respect Aes Sedai, few wish to be completely
  surrounded by them, as at Tar Valon. (III: 151)
- the Shienarans are an accepting people. (III: 35)
- in Shienar, a woman is safe, wherever she goes, at whatever time she
  goes there. (V: 428)


39.1   Clothing and Appearance of Shienarans
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- some Shienarans have extremely pale hair and eyes. (VI: 226)
- widows in the Borderlands wear black. (I: 731)
- Shienaran fighting men shave most of head, leaving only a topknot they
  tie back with a leather thong. (I: 695-696)
- many Shienaran warriors use a two-handed sword which they scabbard on
  their backs. (III: 32)
- Shienarans use horse barding. (III: 35)
- menials wear leather jackets and have bowl hair cuts. (II: 29)
- servants Fal Dara in fortress wear black and gold livery. (I: 695)
- Lord of Fal Dara wears a tall, wide collar. (I: ??)
- desc of Shienaran cloak. (I: 781)
- Shienaran men wear high-collared coats, and shirts with billowy
  sleeves. (II: 15)


39.2   Shienaran Customs
       ~~~~~~~~~~~~~~~~~
- Shienarans welcome travellers with warm, damp clothes to wipe face and
  hands. (I: 697)
- Shienarans have a great love of ceremony. (II: 14)
- desc of welcome ceremony (II: 20)
- servants touch brow and heart as gesture of respect. (II: 21-22)
- Shienarans of all classes are very polite, even to their enemies.
  (II: 36)
- Shienarans bury their dead without shrouds or coffins, with the bodies 
  nude, calling this the "last embrace of the mother". Simple ceremony of:
  "The Light shine on you, and the Creator shelter you. The last embrace
  of the mother welcome you home."
- desc of ritual farewell (II: 202)
- beaded curtain across the doorway to private quarters indicates the
  resident is receptive to receiving visitors. (II: 28)



39.3   Shienaran Familial Relations
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- custom of bride price? (I: 731)
- Borderlands custom that whomever raises a child is its "real" parent. 
  (II: 4)
- a contingent of women "guards" the entrance to the women's apartments,
  spending their time doing accounts and sewing. (II: 121)
- women set punishments for those men who transgress the rules of the
  women's apartments. (II: 142)
- in Shienar, a woman is safe, wherever she goes, at whatever time she
  goes there. (V: 428)
- no man over the age of ten will enter the women's apartments without an
  invitation. (II: 44, 48)
- the women's apartments are decorated, but the men's are bare and stark.
  (II: 83)
- men never go armed into the women's apartments unless the keep is under
  attack. (II: 88)


39.4   Shienaran Food
       ~~~~~~~~~~~~~~
- flatbread and dried meat eaten during travelling. (II: 191)


39.5   Shienaran Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Shienarans use the word "peace" as a talisman and an oath. (V: 425)
- Peace (oath) (I: 698)
- Peace favour [you/object/etc.] (I: 709)
- Honour to [serve/etc.] (II: 14)
- Heart and soul to serve. (II: 14)
- Spirit and heart to serve. (II: 22)
- On my honour. (II: 14)
- A man who will not die to save a woman is no man. (II: 253)
- A woman's rights are whatever she says they are. (V: 576)


40.0   SHIENAR - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- every street and alley of the larger cities and towns is lit by night,
  so that Fades have no hiding place. (I: 713, II: 33)
- homes in the Borderlands are built with very steep roofs, with eaves
  almost touching the ground, to allow the snow to fall off rather than
  weighting down the roof. (I: 690)
- everyone goes unarmed within the fortresses, from highest noble on down.
  (I: 718)
- desc of Shienaran watchtowers (I: 720)
- towns/fortresses: Fal Dara, Fal Sion, Ankor Dail, Mos Shirare, Camron
  Caan. (I: 722)
- a Waygate is located a few miles from Fal Dara in an area of forested,
  rolling hills. (I: 689)
- the River Erinin is about four days ride south of Fal Dara. The river is
  about 60 paces wide, and a small village and ferry are built there for
  crossing. (II: 173)
- the land south of Shienar was once the country of Harad Dakar, but now
  is independent villages or wilderness. (II: 180)


40.1   Fal Dara
       ~~~~~~~~
- symbol of Fal Dara is the black stooping hawk. (I: 693)
- Fal Dara was once called Mafal Dadaranell. (I: 645)
- servants Fal Dara in fortress wear black and gold livery.
  (I: 695, II: 12)
- the fortress is in the centre of town. (II: 2)
- city built upon high hills, and the keep build on the highest of those.
  The land around the walled city is cleared to a few inches high of growth
  for a mile, and beyond that is forest. (II: 9)
- keep is decorated sparsely with simple tapestry and painted screens.
  (II: 12)
- men's apartments separate, with wide, iron-banded doors. (II: 12-13)
- beds are set on black & white tiled platforms with warming stoves beneath
  them. (II: 13, 16)
- the Shatayan of keep is someone like the head housekeeper. (II: 13)
- the Shambayan is the male partner to the Shatayan and carries a staff
  marked with the house symbol, and is secretary to the Lord. (II: 20)
- keep has common bathing rooms, where no concern is made over rank or
  gender. (II: 14)
- smithies and fletchers' stalls surround the keep. (II: 19)
- a paved square separates the keep from the town. (II: 26)
- beaded curtain across the doorway to private quarters indicates the
  resident is receptive to receiving visitors. (II: 28)
- prisoners of the keep are fed the same as servants. (II: 42)
- no man over the age of ten will enter the women's apartments without an
  invitation. (II: 44, 48)
- the women's apartments are decorated, but the men's are bare and stark.
  (II: 83)
- men never go armed into the women's apartments unless the keep is under
  attack. (II: 88)

40.2   Medo
       ~~~~
- the village of Medo is built on the border of Shienar and Arafel.
  (II: 211)
- Medo is a small village, about the same size as Emond's Field. (II: 211)
- it has narrow streets, and two stone docks that jut into the River
  Mora. (II: 211)


41.0   TARABON - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- the country is governed by a hereditary King, and an elected Panarch.
  The Panarch is equal to the king in authority, and she is responsible
  for collecting taxes, customs and duties, while he determines how the
  monies are spent. She has authority over the Civil Watch and the
  Panarch's Legion, he controls the rest of the army. She is in charge of
  all courts but the High Court of the King. (IV: 206)
- the King's personal guard is the King's Life Guard. (IV: 623)
- the Assembly of Lords is made up of lords, though its only real power is
  to vote for the Panarch and the King. (IV: 623)
- the Assembly is housed in the Grand Hall of the Assembly, also in
  Tanchico. (IV: 835)
- the Panarch's symbols are her Crown and the Staff of the Tree. (IV: 623)
- the Crown is formed from gold trefoil leaves, with rubies, pearls and
  huge moonstones. (IV: 858)
- Panarch also wears a long stole embroidered with trees. (IV: 858)
- there are at least 1000 men in the Panarch's Legion. (IV: 628)
- the Legion is headed by a Lord Captain. (IV: 898)
- excise and custom are charged in Tarabon. Custom men are marked by a
  brass key on a chain around their necks. (IV: 643)
- Panarch keeps civil order, only in Tanchico? (IV: 175)
- Tarabon has a neutral attitude towards Aes Sedai? (IV: 748)
- bribes are often needed with Taraboner officials. (IV: 339)
- most of the lords have estates in the country. (IV: 623)
- some nobles in Tanchico involved in smuggling. (IV: 846)
- fine carpets are made in Tarabon. (IV: 626)
- a fringed Taraboner carpet is worth a purse of silver. (III: 535)
- tea is one of Tarabon's products. (V: 154)
- one of Tarabon's most important products is olive oil. (II: 350)
- Tarabon doesn't have a lot of sea ships. (II: 163)
- the way Daes Dae'mar is played between Tarabon and Arad Doman, it leads
  to endless, tangled feuds between houses. (V: 248)
- polished weathervanes are a popular decoration on Tarabon houses.
  (IV: 640)


41.1   Clothing and Appearance of Taraboners
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- many Taraboner women have "pouty" shaped lips. (III: 471)
- excise and custom are charged in Tarabon. Custom men are marked by a
  brass key on a chain around their necks. (IV: 643)
- the combination of dark eyes and light hair is not uncommon in Tarabon.
  (II: 47, V: 237)
- desc of Panarch's crown and stole (IV: 858)
- men wear baggy breeches and blouse-style tops with embroidery on the legs and
  chest. (II: 398)
- women's clothing is also embroidered on the chest, and they wear their 
  hair in short, tiny braids. (II: 398)
- men sometimes wear round hats, and have thick moustaches. (IV: 174, 893)
- men wear baggy trousers, and thick moustaches, covered by a
  transparent veil. (IV: 213)
- the women wear thin, close-fitting dresses with veils. (IV: 216)
- noblemen wear gold-embroidered coats. (IV: 622)
- men wear baggy trousers, coats embroidered with scrolls on the shoulder,
  and dark cylindrical caps, with veils covering their moustaches. (IV: 641)
- wealthy women wear draped and clinging silk, the middle class wear linen
  or fine-spun wool. Country dresses are "drab". (IV: 744)
- the dresses have lace-trimmed necks to their chin. (IV: 745)
- women wash their hair with scented hair soap. (IV: 752)
- some women weave beads into their tiny braids. (IV: 835, VI: 369)
- tight bodices fastened by a triple row of tiny buttons up the back are 
  popular at the moment. (IV: 871)
- the dresses of the poor are of drab wool, coarse and shapeless when
  compared with the fashionable clothes of the other classes. (IV: 893)
- even the poor wear the thin veils under their noses. (IV: 893)
- the servants in the Panarch's Palace wear white dresses belted in green,
  with a tree on the left breast atop the outline of a trefoil leaf. Also
  a linen veil scraped almost as sheer as silk, and white slippers.
  (IV: 898)
- the Civil Watch in Tanchico wear grey coats and steel caps, and carry
  staves or cudgels. (IV: 900)
- the Lord Captain of the Panarch's Legion wears gilded, ornately-worked
  armour and a helmet with egret plumes. (IV: 211)
- the coats of noblemen are gold-embroidered. (IV: 622)
- men wear moustaches. (VI: 571)
- men's pants are often embroidered on the legs. (VI: 352)


41.2   Taraboner Food
       ~~~~~~~~~~~~~~
- roast lamb with apple jelly, yellow long beans and pine nuts. (IV: 644)
- lamb with honey sauce and glazed apples. (IV: 835)
- honeyed porridge. (IV: 657)


41.3   Illuminators of Tarabon
       ~~~~~~~~~~~~~~~~~~~~~~~
- Tanchico houses the Chapterhouse of the Guild of Illuminators. (IV: 202)
- only the Illuminators have the right to make fireworks, a right they
  lose if they're kicked out of the Guild. (III: 470-471)
- the Mistress/Master of the Chapterhouse is held responsible for any
  mistakes made therein. (III: 472)
- the Illuminators travel frequently, across the length and breadth of the
  land. (VI: 180)
- the Illuminators live and travel with their own, rarely even speaking to
  others. (VI: 181)
- Illuminators very rarely outside of the Guild, the only way to become an
  Illuminator is by birth. (VI: 181)


41.4   Taraboner Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- [his/your/etc.] mother was a pig, sons of goats, pig, oxen - insults 
  (III: 472)
- commoners use animal insults. (IV: 631)


42.0   TARABON - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tarabon and Arad Doman have squabbled over the Almoth Plain for almost
  300 years, but it has never come to open blows. (II: 53)
- most of the lords have estates in the country. (IV: 623)


42.1   Tanchico
       ~~~~~~~~
- desc of Tanchico (IV: 616)
- the city is built on three peninsulas, and is guarded by a dozen
  fortresses. (IV: 202)
- the Great Circle is a huge stadium capable of holding thousands of 
  spectators who come to watch fireworks or horse races. (IV: 202)
- spectators also gather in the Panarch's Circle to watch fireworks.
  (IV: 216-217)
- Tanchico houses the Chapterhouse of the Guild of Illuminators. (IV: 202)
- only the Illuminators have the right to make fireworks, a right they
  lose if they're kicked out of the Guild. (III: 470-471)
- the Mistress/Master of the Chapterhouse is held responsible for any
  mistakes made therein. (III: 472)
- the city is built on steep hills, with white buildings, thin towers and
  pointed domes, some gilded. (IV: 211)
- the Panarch's Circle is about a half mile away from her palace. (IV: 211)
- Tanchico is larger than Tear, and at least the equal of Caemlyn.
  (IV: 211)
- stone-paved streets wind and curve up and down the hills of Tanchico.
  (IV: 213)
- only the larger buildings and the towers are made from stone, the rest
  of the buildings are white-plastered wood or brick. (IV: 213)
- most buildings in the city have flat roofs. (IV: 214)
- domes topped with golden spires and bronze weather vanes. (IV: 217)
- ships crowd the harbour and docks. (IV: 217)
- warehouses on the Calpene docks. (IV: 835)
- Tanchico the sort of city to have murderous street thieves. (IV: 269)
- Tanchico has a dangerous reputation. (IV: 269)
- some districts of Tanchico are dangerous even in the day, let alone the
  night, despite the Civil Watch. (IV: 324)
- Tanchico has a definite dark side with thieves and burglars.
  (IV: 645-646)
- the Garden of Silver Breezes is a huge wineshop atop a hill on the 
  peninsula of Calpene. (IV: 616)
- desc of Garden of Silver Breezes (IV: 616-617)
- the powerful and rich meet at the Garden to scheme, often come masked
  with guards. (IV: 617)
- inn: Three Plum Court, it's three stories tall with no windows on the
  ground floor. (IV: 644)
- some nobles in Tanchico involved in smuggling. (IV: 846)


42.2   King's Palace
       ~~~~~~~~~~~~~
- the King's palace is a maze, and houses the King's Library. (IV: 634)


42.3   Panarch's Palace
       ~~~~~~~~~~~~~~~~
- desc of palace exterior (IV: 895)
- desc of palace (IV: 900)
- desc of kitchens in palace (IV: 898)
- desc of exterior of Panarch's apartments (IV: 901)
- desc of Panarch's apartments (IV: 858)
- desc of Panarch's bedchamber (IV: 858)
- desc of way out of Palace - tall, carved doors, wide steps leading down
  to huge square (IV: 211)
- desc of delivery square in rear of palace (IV: 895)
- the Panarch's Circle is about a half mile away from her palace. (IV: 211)
- desc of museum (IV: 860)
- desc of displays (IV: 209)
- desc of display room in Panarch's Palace - high ceilings holding objects
  on stands and in cabinets, massive skeletons (IV: 206)
- desc of display room in Panarch's Palace - 200 by 100 paces, with rows
  of thin white columns, a white stone floor, and a gilded plaster ceiling
  pricked with a pattern of tiny openings under the ceiling to let in the
  light. (IV: 208)
- there is a wall in the museum that shows a frieze of animals no one's
  ever seen. (I: 356)
- bones of strange animals in museum. (I: 356)
- the displays are open to all on feast days, and three days of the month.
  (IV: 208)
- there are six heartstone figures in the centre of the room, guarded
  members of the Panarch's personal guards when the room is open to
  viewing. (IV: 209)


43.0   TAR VALON - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tar Valon is the wealthiest city in the world, and is a centre of trade
  between the Borderlands and the south. (III: 220)
- citizens of the city are very respectful of Aes Sedai. (III: 421)
- those who speak out against Aes Sedai will meet with objection, even
  violent objection. (III: 148)
- few within the city have much contact with Aes Sedai. (IV: 18)
- few street thieves or strong-arms in the city, any caught are punished
  by the Tower, and whatever the punishment is, it is frightening. The 
  Tower is even harder on female criminals. (III: 357)
- thieves never escape the city with their haul. (III: 364)


43.1   Tar Valon Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Wheel of Time turns around Tar Valon, and Tar Valon turns around
  the Tower. (III: 14)
- Aes Sedai: - By the First Oath (III: 270)



44.0   TAR VALON - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tar Valon banner - swirl of colours with a white tear drop. (II: 10)
- desc of Tar Valon from afar (I: 121)
- desc of Tar Valon (I: 122)
- desc of Tar Valon from the river (II: 280)
- desc of Tar Valon (II: 282)
- desc of Tar Valon (IV: 14)
- desc of Tar Valon (III: 149, 150)
- the Tower is visible before anything else of the city. (IV: 14)
- the city is visible some distance away. (III: 130)
- Dragonsmount lies in the centre of rolling flat lands, and all in the
  area avoid the mountain. (III: 130)
- the upper half of Dragonsmount is wreathed in clouds, and the peak
  smokes slightly. In the evening, the mountain's shadow just touches Tar
  Valon. (IV: 13)
- the bridges of Tar Valon are high enough for trading ships to pass
  beneath. (III: 138)
- desc of Ostrein Bridge (typo - village is Osenrein?) (IV: 15)
- Eldone market on the north side of Erinin? (III: 147)
- buildings within Tar Valon that look like flights of birds. (IV: 784)
- Tar Valon is the wealthiest city in the world, and is a centre of trade
  between the Borderlands and the south. (III: 220)
- there are guards at each bridge, and dock masters at each harbour.
  (III: 230)
- the main streets of the city are lit by lamps on poles. (III: 342)
- the newer parts of the city, down near Southharbour, were built by men,
  though in imitation of the other parts. There are inns and merchant
  houses decorated with statues in niches, cornices, and friezes.
  (III: 342)
- the streets in the Southharbour area are cobblestone instead of paved
  with stone blocks, no buildings are over four stories, and some of the
  bridges arcing across the street are wood instead of stone. (II: 342-343)
- desc of the Southharbour - huge, round basin with a long, roofed wharf
  lit with lamps hung from the beams, watergates. Vessels are moored by
  their sterns. The dockmen unload with ropes and beams as well as by
  hand. A redstone arch leads into the city. (III: 359)
- the dockmaster has three lines of hemp rope sewn down the sleeves of his
  dark coat. (III: 360)
- the roofs of buildings in the city slope slightly, and are tiled.
  (III: 348)
- Amyrlin governs the city as well as the Tower. (IV: 14)
- there are lots of bells in Tar Valon. (III: 637)
- people of all nations throng the streets of the city. (III: 149-150)


44.1   Darein
       ~~~~~~
- the village of Darein is almost as old as Tar Valon itself, though it
  was burned in the Trolloc Wars, sacked by Hawkwing, and suffered other
  damages, though it is always rebuilt. (III: 145)
- the village is made up of red and brown brick houses and shops on stone-
  paved streets. (III: 145)
- the bridge crossing from Darein to the island reaches fifty spans above
  the water, and runs a half a mile long completely unsupported. (III: 148)
- desc of Tar Valon from Darein (III: 149, 150)



45.0   TEAR - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~
- Tear's flag is three white crescent moons across a half red, half gold
  field. (I: 592; III: 554)
- the Great Lords govern Tear. (I: 190)
- whomever holds the Stone of Tear is the Lord of Tear, and accepted by
  the people. (IV: 52)
- there are at least 8 High Lords at the moment. (IV: 344)
- Tairens don't like the idea of being ruled by a single man or women,
  the High Lords rule in concert. (III: 366)
- a new Lord of the Land is only raised when the old one dies. (III: 368)
- Tairen lords tax according to their own needs and wants, not taking into
  account crop failures or other such problems. (IV: 154)
- some feel that the Tairens rule poorly, as the poor have little dignity
  or pride and bitterly resent the rich. (IV: 307)
- the High Lords control the size of villages and towns through building
  tax that increases as the density of buildings increases. (IV: 327)
- like the Cairhienin, the Tairens play the Game of Houses in a "cruel"
  way. (IV: 225)
- the lords of Tear are known to be schemers. (IV: 177)
- the High Lords have trained with the sword. (III: 645)
- Tairen High Lords had held First of Mayene as prisoner in all but name
  for several months to try and bend her to their will. (IV: 77)
- Tairens hate anything to do with the One Power even more than
  Amadicians. (I: 190)
- Channelling is outlawed in Tear, though Aes Sedai are tolerated as long 
  as they don't Channel while within its borders. (III: 93)
- a woman known to be associated with the Tower will be watched as long as
  she's in Tear. (III: 555)
- if a Tairen girl displays the ability to Channel, she is shipped off to
  Tar Valon that very day. (III: 337)
- Wisdoms are referred to as either Wise Women or Mothers. (III: 559)
- Tairen Wise Women don't listen to the wind, that is too close to the use
  of the One Power and would draw negative attention towards them.
  (III: 561)
- a Wise Woman advertises her shop by hanging herbs in window. (III: 563)
- Tear is the richest land in the world? (V: 51)
- valuable horses bred in Tear. (III: 52)
- the Tairens are very proud of their horse stock. (III: 614)
- fine Tairen horses are prized everywhere. (IV: 297)
- only a noble or merchant could afford a horse, others in Tear use oxen.
  (III: 615)
- one of Tear's main products is olive oil. (III: 365)
- one of Tear's major products is oil made from the olives it grows.
  (III: 365)
- the Sea Folk trade a good deal of silk through Tear. (III: 590)
- a weaving/dying pattern known as the Tairen maze is very popular on 
  carpets, among other things. (III: 37, 644)
- Tear and Andor have a good relationship. (III: 557)
- Mayene dares not anger Tear too openly. (IV: 135)
- Ogier are not an uncommon sight in Tear. (III: 590)
- many Tairens think that Trollocs and how many Shienarans become warriors
  to fight them are stories. (III: 569)
- low-backed chairs are popular. (III: 577)
- people use woven, dyed straw mats as coasters. (IV: 137)
- the women of the Stone give Loial flowers to honour his bravery after a
  battle. (IV: 261)
- Tairens think that Aiel live in "caves". (IV: 810)
- Tairen women are considered "forward" by some other cultures, including
  Saldaea? (IV: 890)
- desc of Tairen infantry tactics (V: 486)
- men dance to a clapping rhythm, with their arms around each other's
  shoulders and stepping quickly. (V: 509)


45.1   Clothing and Appearance of Tairens
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tairens are dark in skin tone. (IV: 753)
- Tairens are dark-skinned? (IV: 321)
- there are some Tairens with blue eyes. (III: 593)
- blue eyes are rare in Tear. (V: 530, VI: 308)
- desc of Tairen fashions (III: 558)
- because of the muddy ground of the city, people often wear wooden raised
  clogs over their shoes. (III: 566)
- innkeepers wear deep blue. (III: 579)
- soldiers wear breastplates over their red coats, which have side sleeves
  and narrow round cuffs. Their breeches are tight and tucked into their
  boots. They wear round, rimmed helmets with a ridge on top. (III: 590)
- the middle and upper class men wear coats and tighter breeches, the
  dresses of the women are longer. (III: 590)
- upper class men have puffy-sleeved coats, and wear bright colours. 
  (III: 590)
- the puffy sleeves are striped, and the lords wear silver-worked boots.
  (III: 648)
- the poor have ties to fasten their clothes, instead of buttons.
  (III: 614)
- Tairen widows wear shimmering white. (IV: 340)
- noblewomen often carry small porcelain bottles of smelling salts.
  (IV: 343)
- Tairen lords like to smoke perfumed tabac. (IV: 62)
- High Lords of Tear wear silver-worked boots. (II: xviii, 463, V: 530)
- women wear thick curls down the sides of their heads. (III: 559)
- upper classes wear padded sleeves, heavy coats made of padded silks and
  brocades with satin strips. (IV: 61)
- coats have satin cuffs. (VI: 89)
- the servants in the Stone of Tear wear red and gold livery (IV: 61), or
  black and gold livery (IV: 87)??
- young Tairen lords oil their beards and trim them to points.
  (IV: 62-63; V: 351)
- upper class women carry painted silk fans. (IV: 112)
- the Defenders of the Stone of Tear wear black and gold coats and
  breeches, and rimmed helmets. (IV: 124, 190)
- the Defenders wear rimmed helmets, breastplates and plump coatsleeves
  striped black and gold. (V: 458)
- officers and underofficers of the Defenders wear coloured plumes on
  their helmets, and the rest of them wear colours of their lords on their
  sleeves. (V: 486)
- soldiers wear rimmed helmets and puffy striped sleeves. (V: 351)
- officers and nobles carry gilded cuirasses, and have white plumes on
  their helmets. (V: 351)
- Tairens aren't overly tall, and have thick builds. (IV: 164)
- some women like to wear their hair braided and coiled about their heads.
  (IV: 169, 172)
- servants wear clothes of wool. (IV: 190)
- a Captain of the Defenders has two short white plumes in his helmet
  to indicate his rank. (IV: 92)
- the lords wear ruffed collars and peaked hats. (IV: 337)
- noblewomen wear close-fitting caps that are embroidered or sewn with
  pearls or jewels. (V: 531)
- Tairens often carry pomanders or perfumed handkerchiefs to sniff.
  (VI: 99)
- the average Tairen is at least a head taller than the average
  Cairhienin. (VI: 294)
- noblewomen wear bright gowns with broad lace ruffs, and close-fitting
  caps sewn with pearls or gems. (VI: 308)


45.2   Tairen Crime and Punishment
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Channelling is outlawed in Tear, though Aes Sedai are tolerated as long 
  as they don't Channel while within its borders. (III: 93)
- a woman known to be associated with the Tower will be watched as long as
  she's in Tear. (III: 555)
- justice in Tear usually depends on class, with the lower classes being
  persecuted where the upper classes wouldn't be. (III: 582)
- one of the punishments for criminals would be working the channel
  dredges in the Fingers of the Dragon. (III: 582)
- only the Defenders may go armed within the Stone. (IV: 89)
- no one may enter the Stone of Tear without the permission of the High
  Lords, and only the High Lords themselves may enter the Heart of the
  Stone itself. (I: 190; III: 93-94)
- only foreigners passing through the city, the wealthy and the lords may
  go armed within the city of Tear. (III: 569)
- Tairen lords can't be summoned to a magistrate by a commoner. (IV: 67)
- the Defenders have had to put down riots before. (IV: 165)


45.3   Tairen Food
       ~~~~~~~~~~~
- High Lords have ice packed in sawdust brought from the Spine of the
  World. (IV: 136)
- sausage (III: 174)
- fruits and vegetables not seen in the north. (III: 604)
- olives, nuts, and cheese served as snacks in the Stone. (IV: 61)


45.4   Tairen Phrases, Sayings and Adages
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- By the Stone (III: 361)
- Tairen men talk about finding a "yellow-haired Andor girl". (III: 564)
- or I don't know a bar knot from a running hitch (V: 596)
- squealing like a spawning grunter (V: 596)
- catch minnows (catch flies - for having one's mouth hang open) (VI: 265)
- Lurks (Fades) (IV: 189)
- An anchor is not demeaned by being used to hold a boat. (II: 130)
- A full net on the first cast. (III: 179)
- Mudfish don't school with silversides. (Birds of a feather flock
  together.) (III: 566)
- Do not trouble trouble until trouble troubles you. (Maule) (IV: 289)
- A flapping tongue can put you in the net, instead of the fish. (V: 33)
- Caution gets the boat home, but boldness brings back a full hold.
  (V: 171)
- as sulky as a fisher-bird in winter (V: 314)
- A fish in the boat is worth a school in the water. (A bird in the hand
  is worth two in the bush.) (V: 326)
- An Aes Sedai is ten women in one skin. (VI: 592)
- When there are fishheads and blood in the water, you don't have to see
  the silverpike to know they are there. (???)
- Trust is as slippery as a basket of eels. (???)
- If you are going to gut a fish, no need to wait until it rots. (???)



46.0   TEAR - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~
- it's about 20-22 days from Maerone to Tear. (VI: 336)
- the lords have cooler estates to the east, on the slopes of the Spine of
  the World. (IV: 172)


46.1   Tear City
        ~~~~~~~~~
- desc of Tear (III: 590)
- Tear is Ogier-built. (VI: 324)
- Tear is the greatest port on the Sea of Storms. (I: 188)
- Tear is as large as Tar Valon or Caemlyn. (III: 554)
- desc of Tear - the city is built on flat land. Near the warehouse
  district, the houses are built of wood and stone on muddy streets.
  Deeper into the city is a wall of dark grey stone, and beyond that
  towers, balconies and white-domed palaces. (III: 554)
- the city wall is only a pace wide, but ten spans high, with stone 
  buttresses supporting it. Some houses are built right up against the 
  city wall. (III: 630)
- the city has an outer wall, with simple stone houses and shops built 
  beyond it. (IV: 300)
- large numbers of ships moor at the Tear docks near their many
  warehouses. (III: 554)
- when docks busy, ships have to anchor and wait their turn at the docks.
  (IV: 326)
- the streets of Tear are not especially crowded or busy. (III: 557)
- the Tavar is the name of the farmer's market in Tear. (III: 580)
- the Maule is the port district, the Chalm is filled with warehouses and
  inns. (IV: 175)
- the poor section is called the Maule. (III: 566)
- desc of poor section of Tear (III: 557-558)
- there are hundreds of inns in a city the size of Tear, maybe a hundred
  more outside the city walls proper. The smallest would have only a dozen
  rooms. (III: 576)
- inns in Tear: The White Crescent, The Golden Cup, The Star (four stories
  tall, windows in roof) (III: 577, 578, 590-591)
- tavern in Maule has a band with drums, dulcimers and semseer. (IV: 229)
- only foreigners passing through the city, the wealthy and the lords may
  go armed within Tear. (III: 569)
- the Ogier stay in the Stone when they come to work in Tear. (III: 591)
- the Defenders have had to put down riots before. (IV: 165)


46.2   The Stone of Tear
       ~~~~~~~~~~~~~~~~~
- the Stone predates the age of the great Ogier stoneworks. (IV: 260)
- desc of Heart of the Stone (III: 71-72)
- desc of first floor of Stone - cavernous hallways wide as roads lead to
  outer gates, no wall hangings, black iron lamps, floor paved with rough,
  broad stones (IV: 297)
- desc of Stone interior - golden lamp stands, tapestries of battle
  scenes, silk carpets. (III: 644)
- desc of Stone torture chamber (III: 654, 656)
- desc of unused king's chamber in Stone (IV: 92)
- the king's chamber faces towards the river to the west, and is cooler
  than most of the Stone rooms during the hot season. (IV: 143)
- desc of Stone hallway (IV: 168)
- the Lords' rooms within the Stone are extremely elaborate. (IV: 53)
- there is a private route from the High Lords' apartments to the cells.
  (III: 645)
- the Stone looks almost like a huge hill, and is hundreds of hides large.
  (III: 554)
- the Stone has battlements and towers. (III: 555)
- the Stone was built using the One Power. (III: 555)
- there is a small gate by the river that thief catchers use to bring 
  prisoners to the cells. (III: 634)
- alarm gongs call out warning if Stone in danger. (III: 644)
- the Stone has it's own docks. (IV: 102)
- the docks are the responsibility of the Defenders. (IV: 274)
- Chief Librarian in Stone, with nine different translations of the 
  Prophecies locked in a chest. (IV: 131)
- the library also has books about Tarabon and Tanchico. (IV: 175)
- there is more than one librarian. (IV: 177)
- whomever holds the Stone of Tear is the Lord of Tear, and accepted by
  the people. (IV: 52)
- the Stone of Tear was the first fortress built after the Breaking.
  (I: 189)
- the Stone might be furnished and decorated lavishly, but it was built
  for war, with murder holes in the ceilings and arrow slits in corridors.
  (IV: 88)
- Stone has narrow windows. (IV: 76)
- the Defenders are housed in their own area of the Stone. (IV: 176)
- only the Defenders may go armed within the Stone. (IV: 89)
- the Defenders train with the spear. (IV: 92)
- no one may enter the Stone of Tear without the permission of the High
  Lords, and only the High Lords themselves may enter the Heart of the
  Stone itself. (I: 190; III: 93-94)
- servants are admitted to clean the Heart of the Stone. (III: 317)
- the High Lords only speak of Callandor when a Lord of the Land is raised
  to High Lord. (III: 337)
- a Lord of the Land is raised to High Lord within the Heart of the Stone,
  and four times a year the High Lords gather there to perform the Rite of
  Guarding, guarding the world against the Dragon Reborn. (III: 338)
- there are almost as many ter'angreal in the Stone as there are in the
  White Tower. (III: 337)
- Tear has collected many objects related to the One Power, not just
  ter'angreal. (III: 669)
- this collection is referred to as the Great Holding, kept in a crowded
  series of filthy rooms deeper than the dungeons. There is at least
  enough in the collection to fill ten riverboats. (IV: 132)
- the daily affairs of the Stone are managed by the majhere, who organises
  the servants, etc. There are more servants than Defenders. (IV: 53)
- the servants do most of their work at night. (IV: 88)
- the only commoners housed in the Stone are the Defenders and servants.
  (IV: 53)
- the Ogier stay in the Stone when they come to work in Tear. (III: 591)
- there are Ogier guest rooms in the Stone. .(IV: 260)


47.0   TINKERS - GENERAL CULTURE (TUATHA'AN)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the leader of the Tinker band is called the Mahdi, or Seeker. (I: 368)
- desc of Way of the Leaf philosophy (I: 370-371)
- desc of the Tinker philosophy (III: 38-39)
- the Way of the Leaf is to accept what comes. (IV: 691)
- the Tinker's refer to those Tinkers who can't follow the Way of the Leaf 
  as The Lost. (I: 373)
- non-Tinkers generally believe Tinkers to be thieves. (I: 366)
- while Tinkers are a friendly and relaxed people, there are times when
  they insist on formality. (I: 366)
- Tinkers like to give farewell feasts to visitors. (I: 411)
- desc of formal Tinker farewell (I: 411-412)
  Tinker women have a tradition of doing a sensuous dance of swaying hips
  to slow music on occasion. (I: 404)
- this dance is known as the tiganza. (IV: 690)
- Tinkers usually leave an area if there's likely to be a physical 
  confrontation. (III: 61)
- Tinkers avoid camping near villages, not only because the villagers are
  suspicious, but also because where people concentrate, the potential
  for violence is greater. (IV: 675)
- Tinkers play fiddles. (IV: 886)
- the Tinker Mahdi looks at the sky, listens to the air, and then decides
  it's time for the band to travel in a different direction. (I: 410)


47.1   Clothing and Appearance of Tinkers (Tuatha'an, Travelling People)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of Tinkers and their camp (I: 367)
- desc of Tinker dress (I: 367)


47.2   Tinker Phrases, Sayings and Adages (Tuatha'an, Travelling People)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- It is possible to oppose evil without doing violence. (III: 38)
- Violence harms the doer as much as the victim. (III: 38)
- Men will talk if their coats are afire. (IV: 676)


48.0   TINKERS - GENERAL GEOGRAPHY (TUATHA'AN, TRAVELLING PEOPLE)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tinkers can freely enter the Waste, though the Aiel refer to them as the
  Lost Ones and view them with repugnance. (I: 374,375)
- desc of Tinker travel (I: 401)
- Tinkers usually leave an area if there's likely to be a physical 
  confrontation. (III: 61)
- Tinkers avoid camping near villages, not only because the villagers are
  suspicious, but also because where people concentrate, the potential
  for violence is greater. (IV: 675)


48.1   Tinker (Tuatha'an, Travelling People) Camps
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- nearly 100 wagons in Tinker caravan. (IV: 41)
- desc of Tinkers and their camp (I: 367)
- the leader of the Tinker band is called the Mahdi, or Seeker. (I: 368)


49.0   TOMAN HEAD/ALMOTH PLAIN - GENERAL CULTURE
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tarabon and Arad Doman have squabbled over the Almoth Plain area for 
  almost 300 years, but it has never come to open war. (II: 53)
- the Watchers wait for the return of Artur Hawkwing's Armies on Toman 
  Head. (II: 107)
- Tarabon and Arad Doman have squabbled over the Almoth Plain area for 
  almost 300 years, but it has never come to open war. (II: 53)
- the Watchers wait for the return of Artur Hawkwing's Armies on Toman 
  Head. (II: 107)


49.1   Clothing and Appearance of Toman Head/Almoth Plain Residents
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- local fashions include embroidered shirts and long vests to the knee.
  (II: 426, 629)
- the more wealthy you are, the more embroidery you have on your clothes.
  (II: 426)
- shirts have very full sleeves. (II: 428)
- country garb is to wear a long sheepskin coat with the fleece turned in
  and large pockets, and brightly-coloured embroidered spirals on the
  breast. Men wear baggy trousers. (II: 591, 611)
- more urban clothes would be an embroidered cloak. (II: 606)
- light eyes are uncommon among the people of the Almoth Plain. (III: 62)
- the men living on Almoth Plain wear goatees. (VI: 571)


50.0   TOMAN HEAD/ALMOTH PLAIN - GENERAL GEOGRAPHY
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Toman Head is rolling land with forest to the west. (II: 533)
- most of the buildings on Almoth Plain are white-plastered stone.
  (II: 414)
- the larger towns and villages on Toman Head are to the west of the
  Portal Stone. (II: 535)
- town on Toman Head: Atuan's Mill. (II: 581)
- an unnamed village on Toman Head is built on a hill, with a walled,
  paved circle in the middle of it. Its houses are built of stone and
  flat-roofed, most are single story dwellings. (II: 583)
- there are scores of villages along the Toman Head coast. (II: 584)
- lightly-wooded hills around another Toman Head village. (II: 613)

50.1   Falme
       ~~~~~
- high cliffs surround the harbour of Falme, and the towers of Watchers 
  Over the Waves are built on these cliffs. (II: 425)
- Falme is the largest population centre in the area, but barely qualifies
  as a small city, more like a large town, and is not walled.
  (II: 425, 428)
- the streets of Falme are cobblestone, and the tall houses are roofed
  with slate. (II: 426)
- stores in Falme include: cloth merchant, potters' works, fishmonger,
  iron- monger, scissors sharpener, tailor and street artists who use chalk
  and pencils to do portraits and landscapes. The artists carry rolls of 
  parchments and sketchboards. (II: 590, 630)
- inn in Falme called the Watcher, after the Seanchan come the name is
  changed to the Three Plum Blossoms. (II: 606)


51.0   LITERATURE AND MUSIC
       ~~~~~~~~~~~~~~~~~~~~

51.1   Books
       ~~~~~
- The Travels of Jain Farstrider (I: 547, VI: 289)
  - there are tales of Shara in the Travels VI: 289
- Essays of Wilim of Maneches (I: 547, III: 571)
- Voyages Among the Sea Folk (I: 547)
- The Dance of the Hawk and the Hummingbird by Teven Aerwin (II: 75)
  - on the proper conduct between the sexes
- Mirrors of the Wheel (II: 260)
  - book about alternate worlds
- book on Forsaken by Santhra (II: 327)
- To Sail Beyond the Sunset (II: 678)
- description of 100 pages of a book that survived the Breaking written
  by Rosel of Essam 200 years after the Breaking. (III: 237)
- Customs and Ceremonies of the Tairen Court (III: 305)
- Observations on a Visit to Tear
- A Study of the War of the Shadow by Moilin daughter of Hamada daughter
  of Juendan (III: 600)
- The History of the Stone of Tear by Eban Vandes (IV: 79)
- Treasures of the Stone of Tear, Volume 12 (III: 151)
- Travels in the Aiel Waste, With Various Observations on the Savage
  Inhabitants (IV: 151)
- Dealings With the Territory of Mayene, 500 - 700 of the New Era (IV: 151)
- A Journey to Tarabon by Eurian Ramavni of Kandor, written 53 years ago.
  (IV: 201)
- The Way of the Light by Lothair Mantelar (IV: 282)
  - quote from on IV: 282
- Killers of Black Aiel by Soran Milo, written 600 years ago, and mostly
  inaccurate (IV: 357)
- The Flame, The Blade and the Heart (V: 297)
  - a collection of battle/adventure tales, each with a romance. Includes
    stories about Birgitte and Gaidal, Anselan and Barashelle, and Rogosh 
    and Dunsinin
- book on battle by Comadrin, dead 600 years before Artur. (VI: 127)
  - quote from book IV: 127
- book on the Ways by Serden, son of Kolom, son of Radlin, written 600
  years ago. (VI: 608)
- Essays on Reason by Daria Gahand (VI: 627)
  - heavy going
- Men of Fire and Women of Air by Elara, daughter of Amar, daughter of
  Coura, written in Hawkwing's time. (VI: 672)
- A Study of Men, Women and the One Power Among Humans by Ledar, son of 
  Shandin, son of Koimal, written 300 years ago. (VI: 672)
- it took 13 Aes Sedai and a sa'angreal to destroy a Waygate, according to
  a book by Damelle daughter of Ala daughter of Soferra. (IV: 706)


51.2   Songs
       ~~~~~
- Jaem's Folly 
- Heron on the Wing (I: ?, II: 311)
- Wind in the Barley
- The Wind that Shakes the Willow (I: 243, 378, 464)
  - quote from I: 243
- Only One Bucket of Water (I: 243, II: 312)
- Wild Geese on the Wing (reel dance) (I: 244)
- Three Girls in the Meadow (I: 464) = Pretty Maids Dancing
- Wind From the North = Hard Rain Falling = Berin's Retreat
- The Tinker Has My Pots = Toss the Feathers
- Coming Home From Tarwin's Gap (I: 464, IV: 694)
  - quote from IV: 694)
- Mistress Aynora's Rooster (I: 464, III: 499)
- The Old Black Bear (I: 464)
- Ferry O'er The River = Darling Sara (I: 465)
- The Road to Dun Aren (I: 465)
- Cock o' the North (I: 471)
- Jolly Jaim = Rhea's Fling = Colours of the Sun (I: 472)
- The Drunken Peddler = Tinker in the Kitchen (I: 472, V: 80)
  - quote from Tinker in the Kitchen V: 80
- Two Kings Come Hunting = Two Horses Running (I: 472)
- Drawing Water From the Well
- That Old Two Rivers Leaf (II: 312)
- Old Jak's Up a Tree (II: 312)
- Goodman Priket's Pipe (II: 312)
  - quote on II: 312
- snippet of Ogier song (II: 504)
- verse of song (II: 221)
- A Pocket Full of Gold (III: 328)
- We're Over the Border Again (III: 342)
- What He Said to Me = Will You Dance With Me (III: 344)
  - different words, same tune
  - verse on III: 344
- Rose of the Morning (III: 372)
- The Dancing Lass (III: 488-499)
  - verse of one version III: 488-499
- She Wore a Mask That Hid Her Face (III: 519)
- I'm Down at the Bottom of the Well (III: 632)
- Only One Boot (humorous) (IV: 647)
- The Old Grey Goose (humorous) (IV: 647)
- The First Rose of Summer (VI: 647)
- I Have Loved a Thousand Sailor Men (IV: 859)
- My Love is a Wild Rose (IV: 887)
- The March of Death, the final movement of the Grand Passions
  Cycle, composed 300 years before the War of the Shadow (V: 74-75)
- The Fool Who Thought He Was King (V: 612)
- A Frog on the Ice (VI: 106)
- Fluff the Feather (country dance) (VI: 555)


51.3   Stories
       ~~~~~~~
- The Aptarigine Cycle (stories for girls and women) (I: 51)
- The Thousand Tales of Anla the Wise Counsellor (I: 51, 178)
- Jaem the Giant-Slayer (I: 51)
- How Susa Tamed Jain Farstrider (I: 51, II: 468)
- Mara and the Three Foolish Kings (I: 51, II: 468)
- How Goodwife Karil Cured Her Husband of Snoring (I: 51)
- King Darith and the Fall of the House of --- (I: 51)
- The Great Hunt of the Horn
  - quote from I: 389
      The Bargain of Rogosh Eagle-Eye (I: 243)
      - quote from I: 243 
      Lian's Stand (I: 243)
      Fall of Aleth-Loriel (I: 243)
      Gaidal Cain's Sword (I: 243)
      The Last Ride of Baud of Albhain (I: 243)
- The Karaethon Cycle - the Prophecies of the Dragon
- The Tale of the Nine Rings (II: 306)
  - an adventure story
- Goodwife Mili and the Silk Merchant (II: 468)


52.0   SWORD FORMS
       ~~~~~~~~~~~
- the sword forms used by the Seanchan differ only slightly. (II: 638)
- Rand reaches the level of Blademaster in a year or so, probably very
  unusual. (V: 113)
- Parting the Silk (II: 9, 638; III: 650; VI: 64)
- Heron Wading in the Rushes (leaves you open, develops balance) 
  (II: 9, 617)
- Hummingbird Kisses the Honeyrose (II: 90, 664)
- Cat Crosses the Courtyard (walking stance) (II: 121)
- Sheathing the Sword (II: 147)
- Cat Dances on the Wall (II: 293; III: 651)
- Courtier Taps His Fan (II: 294)
- Lizard in the Thornbush (II: 294)
- Cat on Hot Sand (II: 294)
- Heron Spreads Its Wings (II: 294)
- The Moon Rises Over the Lakes (II: 393)
- Swallow Takes Flight (II: 638)
- Moon on the Water (II: 638, 664)
- Wood Grouse Dances (II: 638)
- Ribbon in the Air (II: 638)
- Stones Falling From Cliff (II: 638)
- Lightning of Three Prongs (II: 638; VI: 64)
- Leaf on the Breeze (II: 638)
- Boar Rushes Down the Mountain (II: 638; VI: 64)
- River Undercuts the Bank (II: 638; III: 651; VI: 64)
- Swallow Rides the Air (II: 664)
- Dove Takes Flight (II: 665)
- Falling Leaf (II: 665; III: 651)
- Kingfisher Takes a Silverback (II: 665)
- Bundling Straw (II: 665)
- Striking the Spark (II: 665)
- Thistledown Floats on the Whirlwind (III: 418)
- Folding the Fan (sheathing move) (III: 418)
- Water Flows Downhill (III: 650)
- The Wind and the Rain (III: 650)
- Watered Silk (III: 651)
- Boar Rushes Downhill (III: 651)
- Stone Falls From the Mountain (III: 651)
- Apple Blossoms in the Wind (for fighting against multiple opponents)
  (IV: 76)
- Moon Rises Over Water (IV: 81)
- Unfolding of the Fan (IV: 81; V: 113)
- Stones Falling Down the Mountain (IV: 81)
- Lizard in the Thornbush (IV: 192)
- Whirlwind on the Mountain (IV: 550; V: 113)
- the Wind Blows Over the Wall (V: 113)
- Low Wind Rising (seated version) (V: 275)
- Lion on the Hill (VI: 64)
- Arc of the Moon (VI: 64)
- Tower of the Morning (VI: 64)
- Grapevine Twines (spiral around opponent's blade) (VI: 64)



53.0   FLORA AND FAUNA
       ~~~~~~~~~~~~~~~

53.1   Herbal Remedies
       ~~~~~~~~~~~~~~~
- Nynaeve's medicines (I: 577)
- Nynaeve's ointment seems to heal awfully quickly for an herbal preparation.
  (I: 577)
- flatwort and andilay root tea is used to treat fatigue, clear the
  head, and dim the burn in sore muscles. (I: 261)
- willowbark used for headache and fever. (I: 72)
- foxtail and marisin tea help you sleep without causing grogginess.
  (I: 277)
- ground ivy, five-finger and sunburst root are used in an ointment 
  to heal bruises. (I: 576)
- a tea of rannel and sheepstongue root perks one up slightly, and has
  a terrible taste that lingers in the mouth all day. (II: 134)
- worrynot and feverbane are used to treat fever. (III: 137)
- corenroot helps make blood. (III: 437)
- dogwort helps heal wounds. (III: 437)
- sleepwell root clears a headache and makes you a little drowsy. 
  (III: 450)
- honey and sulphur used to treat a sore throat. (III: 490)



53.2   Animals - Birds, Fish, Insects, Reptiles
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- adder, (I: 510)
- ant (I: 399; II: 28)
- bear (I: 3; II: 607; VI: 506)
- badger (I: 13; II: 156)
- bat (I: 146)
- bee (II: 235)
- beetle (I: 204; II: 464; IV: 213; VI: 481)
- bird-of-delight (Seanchan) (bright plumage) (IV: 45)
- biteme (I: 146)
- black ferret (Aiel) (V: 263)
- black mountain eagle (Seanchan) (IV: 45)
- black-wined mocker (bird) IV: 466)
- blackbird (V: 281)
- blacklance (snake) (IV: 188)
- blacktongue (killer sheep parasite) (III: 604)
- blindworm (Aiel) (V: 127)
- bloodsnake (Aiel - thick as an arm, 3 paces long, bite kills in 3 min)
  (V: 274; VI: 262)
- blue-back (turtle) (VI: 344)
- bluebacked quail (IV: 466)
- bluefinch (Borderlands bird) (II: 132, III: 40)
- bluefly (bites) (IV: 882; VI: 498)
- butterfly (I: 739; II: 235; III: 311)
- capar (Aiel - boar-like beast) (V: 185)
- carp (III: 616; V: 314)
- cat (I: 19)
- cattle (I: 2)
- crane (I: 693)
- cricket (III: 313; V: 385)
- cutworm (tabac? field parasite) (I: 40)
- chicken (I: 15)
- chipmunk (IV: 463)
- deer (II: 247; III: 628)
- delta perch (III: 160)
- dog, hound, mastiff (I: 6, 69, 365)
- dolphin (IV: 328)
- donkey (I: 384)
- dove (IV: 286; VI: 574)
- duck (III: 522)
- duskswallow (fast bird) (V: 444)
- eagle (VI: 576)
- earthworm (I: 74)
- eel (III: 177; IV: 657; V: 343; VI: 588)
- egret (IV: 211)
- fangfish (III: 565; V: 405)
- ferret (IV: 639)
- finch (III: 229)
- firefly (III: 359)
- fisher-bird (II: 58)
- flatfish (III: 562; V: 650)
- flea (V: 555)
- fly (I: 146; II: 183)
- fox (I: 69)
- frog (III: 313)
- gara (Aiel) (poisonous lizard) (IV: 792)
- goat (I: 739; II: 188)
- goose (I: 9, 97; II: 447)
- gnat (V: 628)
- grasshopper (III: 604)
- grasslark (III: 101)
- grey-nosed hare (Aiel) (VI: 609)
- green basker (turtle) (VI: 344)
- green-headed finch (VI: 352)
- green-striped sparrow (VI: 144)
- greywing (songbird) (II: 366)
- ground squirrel (VI: 385)
- grouse (III: 533)
- grunter (edible, squealing fish) (III: 565; V: 596; VI: 493)
- gull (IV: 213)
- hawk (I: 73, 452; III: 442)
- hedgehog (III: 625; IV: 157)
- heron (I: 66)
- hornet (I: 229; III: 98)
- horse (I: 2)
- horsefly (V: 545)
- hullworm (III: 366)
- hummingbird (III: 552; V: 34)
- jackdaw IV: 107)
- lacewing (waterbug?) (II: 235)
- lark (I: 175; III: 311; VI: 588)
- leech (IV: 778)
- leopard (IV: 53, 874; V: 453; VI: 369)
- lice (VI: 128)
- lizard (I: 716)
- lion (II: 122)
- lionfish (III: 162)
- locust (II: 491; VI: 104)
- loon (V: 103)
- maggot (V: 65)
- magpie (III: 217)
- minnow (II: 235; IV: 656)
- moth (II: 244; IV: 842)
- mouse, field mouse (I: 73, 144; III: 180)
- mountain king (Aiel) (poisonous snake) (IV: 856)
- mudfish (inedible?) (III: 562)
- mule (IV: 794)
- mussel (VI: 599)
- Nashan draft horse - a big horse. (VI: 564)
- night heron (VI: 244)
- night-bird (I: 499)
- nightingale IV: 286)
- nighthawk (I: 73)
- owl (I: 144)
- ox (I: 384; II: 611; IV: 645)
- oyster (pearl) (III: 103)
- partridge (IV: 103)
- peacock (III: 449)
- pheasant (I: 364; VI: 31)
- pig (I: 477)
- pigeon (I: 275)
- pipefish (III: 568)
- porcupine (III: 413)
- prickleback (stream fish) (II: 212; III: 40)
- puff-fish (II: 56)
- purple finch (IV: 659)
- quail (V: 460; VI: 588)
- rabbit (I: 70)
- raven (I: 7)
- red adder (V: 585)
- red-stripe (Illian fish) (III: 492)
- redbeak (IV: 354)
- redbird (has a crest) (III: 315)
- redcrest (bird) (III: 533)
- redfish (III: 618)
- redhawk (III: 228; VI: 344)
- redspot (killer tabac parasite) (III: 604)
- redwing (V: 134)
- redwinged jay (III: 40)
- ridgecat (Aiel) (III: 456,IV: 298)
- roach (IV: 213)
- robin (VI: 621)
- rodehen (Aiel) (V: 263)
- scarlet adder (II: 68)
- scarlet puffer (looks like red adder, but not poisonous) (VI: 261)
- scorpion (V: 94)
- seagull (II: 426, 606)
- shark (III: 162; IV: 839)
- sheep (I: 2)
- silverback (II: 665)
- silverpike (III: 162)
- silversides (III: 566)
- slug (I: 760; III: 260)
- snow eagle (II: 9)
- snow fox (IV: 317)
- sorda (Aiel - vile and nasty rat) (V: 92)
- speckled thrush (IV: 466)
- spider (II: 126)
- squirrel (I: 2; 555; V: 296)
- s'redit (Seanchan - elephant) (V: 185)
- stinkadder (Aiel) (V: 60)
- stork (I: 12; IV: 163)
- sturgeon (III: 265)
- swallow (II: 638; IV: 202)
- swan (I: 53; III: 224; VI: 556)
- swift (III: 573)
- termite (VI: 314)
- thrush (IV: 354, 667)
- toad (I: 205; II: 458)
- trout (III: 40; V: 318)
- two-step (Aiel) (deadly snake) (IV: 792)
- viper (I: 43; IV: 69)
- vulture (I: 479; IV: 166, 586, 799; V: 526)
- warbler (VI: 352)
- wasp (V: 449)
- weasel (III: 285; IV: 69, 617)
- whiteworm (cabbage parasite) (IV: 165)
- winterfinch (V: 284)
- wolf (I: 2)
- wood grouse (II: 638)
- woodpecker (II: 555; IV: 500)
- worm (II: 495; III: 201; VI: 621)
- yellowfly (Aiel - bite can be deadly) (VI: 287)


53.3   Plants
       ~~~~~~
- alder (I: 329)
- andilay (I: 261; III: 561)
- apples (I: 402)
- apricot (I: 697)
- ash (I: 314; IV: 660)
- barley (III: 433)
- bay (IV: 660)
- beans (I: 64; IV: 492)
- beets (I: 64, 405; IV: 292)
- bellfruit (I: 675; IV 620)
- berries (I: 403)
- blackthorn bush (white flowers) (II: 208)
- blackwasp nettle (stings and prickles) (IV: 107)
- blackwood (IV: 763)
- bluespine (Aiel) (V: 101)
- bluewort (III: 560)
- boneknit (III: 561)
- briar (IV: 250)
- brambles (I: 2)
- broomweed (tiny yellow flowers) (V: 152)
- burningleaf (II: 519)
- butterpea (III: 217)
- cabbage (II: 451; V: 163))
- calma (red or white) (IV: 281)
- carrot (II: 451)
- catfern (V: 209)
- cedar (I: 327)
- chainleaf (III: 560)
- chives (V: 385)
- chokevine (IV: 467)
- cloudberry bush (III: 315)
- cockleburr (V: 554)
- corenroot (III: 437)
- corpse moss (Aiel, lives in caves) (IV: 96)
- creepers (: 264)
- dara lily (V: 386)
- deathshead mushroom (I: 751)
- dogfennel (V: 378)
- dogweed (IV: 144; V: 378)
- dogwood (III: 437)
- duckberry (sour) (V: 450)
- elder, black elder (I: 175; II: 554)
- Emond's Glory (purple) (I: 605)
- feathertop (weed) (IV: 467)
- ferris (V: 385)
- feverbane (III: 137)
- fig (I: 598; III: 193)
- five-finger (I: 576)
- flatwort (I: 261; III: 561)
- flax (IV: 74)
- forkroot (V: 154, 166)
- foxtail (I: 277)
- gheadin blossom (III: 561)
- giantsbroom (II: 236)
- goatflower (blue) (III: 561)
- gooseberry (green) (III: 309)
- greenwood (II: 196; III: 33)
- grey fennel (poison) (II: 346)
- grape (blue) (V: 219)
- ground ivy (I: 576)
- gourd (V: 99)
- hardgum (I: 329)
- hazelnut (I: 740)
- heartsblush (small red flowers) (IV: 534)
- healall (III: 437; V: 217)
- hemlock (I: 329; IV: 660)
- hemp (III: 360)
- henpea (I: 198)
- hensfoot (weed) (IV: 292)
- hickory, hickory nuts (II: 501; IV: 358)
- honeypea (V: 151)
- honeyrose (II: 487)
- horseradish (III: 317)
- ironwood (V: 294)
- itch oak (II: 519)
- itchweed (V: 319)
- jumpup (pink flowers) (III: 101)
- jute (IV: 369, 617)
- kaf (Seanchan) (II: 332)
- kardon (Aiel cactus fruit) (IV: 812)
- knifegrass (IV: 51)
- laurel (I: 175)
- leatherleaf (an evergreen) (I: 166)
- lentil (IV: 484)
- lichen (I: 751)
- lilypad (III: 538)
- loveapples (Aiel) (IV: 585)
- loversknot (crimson) (I: 775)
- maiden's hope (white flowers) (III: 101)
- maidenhair (IV: 358)
- marshwhite (bitter taste) (III: 560)
- marisin (I: 277)
- mavinsleaf (V: 209)
- melon (II: 591)
- morningdrop (Aiel) (V: 277)
- morningstar (white) (I: 743; II: 83)
- moss (I: 336)
- mountain holly (III: 33)
- mountain willow (IV: 459)
- mustard (I: 542; III: 217)
- needleburr (Aiel) (IV: 561)
- nettles (I: 2; V: 347)
- nightwood (III: 157)
- nuts (I: 403)
- oak, stove oak, scrub oak, (I: 11; II: 176, 188, 501; IV: 660)
- oat (I: 63; III: 333; IV: 297)
- olive (III: 350)
- onion (I: 702; II: 168)
- oxeye (yellow flower) (IV: 281)
- paperbark (II: 501)
- pea (I: 64, 475)
- pear (yellow, red) (III: 147; V: 219, 410)
- pecan (III: 302)
- pecara (pale, wrinkled nuts) (V: 62)
- persimmon (IV: 724)
- pine (I: 64; II: 443, 501; IV: 40)
- plum (I: 697; V: 477)
- potato (I: 465)
- radish (V: 151)
- rannel (II: 134)
- red daisy (V: 184)
- redbell (II: 59)
- redberry (IV: 491)
- redoil tree (IV: 667)
- redwort (V: 504)
- reed (III: 177)
- rose (I: 605; II: 612)
- rosewood (III: 123)
- Queen's Crowns mushrooms (edible) (I: 335)
- sawleaf (weed) (IV: 467)
- scatterhead (dandelion) (V: 379)
- segade (Aiel - fat, leafless, leathery, spiny, with large white
  blossoms) (V: 98)
- shadowshand mushrooms (grow on fallen logs) (I: 314)
- sheepstongue root (II: 134; III: 561; V: 184)
- sleepwell root (III: 450)
- silverbell (II: 502)
- silverleaf (Aiel) (IV: 559)
- sourgum (IV: 491)
- snowberry (tiny white blossoms) (III: 422)
- snowdrop blossom (II: 86)
- spice arrath (sweet) (III: 527)
- spicewood (I: 175; IV: 354)
- squash (IV: 805)
- starblaze (crimson) (I: 605)
- stingwood (sea plant?) (III: 563)
- stinkweed (I: 2)
- strawberry (V: 219)
- sugarberry (tiny white blossoms) (III: 422; IV: 811)
- sunburst root, golden sunburst (I: 576, 605; IV: 275)
- sunflower (III: 534)
- sweetbean (III: 122; V: 385)
- sweetberry bush (I: 24, 744; IV: 667)
- sweetroot (Aiel) (V: 277)
- tallowend (tiny and pink) (I: 605)
- thistle (IV: 71)
- threadleaf (weed) (IV: 292)
- timsin root (Aiel) (IV: 559)
- t'mat (tomato) (Aiel) (IV: 885)
- trueheart (yellow flower) (II: 517)
- turnip (I: 198; II: 168)
- vines (I: 264)
- walnut (I: 636)
- waterlily (III: 538)
- wateroak (III: 429)
- white fennel (III: 561)
- whitewood (III: 442)
- wild tuber (I: 335)
- wildrose (pink) (I: 743)
- willow (IV: 870)
- white henpepper (V: 164)
- white oak (IV: 358)
- worrynot (III: 137)
- yellowbell (I: 743)
- zemai (corn) (Aiel) (IV: 885)


                   PART II: UNUSUAL ABILITIES AND OBJECTS
                   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

55.0   THE ONE POWER AND CHANNELING
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the One Power comes from the True Source, the driving force of Creation, 
  and the force the Creator made to turn the Wheel of Time. (I: 169)
- Saidin is the male half of the True Source, and saidar the female half, 
  they work against and at the same time with each other to provide force. 
  (I: 168)
- Saidin is tainted by touch of Dark One, like water with a slick of oil 
  on the top of it. Only Saidar can safely be used. (I: 168)
- desc of the differences between saidin and saidar (VI: 90)
- Channelling the Source cannot be forced for women, they just lose hold
  of it. To control the Power, a woman must surrender to it. (II: 208)
- to touch saidar, one must surrender to it. (IV: 152)
- saidin must be fought against and controlled. (IV: 152)
- touching saidar is like an embrace, touching saidin is like a war
  without mercy. (V: 66)
- there are Five Powers - Earth, Wind, Fire, Water and Spirit. Men are 
  stronger in Fire and Earth, women in Water and Wind. (I: 181)
- Channelling can be compared to a waterwheel driven by a river, with the 
  Channeler the waterwheel and the True Source the river, it cannot be 
  used up. (I: 169)
- only a few can learn to touch the True Source and Channel the One Power, 
  to a greater or lesser degree. (I: 169)
- there are a very few who are born with the ability to touch the True 
  Source whether they wish it or not, though even they require teaching 
  to fully use their gift. (I: 169)
- even the simplest matters and uses of the One Power are dangerous to the
  untrained and those around them. (I: 729)
- if a Channeler draws in more of the Power than she can safely handle,
  she can kill herself, or burn out her ability. (II: 209-210)
- it's a risk to use the Power too often and too freely, because the 
  sensation is so enjoyable that the Channeler might try and Channel more
  of the Power than she's learned to handle. (II: 276)
- the more you try to touch the True Source, and the more you try to 
  Channel, the easier it becomes to do. (II: 206)
- in the beginning of training, a Channeler cannot handle much of the
  Power, but as she trains, the amount she can handle grows. (II: 210)
- most have to study at Tar Valon for months before able to do something 
  as minor as make a light flicker in a stone. (I: 171)
- Morgase's ability in the One Power is so small, she cannot manage to 
  touch the Source more than 1 in 50 times, and when she does, she can 
  only actually channel a dribble of the One Power 1 in 20 tries. (VI: 49)
- a Channeler would only notice someone embracing saidar in her immediate
  vicinity. Channelling a small amount of that Power would alert any
  Channeler with 100 paces. (IV: 747)
- a woman cannot see her own glow when she is filled with the Power. 
  (III: 262)
- a woman doesn't see the glow of saidar around herself. (V: 103)
- during the training session with Suian, on the way from Shienar to the
  Tower, Egwene momentarily sees the glow around Suian while she is 
  Channelling. (II: 276)
- Nynaeve and Egwene can feel Moiraine Channelling, although they cannot
  yet see the glow surrounding her. (I: 733)
- Nynaeve can't even see the glow around Egwene when she's not angry. 
  (IV: 117)
- a trained Aes Sedai will sense the ability to Channel or the nearness 
  of the change in one able to touch True Source. (I: 170)
- difficult to determine if a girl can channel if she's as young as 12.
  (VI: 495)
- when a woman first begins to channel, it requires testing to determine 
  her potential strength. (VI: 468)
- Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334)
- Egwene finally sense the Channelling potential in another woman. (IV: 378)
- a man can only dimly feel another man channelling, and doesn't "see"
  anything. (V: 75)
- Channelling fatigues the Channeler. (IV: 913)
- the fatigue caused by Channelling is not like other tiredness - it 
  cannot be Healed completely when it's severe. (IV: 367)
- channelling while the body is exhausted can kill, or gentle/still the
  channeler. (V: 514)
- extensive channelling wearies Rand significantly, to the point where 
  working with the Power at all becomes a serious strain. (V: 492)
- channelling saidar for an hour is enough to weary someone who's had a
  full night's sleep. (VI: 256)
- the Yellows, curious and excited over Nynaeve's trick, keep her 
  demonstrating it until she's too exhausted to channel. (VI: 428)
- a fully-trained Sister could not be shielded by one person, and the 
  stronger she is, the more Aes Sedai it would take to shield her.
  (II: 277)
- when a person is shielded, she can feel the source, but she cannot touch
  it. (II: 277)
- cutting off someone's active link to the Source is a lot more difficult 
  than shielding them before they've touched it. (VI: 391)
- maintaining a simple weave is easy enough for a trained Channeler that 
  she can forget she's maintaining the weave. (II: 278)
- Egwene spontaneously figures out how to manage two flows around the time
  she's made Accepted, doesn't feel it is difficult at all. (III: 303)
- Egwene is able to tie off three separate weaves she's maintaining. 
  (III: 643)
- Egwene could never have split her Channelling into as many and as diverse 
  flows as Rand did. (IV: 150-151)
- maintaining two flows is more than twice as hard as maintaining one of
  the same magnitude. Three is much more than two times as hard as two 
  flows. (IV: 151)
- Elayne can handle three or four weaves at the same time, only Nynaeve 
  and Egwene are strong enough to match her in this? (IV: 902)
- few Aes Sedai could divide a flow four ways, as Egwene can. (VI: 449)
- you have to be able to see something or know exactly where it is in 
  relation to yourself to channel at it. (V: 665)
- you cannot identify flows of the Power without seeing them. (VI: 363)
- you need to see to weave flows of the One Power. (VI: 237)
- working flows of the One Power directly around yourself takes care, 
  because you cannot see the flows clearly. (VI: 449)
- a man and woman linked together to Channel are ten times as strong as 
  they are individually. (II: 456)
- it is difficult for a person of one gender to learn to counteract the
  Channelling of the opposite gender, as he/she can't see the flows. (V: 125)
- Channelling the One Power helps protect one from the Dark One's 
  creatures. (I: 236)
- One Power protects Nynaeve from illness??? (I: 633)
- the ability to Channel is a weakness that allows the Channeler to be 
  forced to the Dark through thirteen Dreadlords and thirteen Myrddraal. 
  (III: 255)
- this weakness is not widely-known to any but full Aes Sedai, as it would
  naturally make people a little paranoid. (III: 255)
- Rand grasps saidin to augment his vision, because the senses are
  enhanced when in contact with the Source. (VI: 373)
- Elayne can barely sense the True Source while she is drunk. (IV: 651)
- a Channeler cannot use the One Power within a stedding, and can't even
  feel it. This loss usually gives them the shakes. (I: 433)
- use of the One Power requires control over one's emotions. (I: 415)
- desc of the feeling of drawing lots of Power (II: 588)
- Rand can trace the residue of a weave in Cairhien back to Sammael in
  Illian. (V: 495)
- Rand loses both his breath and his grasp on saidin when he gets thrown 
  to the ground. (VI: 374)


@-SPAMSCHUTZ-55.1   Ageing and Channelers
       ~~~~~~~~~~~~~~~~~~~~
- women who work with the One Power are not touched by time in the same 
  way as other women. (IV: 18)
- even in relation to other Aes Sedai, an Aes Sedai's age might be very 
  hard to determine. (A woman may look older or younger than she might
  compared to another Aes Sedai of the same age.) (VI: 475)
- the Channelling Wise One Amys looks younger than she should, but not
  ageless like a Aes Sedai. (IV: 809)
- there was a Wise One who's rumoured age was almost 300 years old,
  although she looked only middle-aged. She could channel strongly.
  (VI: 262)
- asking an Aes Sedai's age is considered incredibly rude. (VI: 266)
- Verin is well over 70 years old. (VI: 207)
- Verin may have been an Aes Sedai as long as 80-90 years? (VI: 549)
- Aes Sedai lived a long, long time in the Age of Legends. (IV: 428)
- Moghedien was 200 years old when she was sealed in the Dark One's
  prison, still young for an Aes Sedai of the Age of Legends. (IV: 909)
- an Aes Sedai usually loses fifteen years or more from her appearance
  after being stilled. (IV: 781)
- Leane and Suian's appearance changes considerably after they have been 
  stilled.
- agelessness appearance usually takes longer to fade than it did with
  Leane and Suian. (IV: 781)
- there are written accounts that hint at the age-reducing effect of 
  stilling. (V: 318)
- other references to the appearance of age (or agelessness) in 
  Channelers:
  I: 26
  II:19, 425, 565, 572, 409 
  III: 55
  IVb: 16, 300, 284-285, 259, 262, 217, 234, 346, 84, 535, 32  
  V: 64, 99; VI: 25-26, 556


55.2   Linking (Channelling)
       ~~~~~~~~~~~~~~~~~~~~
- a man and woman linked together to Channel are ten times as strong as
  they are individually. (II: 456)
- linking with other Aes Sedai to use the One Power is tiring. (II: 102)
- the glows around Aes Sedai merge when they link. (VI: 159)
- the girls see the halos around each Aes Sedai meld together as they join
  their flows and link to Heal Mat. (III: 210)
- to link, you must first open yourself to it. You embrace the Source, but
  hold yourself at the point of embracing, the brink of surrendering. Most
  find it relatively simple to achieve this state. The woman in control of 
  the link joins to bring the flow from you and join it to the whole.
  (VI: 254)
- while linked, a woman can sense others' emotions as if they were her own,
  and she feels really close to the others, as if one flesh. (VI: 254)
- even though Nynaeve stops being angry while linked, her flow continues,
  as it's controlled by another. (VI: 254)
- only the woman in control of the link can dissolve it? (VI: 254)
- linking takes some women funny the first time. (VI: 255)
- even though another controls the link, everyone contributing to the link
  will be wearied by the channelling, depending on the amount and the 
  duration.
- the power of the linked women could stop a herd of charging bulls. 
  (VI: 255)
- a group of Aes Sedai link so quickly, Egwene can't even see how they did
  it. (VI: 391)
- Alanna and Verin try to link. (VI: 211)


55.3   Stilling and Gentling
       ~~~~~~~~~~~~~~~~~~~~~
- the stilled/gentled can still sense the One Power, but they cannot
  Channel it. (IV: 115)
- most of those who have been stilled live only a few more years, they
  seem to lose the will to live. (IV: 118)
- one way to survive the post-stilling depression is to find something in
  life as much as you want the One Power. (IV: 778)
- most Aes Sedai think occupying a stilled or burned out woman with a
  husband and children will give her the will to live. (V: 324)
- stilling is rarely studied, and is accepted to be an irreversible 
  condition, though there have been those that tried to Heal someone who's
  been stilled. (IV: 118)
- few Aes Sedai study the stilled, it's too uncomfortable for them.
  (V: 326)
- desc of the effects of stilling (V: 170)
- desc of the ceremony of gentling  - twelve Sisters plus the Amyrlin
  perform the gentling (III: 264)
- once she's been stilled, an Aes Sedai can lie, the Oaths lose their
  power over her. (IV: 781)
- Siuan can still lie after being unstilled. (VI: 426)
- an Aes Sedai usually loses fifteen years or more from her appearance
  after being stilled. (IV: 781)
- Leane and Suian's appearance changes considerably after they have been 
  stilled.
- agelessness appearance usually takes longer to fade than it did with
  Leane and Suian. (IV: 781)
- there are written accounts that hint at the age-reducing effect of 
  stilling. (V: 318)
- Min no longer sees images around Leane and Suian like she does with most
  Aes Sedai once they've been stilled. (IV: 772)
- the Aes Sedai won't let the gentled Logain have access to very much 
  alcohol. (VI: 417)
- Egwene uses Spirit to shield (and accidentally still) Amico from
  Tel'aran'rhiod. (III: 654)
- even stilled, Leane still seems to know a fair amount about diagnosing
  injury. (V: 43)
- Nynaeve and Moghedien try to still each other, while blocking the other
  woman's attempt to still her. (IV: 906)
- Leane figures even some of the Accepted can channel more than the two
  women can after being unstilled. (VI: 427)
- as soon as Suian was unstilled, severe grief over the death of her
  Warder came crashing down on her. (VI: 427)
- Nynaeve tries again, but there's nothing left to Heal in Suian and Leane,
  no way for her to Heal them back to their previous strength. (VI: 432)
- the Hall decides that Leane and Suian had lost all ties, associations
  and titles during the duration while they were stilled, and they are 
  allowed to select new Ajahs if they wish. (VI: 429)
- Logain's strength seems to be the same as it was before he was gentled.
  (VI: 429)


55.4   Strength and Numbers of Channelers
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the White Tower is concerned by how few women with the ability can be 
  found, and how even fewer are found with strong ability. (II: 56-57)
- when a woman first begins to channel, it requires testing to determine 
  her potential strength. (VI: 468)
- the Red Ajah finds about one male Channeler every five years in normal
  times. (II: 330)
- only three male Channelers have been caught within the past ten years.
  (III: 415)
- fewer and fewer male channelers are found over time, according to 
  records. (VI: 20)
- Taim figures he could find 1000 male channelers in a year or less of 
  looking. (VI: 544)
- there are 200 Asha'man by the end of the book. (VI: 691)
- some Aes Sedai believe the ability to Channel is being culled by the 
  hunting down of any men who can Channel. (IV: 494)
- the Aes Sedai found four girls who could be trained to Channel in Watch 
  Hill, and perhaps one with the ability in-born, but at only 12, it was
  hard for them to be certain. They found no girls who could Channel in 
  Taren Ferry. (IV: 495)
- the Two Rivers if full of both types of women - those who can be
  trained, and those who will be wilders. (VI: 210)
- Morgase's ability in the One Power is so small, she cannot manage to 
  touch the Source more than 1 in 50 times, and when she does, she can 
  only actually channel a dribble of the One Power 1 in 20 tries. (VI: 49)
- Nicola didn't have the spark inborn, but with training, has greater
  potential than any Novice in centuries, outside of our heroes. (VI: 225)
- Nynaeve is already as strong as any trained woman in the Tower.
  (III: 178)
- Moiraine would whimper or faint if she embraced as much of the power as
  Egwene. (IV: 146)
- Aviendha is fairly powerful. (V: 368)
- Rand feels he has the ability to kill Lanfear, but can't because of his
  feelings about killing a woman. (V: 631)
- Elayne can channel more strongly than half of the women in Salidar.
  (VI :264)
- Aviendha is stronger than Elayne? (VI: 522)
- Moraine thinks the whole of the White Tower working together couldn't
  kill or neutralize the evil of Mashadar in Shadar Logath. (VI: 332)
- there are less than 1000 Aes Sedai, but there are more channelling Wise
  Ones than that. (VI: 488)
- of the forty Novices currently in the Tower, only 8-9 will be raised to
  Accepted. (II: 283, 536)
- the Aes Sedai rarely test for ability in women over the age of 16, but
  when they do, they find some. (VI: 175)
- there are a very few who are born with the ability to touch the True 
  Source whether they wish it or not, though even they require teaching to 
  fully use their gift. (I: 169)
- only one in four Wilder women survives learning to Channel on her own.
  (II: 205)
- Rand estimates Taim is almost as strong as he is. (VI: 92)
- Egwene could never have split her Channelling into as many and as diverse 
  flows as Rand did. (IV: 150-151)
- when a woman first begins to channel, it requires testing to determine 
  her potential strength. (VI: 468)
- SF Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334)
- Egwene could never have split her Channelling into as many and as diverse
  flows as Rand did. (IV: 150-151)
- Elayne can handle three or four weaves at the same time, only Nynaeve 
  and Egwene are strong enough to match her in this? (IV: 902)
- few Aes Sedai could divide a flow four ways, as Egwene can. (VI: 449)
- Elayne has the potential to be stronger than any Aes Sedai in 1000
  years. (III: 173)
- Egwene and Nynaeve (individually) are more than a match for Liandrin,
  and she is the strongest of the Black Ajah. (III: 179)
- Nynaeve could Channel up to half of what ten full Aes Sedai can handle
  only with the most powerful sa'angreal in the Tower. (III: 210)
- Nynaeve is generally able to recreate a Channelling effect after seeing
  it once. (II: 279)
- Alanna is a far better Healer than Verin. (IV: 700)
- Moraine makes a large, precise fog. (I: 154)
- there aren't 10 women in Tar Valon who could do as well as Moiraine.
  (I: 165)



56.0   THE WHITE TOWER
       ~~~~~~~~~~~~~~
- desc of White Tower (IV: 14)
- desc of outer White Tower (I: 122-123)
- desc of doors into Tower (I: 123)
- desc of outer areas of the White Tower (III: 152)
- desc of entryway into Tower (IV: 15)
- desc of White Tower interior (IV: 21)
- desc of Tower decor (III: 166)
- desc of White Tower stuff (IV: 775, 776)
- desc of the Hall of the Tower (III: 257-258)
- desc of the room where the test to become Accepted takes place (II: 334)
- much of the Tower grounds are gardens, including stands of leatherleafs,
  paperbarks and elms. (III: 279)
- there are areas of the Tower that are not in use, with the furniture 
  draped to protect it. (III: 300)
- no gate into the Tower grounds is ever unguarded. (IV: 767)
- there are tons of valuables in the White Tower. (VI: 392)
- the *angreal area of the Tower is locked and warded with an alarm that
  will call for help if door opened. (V: 259)
- everything made from heartstone is recorded in the White Tower. (II: 67)
- desc of the Amyrlin's rooms (III: 157-158, 168, 175; IV: 27; V: 16)
- desc of the Amyrlin's dressing chamber (III: 256)
- bookstands in Amyrlin's office (IV: 765)
- desc of the Keeper's study (III: 167)
- the corridors in the Amyrlin's area are wide enough to drive a wagon
  through, with tall ceilings. (III: 166)
- the kitchen has grey floor tiles. (III: 335)
- the Traitor's Court is used only for serious punishments requiring the
  order of the Amyrlin (execution, stilling, gentling). The people of the
  Tower gather to watch the will of the Tower made fact. (III: 262)
- stairs and ramps of Tower lead up to a trap door that opens on a roof
  of white tiles. (III: 264)
- desc of a guest room (III: 217, 218)
- desc of guest room hallway - pale golden wood doors, colourful
  tapestries, a runner of blue carpet on white tile. (III: 276)
- numerous guest rooms in the Tower. (III: 200)
- there is a warren of hallways in the basement of the Tower, with
  concealed, shut and locked doors, lit by lamps in iron wall brackets.
  (III: 208)
- the walls in the basement are pale stone. One of the doors is covered
  with metal worked to look like stone. (III: 209)
- the library is slightly apart from the Tower proper, in a building of
  pale stone streaked with blue, carved to look like crashing waves.
  (III: 302)
- library built like towering waves frozen in stone. (IV: 778)
- what's in the library, and how it's guarded (III: 302)
- the doors to the library basement are outside of it, set into the
  ground. (III: 302)
- the library basement corridor is made of grey stone walls set with 
  wooden doors. (III: 303)
- there are two sets of stairs by each other in the main library basement
  hallway. The hallway has a high ceiling, and some of the doors are the
  size of barn doors. (III: 303)
- desc of rooms above the library - dusty, twisting passages with few 
  tapestries, black and white floor tiles. (III: 235-236)
- desc of the domed testing chamber (III: 244-245)
- the Novice testing chamber is down in the basement of the Tower, in an
  area smoothed from the pale rock of the island itself. (III: 244)
- desc of the Novice area (III: 163)
- doors to Novices' rooms are white. (III: 185)
- the Novice's rooms are small, square and windowless, with built-in
  furniture, and simple furnishings. (III: 163)
- less than one quarter of the Novice accommodations are in use currently.
  (III: 166)
- men don't enter the Novice area, would be scandalous if they did.
  (III: 186, 187)
- one of the Novice tasks is to keep watch in the pigeon loft of the Tower
  for incoming messenger pigeons. (IV: 290)
- the Aes Sedai have people able to send off messenger pigeons with news 
  for the Tower everywhere. (IV: 289)
- the Accepted galleries are lower than those of the Novices, and surround
  a garden rather than a court. (III: 190)
- Accepted have slightly larger rooms than Novices, with a real bed, an
  armchair, rug, wardrobe. The furnishings are still simple and plain.
  (III: 192)
- desc of area around trainee barracks (III: 280)
- desc of practice yard - fifty paces wide, twice as long, hard beaten 
  earth, wooden stands of practice and real weapons. (III: 280)
- the Master of Arms is in charge of training young men in fighting, not
  all of those who seek training aspire to be Warders. (III: 193-4)
- there has never been a rebellion within the Tower. (IV: 766)
- few men in certain areas of the Tower. (III: 167)
- women can come to the Tower and claim sanctuary for whatever reason, 
  though very few do. (IV: 35)
- rich bring gifts when they come to petition the Tower for aid. (IV: 16)
- few men petition the Tower for help. (IV: 16)
- other than those who serve the Tower, the only men there are those who 
  have come under duress or great need. None of those supplicants ask to 
  speak directly to the Amyrlin herself. (V: 21)
- a fair number of noblewomen go to the Tower to study, though few would
  want that known, and few have any success. (IV: 753)
- no one has been confined in the deep cells of the Tower since Bonwhin.
  (IV: 769)
- there is always the feel of women Channelling in the Tower. (IV: 767)
- no one in the Tower would wish to use any of the items left behind by 
  the Black Ajah members. (III: 336)
- Healing is traditionally done in the presence of those who bring their
  sick to the Tower. (III: 207)


56.1   White Tower Law
       ~~~~~~~~~~~~~~~
- desc of snippets of Tower law (VI: 470)
- desc of the formal words of being summoned before the White Tower.
  (VI: 451)
- the words of summons to trial at the Tower, and to become Amyrlin 
  at the Tower are identical. (VI: 471)
- by Tower law, the Red Ajah must bring male Channelers to Tar Valon for
  gentling. (IV: 279)
- Tower law states that a male channeler must be taken to the White Tower
  for trial before being gentled. (VI: 672)
- no where in Tower law does it state a woman has to be Aes Sedai to
  become Amyrlin. (VI: 470)
- the words of summons to trial at the Tower, and to become Amyrlin at
  the Tower are identical. (VI: 471)
- the Hall of the Tower requires a certain number of Sitters to be present
  for a vote to meet laws. Only a unanimous vote of present Sitters can
  depose an Amyrlin. (IV: 766)
- the conditions a woman has to meet to be raised to Aes Sedai are written
  in the Tower laws. (VI: 482)
- under Tower law, an Aes Sedai can be punished, or even cast out of the
  Tower, but cannot be demoted short of being demoted right out of Aes
  Sedai-hood by being stilled. (VI: 155)


56.2   Amyrlin Seat
       ~~~~~~~~~~~~
- the seal of the Amyrlin is a White Flame. (III: 181, 328)
- the Amyrlin and the Keeper represent all Aes Sedai and all Ajahs. Every
  Aes Sedai is pledged to obey her, and not to question her. (II: 59)
- the role of the Amyrlin is to be watching over the seals on the Dark
  One's prison, but few remember that, let alone realize that the location
  of the seals has been a mystery since the Trolloc Wars. (II: 67)
- others handle the day-to-day routine of the Tower, leaving the Amyrlin
  free for important decisions. (IV: 762)
- the Amyrlin can decree almost anything she wishes to. (VI: 482)
- the Amyrlin can call for the Hall of the Tower to convene when she
  wishes. (IV: 292)
- there have occasionally been Amyrlins and Ajah heads weak in the Power.
  (VI: 430)
- no where in Tower law does it state a woman has to be Aes Sedai to
  become Amyrlin. (VI: 470)
- raised to the Amyrlin Seat at 30 years of age, Suian was the youngest 
  Amyrlin ever. (VI: 471)
- the words of summons to trial at the Tower, and to become Amyrlin at
  the Tower are identical. (VI: 471)
- you cannot refuse to become Amyrlin. (VI: 471)
- desc of ritual to become Amyrlin (VI: 472)
- if the Hall refused to accept a woman as Amyrlin Seat during the
  ceremony, she is usually exiled, because she would be a source of
  disharmony if she remained. (VI: 476)
- those who pledged for a refused Amyrlin candidate would likely also be
  exiled. (VI: 476)
- a newly-raised Amyrlin is supposed to spend her first night in
  contemplation and prayer. (VI: 476)
- desc of more Amyrlin-related ritual (VI: 480)
- the Sitters raise the new Amyrlin on a platform of Air to present her to
  the Tower. (VI: 480)
- the celebrations over a new Amyrlin usually go on for a month. (VI: 554)
- the Hall of the Tower requires a certain number of Sitters to be present
  for a vote to meet laws. Only a unanimous vote of present Sitters can
  depose an Amyrlin. (IV: 766)
- the Amyrlin holds regular public audiences. (IV: 19)
- the Amyrlin gives few audiences without her Keeper present. (II: 60)
- the Amyrlin seldom sees people without her Keeper present. (III: 159)
- while few women choose to, any woman may request and be granted an
  audience with the Amyrlin herself, and such a request would occasion
  little comment. (III: 97)
- any woman has the right to bring her petition directly to the Amyrlin
  herself, though few request it. (IV: 19)
- any man, even a King or a Shienaran, would be kept waiting a long time
  if he requested an audience with the Amyrlin. (III: 97)
- other than those who serve the Tower, the only men there are those who
  have come under duress or great need. None of those supplicants ask to
  speak directly to the Amyrlin herself. (V: 21)
- assassination attempts have been made against the Amyrlin. (II: 150)
- the Amyrlin has a personal maid. (VI: 477)
- Amyrlin gives girls money when they must journey to complete her task of
  finding the Black Ajah members. (III: 336)
- desc of ritual to meet Amyrlin (II: 118-119, 124, 131)
- greeting from Aes Sedai to Amyrlin: "As you have called me, Mother, so
  have I come." then kiss the Amyrlin's ring. (II: 55)
- Amyrlin refers to Aes Sedai as "daughter". (III: 161)
- Verin kneels to kiss Amyrlin's ring on meeting her. (III: 159)


56.3   The Keeper of the Chronicles
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the Keeper of the Chronicles carries tall staff topped with a gilded
  flame. (II: 20)
- Keeper always comes from the same Ajah as the Amyrlin.
  (III: 256; VI: 154)
- the Keeper has no real authority over the Aes Sedai, except what the
  Amyrlin chooses to give her. (VI: 511)


56.4   The Sitters and the Hall
       ~~~~~~~~~~~~~~~~~~~~~~~~
- there are 3 Sitters for each Ajah in the Hall of the Tower meetings.
  (II: 45, 58)
- the Amyrlin can call for the Hall of the Tower to convene when she
  wishes. (IV: 292)
- by tradition, the eldest Sitter in the Hall makes the formal
  pronouncement of its decisions. (VI: 266)
- desc of how the Hall reaches decisions (VI: 474)
- the Hall of the Tower requires a certain number of Sitters to be present
  for a vote to meet laws. Only a unanimous vote of present Sitters can
  depose an Amyrlin. (IV: 766)
- the sentence of a male Channeler is pronounced only in the Hall of the
  Tower. The sentence of gentling has been set for 3000 years. (III: 259)


56.5   The Ajahs
       ~~~~~~~~~
- the Amyrlin and the Keeper represent all Aes Sedai and all Ajahs. Every
  Aes Sedai is  pledged to obey her, and not to question her. (II: 59)
- there are 3 Sitters for each Ajah in the Hall of the Tower meetings.
  (II: 45, 58)
- the true Head of each Ajah is a secret known only to those sisters
  within the Ajah, and she is not necessarily a Sitter. (VI: 45)
- there have occasionally been Amyrlins and Ajah heads weak in the Power.
  (VI: 430)
- all Ajahs have the same goals, but different ideas and strategies on how
  to achieve those, resulting in the factions. (I: 579)
- Ajahs seem to plot and squabble among themselves more than anything else.
  (I: 169)
- the Ajahs gain status when they find girls strong in the One Power.
  (II: 57)
- Aes Sedai can't normally change Ajahs. Generally an Accepted has been
  guided for some time towards the right Ajah, whether she's aware of it
  or not. (VI: 429)
- no one's ever heard of an Ajah turning someone who sought to join it
  down. (VI: 429)
- every Ajah but the White has watchers and agents (eyes and ears). The
  Blue have the most, and the Yellow the least, as they feel nothing of
  sickness and Healing can be learned from non-Channelers. (V: 15)
- even the members of an Ajah don't know which sister of the Ajah is 
  in-charge of its eyes and ears. (V: 324)
- all Ajahs have an "emergency" signal that there eyes-and-ears will
  display when there's important news. (VI: 210)
- if a non-Aes Sedai claims to be a certain Ajah, but isn't, that Ajah has
  the first claim on her. (VI: 265)
- claiming to be from an Ajah other than your own would be like sleeping 
  with another woman's husband. (VI: 370)
- the members of the BA are hidden, even from each other, and disguise
  their voices and faces in their rare face-to-face meetings. Orders are
  left in rooms or on clothes, and there are secret places where messages
  are left for pickup. (VI: 45)
- members of the Black Ajah have secret signs and signals. (VI: 433)
- no one in the Tower would wish to use any of the items left behind by 
  the Black Ajah members. (III: 336)
- the Browns concern themselves almost exclusively with the accumulation
  and preservation of knowledge. (II: 54)
- one of the browns collects samples of plans and animals in sample boxes.
  (VI: 395)
- to facilitate their duties as mediators, the Grays have to know the laws 
  of every land. (VI: 470)
- desc of the purpose of the Green Ajah (III: 271)
- Green's like to bond their Warders young. (II: 122)
- the Greens are particularly jealous of their Warders. (VI: 550)
- Greens sometimes marry. (III: 197)
- some Greens have married more than one of their Warders, in defiance of 
  all law and custom. (V: 332)
- Red Ajah's prime duty is the prevention of another Breaking of the World, 
  which they do by finding all male channelers and gentling them. (I: 170)
- the Red Ajah finds about one male Channeler every five years in normal
  times. (II: 330)
- any Aes Sedai would hunt down a man who can Channel, the Reds do little
  else. (IV: 16)
- by Tower law, the Red Ajah must bring male Channelers to Tar Valon for
  gentling. (IV: 279)
- the Reds consider all men tainted because of the effects of the taint on
  saidin. (V: 162)
- the Red Ajah finds about one male Channeler every five years in normal
  times. (II: 330)
- the Reds treat the male Channelers they find roughly? (III: 415)
- the White Ajah has generally allied itself with the Blue and against the
  Red for the past 1000 years. (IV: 39)
- the Whites pride themselves on their dispassionate logic. (IV: 39)
- whites seldom show emotion. (VI: 411)
- some of the Whites have a "mad plan" to breed gentled men with women to
  increase numbers of Channelers. (IV: 494)
- most whites like to wear the colour of their Ajah. (VI: 390)
- desc of the SOS signal of the Yellow Ajah's agents (V: 152)
- there's a Yellow who studies sicknesses of the mind that the Power 
  cannot seem to reach. (VI: 651)
- desc of the SOS signal of the Yellow Ajah's agents (V: 152)


56.6   Aes Sedai
       ~~~~~~~~~
- there are less than 1000 Aes Sedai. (VI: 488)
- Aes Sedai wear the serpent ring on whichever finger they wish, or not at
  all. Accepted wear it on the third finger of the left hand. (III: 267)
- the oaths: 1. To speak no word that is not true. 2. To make no weapon for
  one man to kill another. 3. Never to use the One Power as a weapon except
  against Darkfriends or Shadowspawn, or in the last extreme of defending
  her own life, that of her Warder, or that of another Sister.
- the Oath of not lying is the first one taken. (IV: 119)
- Aes Sedai did not always swear oaths, at that time, people knew who they
  were and what they stood for. They took up the practice of swearing the
  oaths so that the nations will deal with the Tower without fearing that
  the Aes Sedai will use the One Power against them. (II: 335)
- an Aes Sedai can no more write a lie than speak one. (V: 609)
- it is common knowledge among all peoples that Aes Sedai cannot lie.
  (VI: 647)
- the Tower firmly believes there would have been more wars and strife 
  without it and its machinations. (VI: 237)
- the Aes Sedai and the power of the Aes Sedai stands for the Light and 
  against the Shadow in the popular mind. (IV: 31)
- most country folk don't understand the difference between an Aes Sedai 
  and an Accepted. (IV: 17)
- the White Tower is concerned by how few women with the ability can be 
  found, and how even fewer are found with strong ability. (II: 56-57)
- a trained Aes Sedai will sense the ability to Channel or the nearness 
  of the change in one able to touch True Source. (I: 170)
- Aes Sedai pretty much force a woman born with the spark (but who has not
  yet channelled) into training at the Tower. They are slightly more lenient
  about those who could be trained, or Wilders, but they avidly seek the
  women to train at the tower. (V: 591-592)
- the conditions a woman has to meet to be raised to Aes Sedai are written
  in the Tower laws. (VI: 482)
- under Tower law, an Aes Sedai can be punished, or even cast out of the
  Tower, but cannot be demoted short of being demoted right out of Aes
  Sedai-hood by being stilled. (VI: 155)
- Aes Sedai sisters who go against the Tower's wishes can be sent on a 
  contemplative retreat supervised by one of the Ajah's. (II: 58)
- full Aes Sedai can also be given penance. (VI: 429)
- Nynaeve, Egwene and Elayne make ground explode when threatened by 
  Whitecloaks. (III: 140)
- using the Power that way is an abomination within the Tower, where any
  woman learning to Channel is expected to act as though she's already
  taken the Oaths. (III: 141)
- the "tricks" Egwene learned with the Seanchan could lead to stilling or 
  even death in the Tower. (III: 150)
- there are Sea Folk among the Aes Sedai. (II: 52)
- there are Aes Sedai who speculate that the Wise Ones can channel.
  (V: 330)
- Moiraine's had her suspicions about the Sea Folk Windfinders being
  Channelers. (IV: 339)
- kings are seldom honoured with an embassy of greater than 3 Aes Sedai. 
  (VI: 22)
- when an Aes Sedai meets a ruler, she would give a slight dip and a tiny
  bow of the head, and no more bow or curtsey than that. The ruler would
  respond with the same time of gesture. (VI: 601)
- the ambassador of an Aes Sedai embassy has the full power of the Aes 
  Sedai and the White Tower behind her, regardless of the strengths of the
  other delegation members. (VI: 620)
- Aes Sedai saying: - By the First Oath (III: 270)
- Aes Sedai refer to each other as "Sister" (II: 47)
- Aes Sedai rarely marry. (I: 731)
- any Aes Sedai would hunt down a man who can Channel, the Reds do little
  else. (IV: 16)
- many sisters get touchy when another steps between them and their
  Warders. (V: 331-332)
- no Aes Sedai would willing expose her eyes and ears. (VI: 550)
- Aes Sedai have personal maids? (VI: 221)
- some Aes Sedai write intellectual papers. (VI: 396)
- lots of Aes Sedai barely know one another. (VI: 433)
- no Aes Sedai can read thoughts? (V: 333)
- Aes Sedai tend to keep any personal tricks they've learned to do with the
  One Power a secret, though there is a body of common uses for the One 
  Power that are taught to Novices. (VI: 28)
- not all Aes Sedai can split their weaves. (VI: 647)
- only full Aes Sedai are taught the trick of concentrating in a certain 
  way so as not to be affected by the heat, and it has nothing to do with
  the One Power. (VI: 506)
- strength in the Power determines the hierarchy among the Aes Sedai,
  although weak Ajah heads or Amyrlins are considered for their office, 
  not their strength. The hierarchy is also modified by other factors: 
  being a wilder (detracts slightly), progressing faster or slower as a
  Novice and Accepted. (VI: 430)
- the hierarchy is only supposed to determine everyday life, but actually
  goes beyond that. (VI: 430)
- the hierarchy determination in everyday situations becomes deeply 
  ingrained, weighted and responded to almost automatically. (VI: 549)
- every Aes Sedai knows exactly how long all the other Aes Sedai spent as
  Novice and Accepted, because that is a factor in the hierarchy 
  determination. (VI: 549)
- Elayne can commandeer Aviendha away from a group of Aes Sedai because 
  she's stronger than any woman in the group, and none of them have any
  political power. (VI: 522)
- most Aes Sedai go years after being raised to full sister before finding
  their first Warder. (VI: 592)
- a fully-trained Sister could not be shielded by one person, and the 
  stronger she is, the more Aes Sedai it would take to shield her.
  (II: 277)
- maintaining a simple weave is easy enough for a trained Channeler that 
  she can forget she's maintaining the weave. (II: 278)
- the ability to Channel is a weakness that allows the Channeler to be 
  forced to the Dark through thirteen Dreadlords and thirteen Myrddraal. 
  (III: 255)
- this weakness is not widely-known to any but full Aes Sedai, as it would
  naturally make people a little paranoid. (III: 255)
- not all Aes Sedai can Heal with any skill, Sheriam can Heal no more than
  a minor bruise or cut. (IV: 554)
- it is the custom that an Aes Sedai Heal anyone who asks, but it's not an
  Oath, so nothing compels her to. (III: 199)
- Moiraine could sense a darkfriend who is very far gone into the Shadow,
  though few humans would be that deeply evil that she could sense.
  (III: 391)


56.7   Test to Become Aes Sedai
       ~~~~~~~~~~~~~~~~~~~~~~~~
- Accepted take the final vows to become Aes Sedai holding a ter'angreal
  that makes her vows binding. (II: 335)
- the final test for an Accepted before becoming Aes Sedai is to Channel 
  while staying calm under extreme pressure. (III: 178)


56.8   Accepted Life
       ~~~~~~~~~~~~~
- of the forty Novices currently in the Tower, only 8-9 will be raised to
  Accepted. (II: 283)
- a bare handful of Novices are raised to Accepted. (III: 155)
- most women spend years as a Novice, and then more years as an Accepted.
  (III: 155)
- the Novices and Accepted are disciplined by the Mistress of Novices. 
  (II: 283)
- Novices wear a white dress, Accepted wear the same, but with seven
  coloured bands at cuff and hem, the colour of the Ajahs. Accepted also
  wear the serpent ring. (II: 355)
- the Accepted have larger rooms with nicer furnishings than the Novices.
  (II: 537)
- most country folk don't understand the difference between an Aes Sedai
  and an Accepted. (IV: 17)
- an Accepted has to break more rules to be called to the Mistress of
  Novices' study than a Novice does, but it does happen. (II: 283)
- Novices and Accepted are not supposed to leave the Tower grounds without
  permission. (II: 545)
- the Accepted need permission to leave the Tower, except during certain
  hours. (V: 319)
- Accepted can't leave the city without permission. (III: 171)
- no Accepted should be out of the Tower without an Aes Sedai to oversee
  her? (VI: 354)
- no Novice or Accepted should have a ter'angreal in her possession. 
  (III: 241)
- using the Power to hurt a person is an abomination within the Tower,
  where any woman learning to Channel is expected to act as though she's
  already taken the Oaths. (III: 141)
- the Accepted are discouraged from wearing too much jewellery. (VI: 17)
- it is an offence for an Accepted to bond a Warder. Not a severe enough 
  offence for stilling, but it would result in a serious punishment.
  (V: 401)
- a Novice is not supposed to Channel without the supervision of a teacher
  or an Accepted. (II: 278)
- Novices are supposed to obey the dictates of an Accepted almost as
  quickly as they would a full Aes Sedai. (III: 166)
- it is forbidden for Novices or Accepted to channel to finish their
  assigned chores. (V: 600)
- one of the Accepted duties is speaking with the petitioners who gather in
  the entry hall of the Tower, to determine their requests and who might
  fill them. (IV: 17)
- it is frowned on for the Accepted to have Novice friends? (II: 543)
- runaway Novices and Accepted are almost always found and brought back to
  the Tower. (VI: 175)
- Novices, and occasionally Accepted, try to sneak off sometimes, but few
  ever make it off of the island of Tar Valon, and almost all are found and
  dragged back. (VI: 599)
- leaving training at the White Tower is never the individual's decision, 
  unless she is a full Aes Sedai. (VI: 599)


56.9   Accepted Training
       ~~~~~~~~~~~~~~~~~
- the first few weeks of Accepted training are even harder than the Novice
  training, to catch anyone who might have passed through Novice training
  though her character is not strong enough for the rigours of the life of
  a full Sister. (II: 283)
- the Accepted are expected to question things, as they know enough to have
  a good idea of which questions to ask, and when. (II: 207)
- Accepted chose their own lessons and pace. Though if they don't choose a 
  direction relatively quickly, one will be chosen for them. (III: 309)
- an Accepted risks being called to the Amyrlin's study if she does not 
  choose the focus of her studies fast enough. (III: 335)
- even when both teacher and pupil are Accepted, the teacher has the status
  of Aes Sedai for the duration of the lesson. (V: 591)
- El teaches a class of Novices, but Accepted can only do that when they're
  given permission. (VI: 166)
- numbers of Novices and Accepted have claimed to have rediscovered lost
  Talents or discovered something new, though they usually haven't. One 
  even jumped off the Tower believing she could fly. (VI: 421)
- there are "teachers' pets" at the Tower. (V: 323)
- during thirteen weeks at the Tower, the girls have only three "free 
  days". (II: 537)


56.10  Test to Become Accepted
       ~~~~~~~~~~~~~~~~~~~~~~~
- desc of the domed testing chamber (III: 244-245)
- the Novice testing chamber is down in the basement of the Tower, in an
  area smoothed from the pale rock of the island itself. (III: 244)
- desc of ritual of the Novice to Accepted test (III: 245)
- it is the custom not to speak of what happens during one's test. 
  (III: 255)
- during her test, Egwene can hear some of the thoughts of the Sisters 
  fuelling the arches. (III: 265)
- desc of how Egwene uses the Power during her test (III: 261)


56.11  Novice Life
       ~~~~~~~~~~~
- of the forty Novices currently in the Tower, only 8-9 will be raised to
  Accepted. (II: 283, 536)
- most women spend years as a Novice, and then more years as an Accepted.
  (III: 155)
- a bare handful of Novices are raised to Accepted. (III: 155)
- most who come to the Tower to study leave without even having learned to
  sense the One Power. (III: 154-155)
- the Novices and Accepted are disciplined by the Mistress of Novices. 
  (II: 283)
- Novices wear a white dress, Accepted wear the same, but with seven 
  coloured bands at cuff and hem, the colour of the Ajahs. Accepted also
  wear the serpent ring. (II: 355)
- when a girl is accepted as a Novice at the Tower, the clothes she arrived
  in are burned before her eyes. (IV: 379)
- a Novice who's been at the Tower a while is assigned to a new Novice to 
  help familiarize with her new position. (II: 356)
- Novice rules: can't leave the Tower without permission, must show respect
  towards Accepted, can't speak to an Aes Sedai until she speaks to you.
  (II: 358, 545; III: 171)
- Novices are supposed to obey the dictates of an Accepted almost as 
  quickly as they would a full Aes Sedai. (III: 166)
- Novices are expected to live as though they are already bound to the 
  Oaths. (III: 141)
- no Novice or Accepted should have a ter'angreal in her possession.
  (III: 241)
- using the Power to hurt a person is an abomination within the Tower,
  where any woman learning to Channel is expected to act as though she's
  already taken the Oaths. (III: 141)
- a punishment is always kept private between the punished and the Mistress
  of Novices. (III: 171)
- the only punishment that is publicly announced is stilling. (III: 204)
- Novice punishments: scrubbing floors, scrubbing pots, raking paths in the
  Spring Garden, being switched, turning a spit. (III: 154, 184)
- Novice punishment: have mouth scrubbed out with soap, being sent to a
  farm to do labour there. (III: 334, 336)
- Else Grinwell was kicked out of the Tower for not applying herself enough
  during Novice training. (III: 336)
- punishment: switching (VI: 175)
- Novices are assigned chores to build character. (II: 208)
- there is a prohibition against channelling to complete chores because
  saidar is so seductive. (VI: 232)
- it is forbidden for Novices or Accepted to channel to finish their
  assigned chores. (V: 600)
- Novice chores: wash dishes, scrub floors, do laundry, serve at table.
  (II: 208)
- Novice chores: cleaning hearths and ovens, rubbing tables down with sand,
  scrubbing floors. (III: 235)
- one of the Novice tasks is to keep watch in the pigeon loft of the Tower
  for incoming messenger pigeons. (IV: 290)
- usually, the younger the Novice, the better she fares at the Tower, 
  because a Novice is expected to do exactly what she is told without
  question, and older, independent women might balk at that. (II: 207)
- few women over the age of 18 are accepted into the Tower for training, 
  because older women would find the strictures of Novice life too 
  restrictive. (VI: 210)
- the Aes Sedai rarely test for ability in women over the age of 16, but
  when they do, they find some. (VI: 175)
- the Aes Sedai feel there is an age beyond which a woman is too old to
  become a Novice, somewhere in the mid-twenties. (VI: 488)
- during thirteen weeks at the Tower, the girls have only three "free 
  days". (II: 537)
- many of the Novice rooms have small holes in the walls allowing the
  Novices in adjoining rooms to talk after lights out. (II: 541)
- men don't enter the Novice area, would be scandalous if they did.
  (III: 186, 187)
- it is frowned on for the Accepted to have Novice friends? (II: 543)
- runaway Novices and Accepted are almost always found and brought back to
  the Tower. (VI: 175)
- Novices, and occasionally Accepted, try to sneak off sometimes, but few
  ever make it off of the island of Tar Valon, and almost all are found and
  dragged back. (VI: 599)
- leaving training at the White Tower is never the individual's decision, 
  unless she is a full Aes Sedai. (VI: 599)
- Novices will sometimes have contests of strength in the One Power, though
  a stop is put to these if any Aes Sedai discovers them at it. (VI: 549)


56.12  Novice Training
       ~~~~~~~~~~~~~~~
- when a woman first begins to channel, it requires testing to determine
  her potential strength. (VI: 468)
- most girls who wish to become Aes Sedai, even those born with the spark,
  have a certain fear of the Power. Even after they've learned what to do,
  they need to be led step-by-step by an Accepted or a Sister. Only a very
  few will jump right in to Channelling with no regard or thought for the
  dangers, often putting them in a very dangerous position. (II: 205)
- usually the guidance of the teachers, and the girl's own fear, slows her
  progress down so that the sure ability to touch the Source and Channel
  come together at the same time as control over Channelled effects.
  (II: 206)
- in the beginning, the student will try reaching for the True Source, and
  more often than not feel as though she's grasping for air. Or, when she
  does manage to touch the Source, she can do nothing with the Power, or
  what she does is not at all what she intended. (II: 206)
- in the beginning of training, a Channeler cannot handle much of the
  Power, but as she trains, the amount she can handle grows. (II: 210)
- most have to study at Tar Valon for months before able to do something 
  as minor as make a light flicker in a stone. (I: 171)
- part of the training is learning when to use one's ability, as well as
  how, and when it's better to do things the way everyone else does.
  (II: 276)
- the training at the Tower is deliberately hard, and no exceptions are 
  made for any women, regardless of her potential or ability. The Aes Sedai
  feel it's important to learn if a person does not have the character and
  internal strength to handle the duties and responsibilities of a full
  Sister before she lets anyone down. (II: 283)
- the girls are told that the training in the Tower will be harder than that
  they receive on the ship. (II: 280)
- Novices are disciplined to do what they're told without question because
  at a certain point of their training in Channelling hesitation or doubt
  could lead to catastrophic results. (II: 207)
- a Novice is not supposed to Channel without the supervision of an Aes 
  Sedai or an Accepted. (II: 278)
- Novices are characterized as either leaping ahead foolishly, or balking
  and arguing. (VI: 218)
- there are "teachers' pets" at the Tower. (V: 323)
- Aes Sedai tend to keep any personal tricks they've learned to do with the
  One Power a secret, though there is a body of common uses for the One
  Power that are taught to Novices. (VI: 28)
- Novices learn the names of those few women who have been stilled, and
  the crimes for which they were punished. (II: 62)
- Novice lectures include lectures on the nature of reality. (VI: 360)
- El teaches a class of Novices, but Accepted can only do that when they're
  given permission. (VI: 166)
- desc of meditation training to try and touch Source and Channel 
  (II: 207, 209)
- desc of the teaching techniques of various Aes Sedai (II: 210-211)
- training sessions include such exercises as making the air stir, or
  lighting and dowsing a candle with the Power. (II: 276)
- example of Novice exercises (VI: 233)
- Nynaeve learns very quickly, her progress is not typical. (II: 277)
- during thirteen weeks at the Tower, the girls have only three "free 
  days". (II: 537)
- numbers of Novices and Accepted have claimed to have rediscovered lost
  Talents or discovered something new, though they usually haven't. One 
  even jumped off the Tower believing she could fly. (VI: 421)


56.13  Warder Training
       ~~~~~~~~~~~~~~~
- the Master of Arms is in charge of training young men in fighting, not
  all of those who seek training aspire to be Warders. (III: 193-4)
- the Master of Arms disciplines and punishes the warrior students in the
  same way as the Tower disciplines the Novices. (III: 195)
- the "younglings" study under the Warders. (IV: 769)
- few warders' students even old enough to shave regularly. (IV: 782)


56.14  Warder Abilities and the Aes Sedai-Warder Bond
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- most Aes Sedai go years after being raised to full sister before finding
  their first Warder. (VI: 592)
- physical contact is required for Warder bonding. (V: 400)
- the Aes Sedai make their Warders give oaths, obedience to the Aes Sedai
  isn't a function of the bond itself. (V: 413)
- the Warders swear to accept and obey. (IV: 269)
- Alanna tried to compel Rand moments after bonding him, but said it was 
  like trying to uproot an oak with her bare hands. (VI: 620)
- no one has ever bonded a male channeler as Warder before. (VI: 621)
- Birgitte is hungry the day after Elayne bonds her. (V: 410)
- when a Warder is bonded, he feels a huge flash of heat, and more aware of
  himself and the Aes Sedai. (VI: 204)
- after bonding, the Warder's knees feel wobbly for a while. (VI: 206)
- no one knows what would happen if a Warder bonding was attempted while
  two or more Aes Sedai were linked. (VI: 211)
- the Warder/Aes Sedai bond can't be broken unless one dies? (VI: 298)
- after his bond is transferred, Lan is compelled to travel to Myrelle as
  straight as an arrow, could not deviate his path even to avoid battle.
  (VI: 651)
- it is the custom not to bond someone against his will. (IV: 497)
- an Aes Sedai can compel her Warder through their bond. (II: 322)
- Myrelle compels Lan through their bond with a touch of Spirit so delicate
  he won't feel it. (VI: 652)
- no Aes Sedai has passed her Warder's bond to another Aes Sedai for 400
  years, and doing so is considered unethical in these times. (II: 323)
- some would consider transferring a Warder's bond without his permission
  a crime, and it could be enough to drive the associated Aes Sedai into
  exile. (VI: 651)
- bonding a Warder without his permission is considered a crime akin to
  rape among Aes Sedai. (VI: 549)
- an Aes Sedai has not transferred her Warder's bond to another for
  hundreds of years. (V: 636)
- 400 years ago, transferring a Warder's bond was commonplace. (VI: 651)
- it is an offence for an Accepted to bond a Warder. Not a severe enough 
  offence for stilling, but it would result in a serious punishment.
  (V: 401)
- a Warder won't keep many secrets from his Aes Sedai. (I: 126)
- most Warders dislike being any distance away from their Aes Sedai.
  (IV: 767)
- one of the Warder's jobs is to tell his Aes Sedai if she pushes herself
  too hard. He often provides a dose of caution. (V: 410)
- many sisters get touchy when another steps between them and their
  Warders. (V: 331-332)
- the Greens are particularly jealous of their Warders. (VI: 550)
- Warders often die avenging their Aes Sedai. (VI: 167)
- Warder and his Aes Sedai will know when the other dies, and how. (I: 291)
- the death of her Warder has a severe effect on the Aes Sedai. (VI: 551)
- Alanna felt every wound that her Warder took, as well as his death. 
  (IV: 496)
- it can take an Aes Sedai a long time to get over her Warder's death, it
  took Verin ten years. (VI: 209)
- as soon as Suian was unstilled, severe grief over the death of her 
  Warder came crashing down on her. (VI: 427)
- when Leane's Warder was killed, it took her a year to recover. (VI: 427)
- a Warder gains strength and energy from the bond, and can withstand more
  serious injuries than previously. (V: 400)
- the sensation of a Warder's injuries can almost make the Aes Sedai faint,
  if the injuries are severe. (VI: 550)
- when Semirhage tortures the Aes Sedai, her Warder feels her pain.
  (VI: 142)
- Elayne can feel that Birgitte has a splinter. (VI: 27)
- Myrelle can tell if Lan's wounds are fresh, half-healed or infected. 
  (VI: 651)
- Rand senses that Alanna has a bruised heel, a scraped hand and is in a
  temper. (VI: 372)
- Myrelle can sense Lan the moment his bond is transferred to her.
  (VI: 651)
- Elayne and Birgitte can tell when the other is weary or unsteady.
  (VI: 264)
- Elayne can sense Birgitte's feelings through the Warder bond. (VI: 24)
- Rand senses whether Alanna's awake or asleep. He can also tell that she's
  been crying. Alanna can sense when he's returned through the gateway.
  (VI: 398)
- Rand can tell when Alanna is eager, sad or nervous. (VI: 539)
- Rand begins to grow accustomed to the feeling of his bond with Alanna.
  (VI: 539)
- once bonded, Birgitte can feel Elayne, and could point to her if she was
  a mile away. (V: 408)
- once bonded, Rand can feel Alanna, his sense of her grows fainter with
  distance. (VI: 212)
- Rand could point out Alanna's direction with his eyes closed. (VI: 212)
- Rand can still sense Alanna though she's 600 miles away. (VI: 282)
- Rand senses Alanna more strongly the closer he is to her, but even at a 
  distance, he can tell she's been weeping. (VI: 311)
- Elayne can feel Birgitte walking closer towards her on the street.
  (VI: 520)
- the Warder's bond shields the dreams of the Warder. (III: 95)
- Warders heal quickly, can go longer without food/water/sleep than most 
  people, and can sense creatures of the Dark One if they're close.
  (I: 127)
- Warder can sense Trolloc within a half mile. (I: 236)
- Lan could sense a darkfriend who is very far gone into the Shadow,
  though few humans would be that deeply evil that they could sense. 
  (III: 391)
- Warders seldom show emotion. (II: 4)
- Warders move very stealthily. (IV: 489)
- Warders don't seem to be very affected by the temperature, either. 
  (VI: 337)
- Lan leaves physical signs of his trail so he can easily be followed by
  the party. (III: 101-103)
- most Warders use long-hilted swords. (IV: 25)
- there are tales of female Warders, but they are so old that Birgitte 
  barely remembers them. (V: 409)
- the Warders seldom let Accepted get away with portraying themselves as
  full Aes Sedai. (VI: 420)
- the Warders drink little alcohol, and seldom.  (VI: 614)
- Lan could sense a darkfriend who is very far gone into the Shadow, though
  few humans would be that deeply evil that he could sense. (III: 391)
- Lan can smell that a Fade has been in a place recently. Do they really
  have that pungent of a scent, or is it a Warder thing? (I: 421)


56.15  Eyes and Ears
       ~~~~~~~~~~~~~
- individual Aes Sedai also have their own agents (eyes and ears). (V: 15)
- no Aes Sedai would willing expose her eyes and ears. (VI: 550)
- every Ajah but the White has watchers and agents (eyes and ears). The
  Blue have the most, and the Yellow the least, as they feel nothing of
  sickness and Healing can be learned from non-Channelers. (V: 15)
- even the members of an Ajah don't know which sister of the Ajah is 
  in-charge of its eyes and ears. (V: 324)
- desc of general eyes and ears information (V: 152)
- eyes and ears are not found everywhere, and their reliability varies.
  (V: 170)
- most eyes-and-ears are women, but not all are. (VI: 264)
- it's unusual for an Ajah to have eyes-and-ears in Tar Valon itself.
  (VI: 153)
- there are few eyes and ears within Tar Valon itself. (V: 324)
- all Ajahs have an "emergency" signal that their eyes-and-ears will
  display when there's important news. (VI: 210)
- desc of the SOS signal of the Yellow Ajah's agents (V: 152)


56.16  Male Channelers and the White Tower
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- any Aes Sedai would hunt down a man who can Channel, the Reds do little 
  else. (IV: 16)
- by Tower law, the Red Ajah must bring male Channelers to Tar Valon for
  gentling. (IV: 279)
- Tower law states that a male channeler must be taken to the White Tower 
  for trial before being gentled. (VI: 672)
- the sentence of a male Channeler is pronounced only in the Hall of the
  Tower. The sentence of gentling has been set for 3000 years. (III: 259)
- desc of the ceremony of gentling  - twelve Sisters plus the Amyrlin 
  perform the gentling (III: 264)
- the Reds treat the male Channelers they find roughly? (III: 415)
- 6 is the traditional number used to shield a male channeler. (VI: 646)
- it is also custom that all of the strength of those maintaining a shield
  must be directed into that shield. (VI: 647)
- the Aes Sedai won't let the gentled Logain have access to very much 
  alcohol. (VI: 417)



57.0   AIEL CHANNELERS
       ~~~~~~~~~~~~~~~
- Aiel men who can channel feel they are chosen to fight the Shadow, and
  go north to seek out the Dark One. None ever return. (VI: 363)
- all Aiel wilders are forced to take the training to become a Wise One.
  (IV: 377)
- there are no Aiel wilders, all women with the spark are identified and
  receive appropriate training. (IV: 570)
- around two thirds of the Wise Ones can Channel. (VI: 362)
- there are less than 1000 Aes Sedai, but there are more channelling Wise
  Ones than that. (VI: 488)
- the status of a Wise One does not depend on her ability to Channel, or
  her strength if she can Channel. (V: 101)
- channelling ability doesn't count for much among the Wise Ones, they don't
  judge each other by the strength of each other's ability. (VI: 300)
- the Wise Ones don't know Healing, or how to check someone's health with
  the One Power. (VI: 357)
- few Wise Ones could Heal with the skill that Nynaeve does. (III: 441)
- the Wise Ones handle many weaves differently than the Aes Sedai would.
  Sometimes the Wise One weave is more complicated or cruder, but
  sometimes it's more direct and simpler. (VI: 488)
- by law and/or custom, the Wise Ones avoid strangers (or only Aes Sedai
  who might find out that they can Channel?) (V: 330)
- there are Aes Sedai who speculate that the Wise Ones can channel.
  (V: 330)
- most Aiel don't even know that Wise Ones can channel, though there are
  rumours of strange abilities, and some figure what some Wise Ones do is
  close to channelling. (V: 482)
- the Wise Ones seem reluctant to admit they can channel. (VI: 670)
- Wise Ones figure they could learn to weave a shield. (VI: 665)
- the Channelling Wise One Amys looks younger than she should, but not
  ageless like a Aes Sedai. (IV: 809)



58.0   MALE CHANNELERS
       ~~~~~~~~~~~~~~~
- the Red Ajah finds about one male Channeler every five years in normal
  times. (II: 330)
- only three male Channelers have been caught within the past ten years.
  (III: 415)
- fewer and fewer male channelers are found over time, according to 
  records. (VI: 20)
- Taim figures he could find 1000 male channelers in a year or less of 
  looking. (VI: 544)
- there are 200 Asha'man by the end of the book. (VI: 691)
- some Aes Sedai believe the ability to Channel is being culled by the 
  hunting down of any men who can Channel. (IV: 494)
- some of the Whites have a "mad plan" to breed gentled men with women to
  increase numbers of Channelers. (IV: 494)
- men's ability usually shows at a later age than women's. (VI: 405)
- male channelers die of a rotting disease or go mad. (I: 768)
- the male Forsakens'' link to the Dark One keep them from going mad from 
  the taint on saidin. (IV: 976)
- Thom's nephew Owyn stayed sane for three years after discovering he could
  Channel, only during the fourth year did he begin to act oddly. (II: 389)
- Logain has held off the madness for 6 years. (IV: 647)
- Rand gets goosebumps when around woman who is touching the Source. 
  (IV: 147)
- Rahvin sense Lanfear's gating only as a slight tingle. (V: 24)
- a man can only dimly feel another man channelling, and doesn't "see"
  anything. (V: 75)
- Rahvin is able to dimly sense that Sammael's filled with saidin, but 
  only because he's close. (V: 25)
- Taim would be able to sense if Rand held saidin. (VI: 75)
- men who can channel get a sense of force and menace from another man 
  who seizes saidin, which they can clearly feel and measure. (VI: 92)
- Rand and Taim can each sense if the other is holding the One Power. 
  (VI: 404)
- Rand estimates Taim is almost as strong as he is. (VI: 92)
- men can't simply detect the ability to channel in another man, the way 
  women can, they have to employ a test to determine ability. (VI: 79)
- Taim can test and train male channelers. (VI: 79)
- Taim tests men by channelling, and checking for a "resonance" in the 
  tested. This reveals ability, but not potential strength. (VI: 89)
- Rand is rarely able to distinguish flows. (IV: 153)
- Rand remembers how to do something after doing it once, most of the
  time. (V: 120)
- Taim is very quick in learning what Rand shows him. (VI: 215)
- men can Heal? Taim teaches his students the little he knows. (VI: 541)
- Rand has woven more than a dozen flows at once. (IV: 151)
- Taim makes his students do everything with One Power - they eat their 
  food cold unless they can heat it, etc. Some will probably die because
  of the speed of the lessons. (VI: 214, 215)
- so far, one out of the one hundred has died, and three have burned out.
  (VI: 541)
- desc of how male students are using the One Power (VI: 540)
- desc of what happened to the False Dragons when Rand declared himself.
  (III: 159)
- Aiel men who can channel feel they are chosen to fight the Shadow, and
  go north to seek out the Dark One. None ever return. (VI: 363)
- channelling saidin within Shadar Logath seems to augment the sense of the 
  taint, as the evil of the taint resonates to the evil of Mashadar. 
  (VI: 330)
- Rand, the damane and her sul'dam feel a shock when he touches the collar
  of the a'dam. (V: 370-371)
- Rand feels he has the ability to kill Lanfear, but can't because of his
  feelings about killing a woman. (V: 631)
- the male Forsakens'' link to the DO keep them from going mad from the taint
  on saidin. (IV: 976)
- Sammael would not be able to Channel from Illian to Tear, even with 
  Callandor. (IV: 103)



59.0   SEA FOLK (ATHA'AN MIERE) CHANNELERS
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- many Sea Folk consider Aes Sedai bad luck. (IV: 318)
- the real reason the Sea Folk are leery of Aes Sedai is because some 
  Windfinders can Channel. (IV: 333)
- there are Sea Folk Aes Sedai. (II: 52)
- the Sea Folk send a few girls to the Tower so the Aes Sedai won't come
  looking for them and find out about the Windfinders. (IV: 334)
- Sea Folk Windfinder could feel Elayne and Nynaeve's strengths. (IV: 334)
- Moiraine's had her suspicions about the Sea Folk Windfinders being
  Channelers. (IV: 339)
- the Sea Folk know more of working weather than the Aes Sedai. (VI: 448)
- Sea Folk Windfinder started fires on the Seanchan vessel. Fire weaves
  beyond lighting a lamp are very difficult for her. (IV: 334)


60.0   SEANCHAN CHANNELERS
       ~~~~~~~~~~~~~~~~~~~
- the mere touch of a Channeler is considered defiling to a Seanchan.
  (IV: 48)
- the power of the Seanchan and the Crystal Throne is built on control of 
  damane. (IV: 46)
- damane are considered possessions (not of the sul'dam, but the nobility
  who buys and maintains them, and in general.) (II: 595)
- the Seanchan believe female Channelers are dangerous animals who Broke
  the World. (IV: 638)
- the Seanchan offer a reward of 1000 gold to those who turn over an Aes
  Sedai, and kill those who shelter one. (III: 248)
- the sul'dam can sense when the damane is lying? (II: 574)
- the sul'dam want to wear the bracelet to feel "complete". (II: 594)
- a sul'dam can give a damane a new name if she chooses. (II: 598)
- a sul'dam can tell if a damane has Channelled even the tiniest amount
  without someone wearing the bracelet? (II: 600)
- desc of the sul'dam's perceptions of the damane through the bracelet
  (II: 645)


60.1   Seanchan Damane
       ~~~~~~~~~~~~~~~
- few but nobles can afford to own a damane, most are property of the
  throne. (II: 422)
- damane are considered possessions (not of the sul'dam, but the nobility
  who buys and maintains them, and in general.) (II: 595)
- it is a feastday in a Seander village when the sul'dam come to test the 
  girls and find those who are damane or who could be sul'dam. (II: 648)
- women are tested once a year to see if they are damane until the age of
  twenty or so. (IV: 639)
- when someone becomes damane, she is struck from the rolls of citizens and
  removed from family records. (IV: 639)
- the a'dam is a link between sul'dam and damane, with the sul'dam in 
  control. She can see the flows, and decide whether to allow them
  channelled or not. The sul'dam can suppress the damane's channelling.
  (V: 656)
- whatever hurt the sul'dam feels, the damane feels twice over, even unto
  death. (II: 566)
- the sul'dam can create sensations of physical pain and discomfort in the
  damane through the link of the a'dam. (II: 566)
- if a man puts on the bracelet, nothing at all might happen, or both man
  and damane might die screaming. (II: 573)
- if a damane channels without being linked to a sul'dam, she'll feel sick.
  (II: 595)
- even thinking about trying to physically pick up and move the bracelet
  can make a damane feel so ill she's physically incapacitated. (II: 595)
- a sul'dam can tell if a damane has Channelled even the tiniest amount
  without someone wearing the bracelet? (II: 600)
- the a'dam has a mechanical fastener, but the damane's hand cramps if she
  goes anywhere near it with the intention of opening it. (II: 645)
- those damane who can make a'dam lead pampered lives (for damane).
  (II: 573)
- damane punishments can even include cutting out the tongue or amputating
  the hands, as they aren't necessary for the function a damane serves.
  (II: 572)
- a damane owns no possessions. Her food, lodging and clothes (such as they
  are) are all "gifts" from her sul'dam. (II: 596)
- a damane should try and anticipate what her sul'dam wants. (II: 571)
- while there are basic rules every damane is expected to obey, each
  sul'dam decides on exact rules and training for the damane she's linked
  to. (II: 572)
- damane are not permitted to touch a weapon of any kind (their food must
  be sliced for them), and will physically ill if they try. Thinking of
  using a non-weapon as a weapon (hitting someone over the head with a
  vase) will bring the same feelings of illness. (II: 599)
- damane training includes testing for ability in Earth, making objects
  explode, splintering trees, and making the earth erupt. (II: 597)
- a sul'dam can give a damane a new name if she chooses. (II: 598)
- the damane and sul'dam at Falme couldn't sense Rand's Channelling.
  (IV: 47)


60.2   Seanchan Sul'dam
       ~~~~~~~~~~~~~~~~
- sul'dam go through a training program led by someone like the Mistress
  of Novices in the White Tower? (IV: 47)
- the a'dam is a link between sul'dam and damane, with the sul'dam in 
  control. She can see the flows, and decide whether to allow them
  channelled or not. The sul'dam can suppress the damane's channelling.
  (V: 656)
- no sul'dam has ever before been raised to the level of so'jhin, let
  alone to a Voice of the Blood. (IV: 46)
- whatever hurt the sul'dam feels, the damane feels twice over, even unto
  death. (II: 566)
- the sul'dam can create sensations of physical pain and discomfort in the
  damane through the link of the a'dam. (II: 566)
- a trained sul'dam can see when another woman is about to Channel, even if
  not wearing the bracelet. (II: 568)
- a damane should try and anticipate what her sul'dam wants. (II: 571)
- while there are basic rules every damane is expected to obey, each
  sul'dam decides on exact rules and training for the damane she's linked
  to. (II: 572)
- the sul'dam in charge of a specific damane must be asked for her
  permission for another to link with her. (II: 647)
- the damane and sul'dam at Falme couldn't sense Rand's Channelling.
  (IV: 47)
- at the moment, only four Seanchan know about sul'dam having the ability 
  to learn to Channel. (IV: 49)
- Rand, the damane and her sul'dam feel a shock when he touches the collar
  of the a'dam. (V: 370-371)



61.0   WILDERS
       ~~~~~~~
- Wilder is a term used by many in the tower to refer to those who have 
  learned a rough control over the Power without any training. (II: 205)
- there are a very few who are born with the ability to touch the True 
  Source whether they wish it or not, though even they require teaching to 
  fully use their gift. (I: 169)
- the stronger the Wilder's innate abilities, the more important it is
  that she learn to control them before she does any unintentional harm
  trying to Channel. (II: 206)
- those born with the gift can die without proper training, and if they
  learn to control it themselves, they often become something like a 
  Wisdom. (I: 170)
- only one in four Wilder women survives learning to Channel on her own.
  (II: 205)
- those Wilders who gain rough control over One Power, can only touch True
  Source randomly. Three of four Wilders will die without training, in a 
  fit of convulsions that lasts days. (I: 322-323) 
- being guided through the first touchings of the True Source avoids the 
  negative effects that will happen to those who find their own way. 
  (I: 170)
- wilders rarely manifest before age 15 without training. (VI: 210)
- Wilder first touches True Source in teens, fulfils strong desire with 
  One Power. Then 7-10 days later, feels reaction. (I: 320-321)
- reactions include: fever and chills, headaches/numbness/exhilaration,
  taking chances and acting giddy, spell of dizziness/trouble moving/
  difficulty speaking. (I: 321)
- each time the Wilder touches the True Source, the reactions come closer,
  until they finally happen simultaneously. (I: 323) 
- reactions that Rand feels after Channelling: distanced and reckless; 
  tingling sensation, hot, bursting with energy; like a bubble that's been 
  pricked. (I: 224, 225, 226)
- Rand's reaction to using power four days afterwards. (I: 357)
- Rand feels woozy and unreal while Channelling to fend off the attack at 
  the Four King's inn. (I: 485)
- Rand gets sick a few days after the attack at the Four Kings inn.
  (I: 504)
- It is during the battle at the Eye of the World that the after-effects of
  Rand's Channelling hit him at the same time as the Channelling. (I: 764)
- almost all Wilders have built up walls of denial against what they are
  doing, and these interfere with conscious control over the One Power.
  (II: 205)
- the longer the walls have been in place, the harder it is to tear them 
  down, but Wilders free of their blocks have been some of the most adept 
  Aes Sedai. (II: 205)
- not all Wilders can work through the blocks? (II: 205)
- it only takes one time of channelling without the block to cure it for
  good. (VI: 234)
- Nynaeve has blocked herself because of her fear of the Power. (IV: 758)
- Nynaeve uses her herbal medications as a focus, like M's staff. She's 
  more dependent on them because she learned to Heal unconsciously, and 
  didn't want to consciously know she was Channelling. (III: 137)
- Theodrin's wilder block was that she could only channel if a male was
  present and she felt strongly about him, either like or dislike.
  (VI: 175)
- Tarna's wilder block was that she couldn't touch saidar with her eyes 
  open. (VI: 237)
- there are wilders whose ability is so weak, they wouldn't allowed to
  take the test to become Accepted. (VI: 645)
- most wilders have a "trick" they've learned, often the first unveiling
  of their ability. (VI: 175)
  - Nynaeve's was Healing
  - Theodrin's was to make a boy want to kiss her or not kiss her



62.0   ANGREAL AND SA'ANGREAL
       ~~~~~~~~~~~~~~~~~~~~~~
- things do not have the One Power, even an angreal is only a tool.
  (I: 170)
- ter'angreal are not as rare as other *angreal. (II: 335)
- ter'angreal are more common that sa'angreal or angreal. (III: 169)
- angreal and sa'angreal are kept in one locked chamber of the Tower, the
  smaller ter'angreal in another.
- the *angreal area of the Tower is locked and warded with an alarm that
  will call for help if door opened. (V: 259)
- Rand uses two sa'angreal at once. (IV: 970)
- desc of the effect touching the broken sa'angreal has on Egwene.
  (IV: 210)
- Moraine's staff isn't an angreal, just aid to concentration. (I: 272)
- Suian, Moraine, Elaida, Nynaeve, Egwene and Elayne are the only
  women powerful enough to handle the sa'angreal on Tremalking. (II: 456)
- the strongest angreal in the possession of the Tower is kept in a long,
  narrow wood box. It's a white, fluted wand the length of one's forearm.
  It looks like it's made from ivory or bone, but it's not. With it, a
  strong Aes Sedai could crumple the walls of Tar Valon. (III: 210)
- the girls perceive a glow around the angreal when the Aes Sedai are
  using it to Channel more Power to Heal Mat. (III: 210)
- only two sa'angreal more powerful than Callandor were ever made.
- Callandor is powerful enough to allow a Channeler to level an entire
  city with one blow. (III: 337)
- there are only two highly-powerful angreal made that a man can use
  other than Callandor. (IV: 182)
- Callandor blazes when filled with the One Power. (IV: 195)
- what happens when Rand touches the small figurine linked to the giant
  sa'angreal statue. (IV: 969)
- desc of ivory bracelet angreal amid Rhuidean treasures - shape of a man
  bending backwards with his wrists and ankles bound together (V: 631- 632)



63.0   TER'ANGREAL - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- ter'angreal are not as rare as other angreal. Some of them only function
  when the power is Channelled into them, while others require only the
  presence of a Channeler, and others work for anyone at all. (II: 335)
- the ter'angreal that don't require channelling usually work for either
  sex. (V: 596)
- a ter'angreal uses the One Power instead of magnifying it like an
  angreal. (IV: 133)
- each ter'angreal was made to perform a specific function. (II: 335)
- ter'angreal are more common that sa'angreal or angreal. (III: 169)
- desc of the effects of activating two ter'angreal with similar purposes
  in close proximity. (III: 270)
- Elayne makes a type of a'dam. (VI: 26)
- Elayne makes a ter'angreal of a green disk that allows those not strong
  enough in the One Power to make themselves invisible. It took her five
  tries to get it right. Two of those make the user appear blurry rather
  than invisible. (VI: 26-27)
- the pattern of colours, the shape, and the "fine structures" (molecular
  structure?) of ter'angreal all seem to work together to determine how
  and if they work. (VI: 146)
- Elayne can duplicate the molecular structure of the dream ring, but
  she's not able to reproduce the original's red, blue and brown
  colouring. (VI: 146)
- Elayne was able to make copies indistinguishable from the original of
  the Tel'aran'rhiod ter'angreal taken from the Black Ajah.
- there seems to be one common thread in the tiny structures for
  ter'angreal that require channelling to work, and another for those that
  simply make use of the One Power. (VI: 146)
- El started out with stone to make the ring, though it's not really stone
  anymore. (VI: 146)
- very few of the hundreds of Aes Sedai in Salidar show any knack for
  learning how to make ter'angreal. (VI: 218)
- in the Age of Legends, ter'angreal were minor objects used for the
  purpose of teaching students. (VI: 163)
- some hold that ter'angreal are the rightful property of the Tower.
  (VI: 589)


63.1   A'dam
       ~~~~~
- the a'dam appears both linked and woven. (II: 595)
- the a'dam has a mechanical fastener, but the damane's hand cramps if she
  goes anywhere near it with the intention of opening it. (II: 645)
- Nynaeve figures out how to open the collars with the One Power.
  (II: 593, 622)
- the a'dam is a link between sul'dam and damane, with the sul'dam in 
  control. She can see the flows, and decide whether to allow them 
  channelled or not. The sul'dam can suppress the damane's channelling.
  (V: 656)
- the sul'dam can create sensations of physical pain and discomfort in the
  damane through the link of the a'dam. (II: 566)
- desc of the sul'dam's perceptions of the damane through the bracelet
  (II: 645)
- the a'dam link is much the same as that created when Aes Sedai link.
  (VI: 17)
- if a man puts on the bracelet, nothing at all might happen, or both man
  and damane might die screaming. (II: 573)
- even thinking about trying to physically pick up and move the bracelet
  can make a damane feel so ill she's physically incapacitated. (II: 595)
- those damane who can make a'dam lead pampered lives (for damane).
  (II: 573)
- something about "absolutely identical matrices" is involved in how a'dam
  work. (VI: 17)
- Elayne figures out how the a'dam works, says it doesn't really need the
  leash portion to function. (V: 382-383)
- Elayne says she could make an a'dam with silver and other metals.
  (V: 397)
- Elayne makes a type of a'dam. (VI: 26)
- wearing the a'dam bracelet while you sleep causes odd, unpleasant
  dreams. (VI: 145)
- Nynaeve traps Moghedien with dream a'dam in Tel'aran'rhiod. (V: 656)
- Nynaeve can feel Moghedien try to bend Tel'aran'rhiod to her will
  through the dream a'dam. (V: 656)
- Nynaeve erases leash, but still maintains the link with Moghedien.
  (V: 673)
- when Nynaeve is in Tel'aran'rhiod but Moghedien not, she won't be able
  to do anything with the a'dam to Moghedien. (VI: 147)
- stilled Suian can sense Moghedien through the a'dam, but can't touch the
  Source. She also can't cause Moghedien any sensations, like a sul'dam
  can. (VI: 18)
- Elayne can't bear to wear the bracelet when Moghedien is in lots of
  pain. (VI: 415)
- while Egwene is wearing the a'dam bracelet, she can feel the neckband
  being removed from Moghedien, and feels a flash of pain indicating that
  a male channeler touched the link. (VI: 698)
- Rand, the damane and her sul'dam feel a shock when he touches the collar
  of the a'dam. (V: 370-371)


63.2   Miscellaneous Ter'angreal
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of ter'angreal (III: 169)
- desc of ter'angreal in Rhuidean (IV: 395, 398)
- desc of stolen ter'angreal (III: 293-294)
- desc of Rhuidean ter'angreal (V: 57, 133-134, 290)
- Accepted take the final vows to become Aes Sedai holding a ter'angreal
  that makes her vows binding. (Oath Rod) (II: 335)
- women entering into Wise One training must first pass the test of
  passing through a ter'angreal in Rhuidean. (IV: 380)
- desc of male a'dam ("sad bracelets") (IV: 905)
- the male a'dam is formed from cuendillar. (IV: 908)
- how to use the male a'dam (IV: 908)
- use of the balefire ter'angreal (IV: 912)
- the balefire ter'angreal makes the user's head hurt? (IV: 912)
- Elayne makes a ter'angreal of a green disk that allows those not strong
  enough in the One Power to make themselves invisible. It took her five
  tries to get it right. Two of those make the user appear blurry rather
  than invisible. (VI: 26-27)
- Sevanna has been given a small stone cube, intricately carved, with 
  purpose unknown. (VI: 46)
- more on Sevanna's cube (VI: 665)
- Elayne and Nynaeve find ter'angreal that looks like a shallow bowl made
  from thick crystal, more than two feet across, and carved deeply with
  swirling clouds. (VI: 242)
- Mat's medallion makes flows of the One Power simply vanish. (VI: 506)
- Mat's medallion gets cold when it "absorbs" channelling. (V: 117)


63.3   Redstone Doorway #1 (Tear)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- desc of redstone doorway (IV: 133)
- desc of Tairen redstone door ter'angreal - three sinuous lines from top
  to bottom of each upright. (IV: 248)
- desc of the other side of the doorway (IV: 248-254)
- within the Tairen redstone doorway, one can get three answers to three
  questions about the past, present or future. (IV: 134)
- desc of rules and dangers of using Tairen doorway (IV: 134)
- Each person can only go through the doorway once. All three questions
  must be asked and answered before you can leave. Questions of frivolous 
  consequence to the questioner are punished. Questions that touch the Shadow
  in any way can be very dangerous, with the questioner not returning from
  the doorway, or going mad. (IV: 134)
- person stepping through the door sees blinding light and hears the sound
  of a roar. (IV: 248)
- if you go through the doorway a second time it acts like any ordinary
  arch. (VI: 254)
- two ta'veren within the land beyond the doorway simultaneously could have
  torn the connection between the two worlds and left both trapped there.
  (IV: 255)
- the snakes speak in the Old Tongue. When needed, one is brought to
  interpret, he speaks the way an old book would read. (IV: 257)
- the snakes feed off of people's sensations and experiences. (IV: 257)
- the answers given by the snake people are true in regards to one's own
  future, but they are often obscure in phrasing. (IV: 257)


63.4   Redstone Doorway #2 (Rhuidean)
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- redstone doorframe in Rhuidean marked with three lines of triangles
  pointing downwards on each upright. (IV: 398)
- desc of place where Rhuidean ter'angreal takes you (IV: 398-403)
- desc of destruction of redstone frame doorway ter'angreal (V: 633)


63.5   Tel'aran'rhiod Ter'angreal
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- ter'angreal of an iron disc marked with spirals, and an amber plaque
  marked with a sleeping woman can both be used to enter Tel'aran'rhiod if
  Spirit Channelled into them. (IV: 204)
- The iron disc inscribed with a spiral on both sides, and the amber plaque
  with the figure of a sleeping woman contained within both allow access to
  Tel'aran'rhiod when you power them with Spirit. (VI: 149)
- accessing Tel'aran'rhiod with a ter'angreal that requires Spirit
  channelled into it, it's not possible to tie off the flow of Spirit (or 
  you bounce back to the waking world), and almost impossible to channel
  anything else. (V: 576)
- dream ter'angreal: looks like a ring slightly larger than a finger ring,
  appears made of stone, marked with flecks and stripes of red, blue and
  brown. It's harder than steel, heavier than lead, and shaped into a
  Moebius loop. (III: 240)
- the ring eases the passage into Tel'aran'rhiod. (III: 241)
- the dream ter'angreal never seems to work the same way twice for Egwene.
  (III: 422)
- El made copies of the ring Tel'aran'rhiod ter'angreal. (VI: 145)
- the pattern of colours, the shape, and the "fine structures" (molecular
  structure?) of ter'angreal all seem to work together to determine how
  and if they work. (VI: 146)
  - anything other than a twisted ring does nothing
  - solid blue twisted ring gives horrific nightmares
- El can duplicate the molecular structure of the dream ring, but she's not
  able to reproduce the original's red, blue and brown colouring. (VI: 146)
- those using El's copy rings seem smoky and insubstantial to others. They
  can sense the Source, but saidar feels tenuous, and can only channel a
  meagre amount. (VI: 148)
- Elayne was able to make copies indistinguishable from the original of the
  Tel'aran'rhiod ter'angreal taken from the Black Ajah.
- the users of the copy disk look misty to Elayne, but feel solid.
  (VI: 159)
- El started out with stone to make the ring, though it's not really stone
  anymore. (VI: 146)
- M felt the hedgehog Tel'aran'rhiod trap trigger from afar. (III: 625)
- the hedgehog trap uses pure Spirit. (III: 625)
- the hedgehog trap causes a sort of "hibernation", sending the soul to 
  Tel'aran'rhiod. (III: 626)
- the hedgehog trap forms a sleep "field" over most of the room. (III: 627)
- Perrin breaks dream and real hedgehog of the hedgehog trap to free Faile
  and himself from the trap. (III: 662)
- desc of the columns in Rhuidean that Rand enters (IV: 404)



64.0   AIR WEAVES - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Air is also referred to as Wind. It is thought by many to be the least of
  the Five Powers, but that's not accurate. (III: 186)
- one cannot levitate oneself. (II: 276-7)
- the simple act of picking something up is one of the hardest in 
  channelling. (VI: 426)
- the eavesdropping trick is mostly Air, with a touch of Fire. It requires
  a precise flow. It brings the sound of the target area where you aim it
  at to where you are, and is audible to anyone in your vicinity. The
  volume varies with the strength of the weave. (VI: 363)
- you cannot use Air to "lift" yourself up and fly, though if a Channeler is
  strong enough, she can use it to pick up an object or a person. (II: 277)


64.1   Air Weaves - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand causes a boom to bang into Trolloc and knock it off boat. (I: 307)
- Rand levitates Elayne and Egwene with Air. (IV: 149)
- Suian binds Egwene and Nynaeve with air, then levitates them. Says one
  cannot levitate oneself. (II: 276-7)
- Nynaeve holds and levitates Mat with Air. (III: 659)
- Amys levitates and bonds Egwene with Air. (IV: 573)
- Nynaeve holds someone in place with Air. (III: 186)
- Liandrin binds Tairen Mother with Air. (III: 607)
- Egwene uses Air to restrain Joiya, and stop her ears. (IV: 114)
- a female Channeler would be able to see the thumb-thick bands of Air
  binding Joiya. (IV: 114)
- Moiraine removes the Air-bindings on Amico more swiftly than Elayne
  could. (IV: 124)
- Rand and Lanfear trap each other against a wall with Air. (IV: 193)
- Lanfear unravels the Air bonds Rand trapped her with. (IV: 194)
- Liandrin binds and gags Joachim with Air. (IV: 626-627)
- Elaida binds Suian with Air. (IV: 765)
- Elayne binds Egeanin and Domon with Air. (IV: 837)
- Elayne binds Egeanin's hands with Air. (IV: 849)
- Rand traps Aviendha with Air. (IV: 826)
- Nynaeve binds and gags Moghedien with Air while shielding her, then ties
  off the weaves. (IV: 910)
- Egwene uses Air to bind Amico from Tel'aran'rhiod. (III: 654)
- Moghedien binds several women with Air. (V: 243)
- Alviarin binds Fain with Air. (V: 259)
- Rand restrains Lan with Air. (V: 633)
- Rand restrains Maiden with Air. (V: 638)
- Nynaeve redirects some of her shield weave into a flow of Air to
  physically bind and gag Logain. (VI: 419, 420)
- 2 Aes Sedai bind Rand with Air, while 15 others are shielding him.
  (VI: 636-637)
- Semirhage binds person, hangs her in the air with Air, and lifts flask
  with Air. (VI: 139-140)
- Rand pins Asmodean to a wall with Air. (V: 73)
- Lanfear makes a wall of Air. (IV: 181)
- Elayne binds Temaile with Air, propels her a distance with Air. (IV: 902)
- the Aes Sedai who catch Aiel Maidens sneaking into their house wrap them
  in the Power and beat them. (VI: 446)
- Liandrin and Rianna beat Nynaeve black and blue with Air. (III: 607)
- Egwene sets up an "auto-spanker" with Air in Tel'aran'rhiod. (III: 642)
- Rand and Egwene use Air to "pinch" each other. (IV: 148)
- Aviendha and Rand pinch each other with the Power. (V: 623)
- Nynaeve uses Air to mimic the bite of horseflies. (V: 572)
- Nynaeve tries to hit Moghedien with Air, but Moghedien slices her flow
  with Spirit. (IV: 906)
- Egwene or Moiraine hits Rand with Air. (V: 65)
- Erian whips Rand with Air. (VI: 662)
- Rand clubs Aes Sedai. (VI: 689)
- at the beginning of her training, during a session with Verin, Egwene
  manages only to make the air stir slightly. (II: 208)
- Nynaeve knocks Min over with a gust of directed Air. (II: 536)
- Aginor tosses people back (with Air?). (I: 750)
- Elayne pushes a man away with Air. (IV: 749)
- Liandrin and Riana clear a path through people by pushing them aside
  with Air. (IV: 914)
- someone blocks Lan's path with a wall of Air, and pushes him aside.
  (V: 628)
- Lanfear flings Moiraine aside. (V: 628)
- Rand or Moiraine uses Air to clear debris off of a chest. (IV: 100)
- Egwene tidies up feathers with Air. (IV: 150)
- Elayne raises Amathera up on her toes by lifting her braids with Air.
  (IV: 904)
- Rand uses Air to manipulate corpses and set them all in a row. (III: 419)
- two Wise Ones lift a man with Air. (IV: 373)
- Elayne lifts and moves Amathera with Air. (IV: 903)
- Lanfear lifts Aviendha and Egwene. (V: 629)
- Rand lifts man with Air. (VI: 375)
- Rand lifts two girls with Air. (VI: 204)
- Egwene simultaneously places a shield of Spirit on a Sea Folk Windfinder,
  and lifts four Sea Folk women with Air, though she can't raise them more
  than 10-12 paces above the water. (VI: 449)
- Nynaeve opens a'dam from afar. (II: 622)
- Asmodean lifts a wine goblet with Air. (V: 72)
- lifting a wine goblet with Air is about the extent of Asmodean's power
  under Lanfear's shield. (V: 72)
- Rand pushes gates open with Air. (V: 675)
- Lanfear pours out wine with Air. (V: 25)
- Elayne swirls shirts in water, lifts huge kettle full of water. (V: 600)
- Lanfear severs Rand's weave of Air. (V: 629)
- Eban lifts rock with Air, dropping it a few times. (VI: 213)
- Aes Sedai channels to move teacup. (VI: 227)
- Theodrin lifts ball of water with Air. (VI: 233)
- Rand lifts sword and sceptre with Air. (VI: 282)
- Rand collapses a corroded wall with a touch of Air. (VI: 330)
- Suian used to be able to lift three times her own weight using Air, now
  she can't even lift one man. (VI: 426)
- Rand could blindfold Min using Air. (VI: 578)
- Suian makes a sword out of Air. (II: 275)
- Nynaeve makes a crowbar out of the One Power. (III: 304)
- Sheriam makes grey, opaque dome from Air to hide the body of the dead
  Grey Man. (III: 190)
- Elayne channels Air to make a platform. (V: 233)
- Egwene smothers a fire with Air. (V: 297)
- Rand channels Air to build an igloo. (V: 360)
- Rand uses Air and Fire to warm the air in the igloo. (V: 361)
- Elayne channels wind. (V: 566, 572)
- Lanfear severs Rand's weave of Air. (V: 629)
- Rand makes a chimney of Air to carry acrid smoke away. (V: 634)
- Taim throws up Air shield to protect self from shards of explosion.
  (VI: 213)
- Taim throws up another Air shield, extending it to Rand, who makes his
  own shield and pushes Taim's away. (VI: 213)
- the Sitter weaves simple flows of Air to make her voice carry when
  making an announcement. (VI: 266)
- Romanda amplifies her voice with the One Power. (VI: 488)
- Moraine's voice increases in volume. (I: 254-255)
- Rand stops an arrow with a silvery-blue mass of Air. (VI: 374)
- Rand closes chest lids. (VI: 392)
- the Asha'man work together to make a dome of Air over the camp to stop
  attacks from above with lightning and such. They leave a hole where smoke
  can escape. Rand can see that it's not one weave, but numerous weaves
  that touch each other to form a whole. (VI: 691)
- the Asha'man lift the dome 2 spans up, to be able to get at things on 
  the ground. (VI: 694)
- the Sea Folk Windfinders weave huge flows of Air. (IV: 571)
- Elayne contracts Fades into a ball with Air. (III: 454)
- Moraine eavesdrops with One Power. (I: 782)
- the eavesdropping trick could be adapted to talk to someone at a
  distance, maybe a mile or two. (VI: 26)



65.0   BALEFIRE - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~
- balefire is forbidden from Aes Sedai use by vows almost as strong as the
  Three Oaths. One could be stilled just for knowing how to do it.
  (III: 515)
- the White Tower forbids the Aes Sedai to even learn balefire. (V: 119)
- desc of how balefire works (V: 119)
- even the Dark One can't step outside of time and save a Forsaken if he's
  been balefired. (VI: 15)


65.1   Balefire - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand channels balefire. (III: 128)
- Nynaeve balefires the Fades. (III: 454)
- Moiraine balefires. (III: 515)
- Moiraine balefires Be'lal. (III: 652)
- Ba'alzamon tries to balefire Rand, but Rand deflects it with Callandor.
  (III: 663)
- Rahvin and Rand balefire. (V: 663)
- Rand balefires Rahvin. (V: 672)
- Rand channels tiny amounts of balefire to kill Trollocs and fades.
  (V: 675)



66.0   BONDING AND COMPULSION - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- compulsion is limited to the moment, it doesn't have lasting effects?
  (IV: 760)
- if one is commanded under compulsion to do something that is an innermost
  desire, the command will hold for the a lifetime. (V: 395)
- the tricks of compulsion don't work on someone in contact with the True
  Source. (VI: 132)
- at least some types of compulsion seem to use mostly flows of Spirit.
  (IV: 906; V: 23; VI: 652)
- a few people have the strength of mind to try and resist compulsion
  subconsciously. (V: 23)
- repeated use of compulsion makes the subject more likely to be obedient,
  even if not actively under compulsion at the time. (V: 24)


66.1   Bonding and Compulsion - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Moraine uses coins to create a bond between her and the boys that will
  tell her if they live, and where they are as long as they keep coins.
  (I: 325)
- Moraine's token should also make them biddable to her ideas, but Rand's
  ability overrides that. (I: 768)
- through the coin bond, Moiraine can sense the residue of Rand and Mat's
  fear as she follows where they have been. She can sense them when she
  comes within a half mile. (I: 421)
- Moiraine is still attuned to the coin bond even when the coin carrier
  enters a stedding. (I: 558-560)
- Liandrin makes people very suggestible to her bidding. (II: 78)
- Liandrin uses her compulsion trick on Juilin Sandar to force him to tell
  her where the girls are. (III: 610)
- Liandrin opens Joachim's guards to her suggestion to gain admittance to
  his chamber. (IV: 630)
- Liandrin's compulsion trick is a pale shadow to Moghedien's compulsion.
  (V: 242)
- Moghedien uses compulsion on Elayne and Nynaeve. (IV: 758)
- Moghedien's compulsion only seems to apply to direct questions. (IV: 759)
- Moghedien's compulsion uses mostly Spirit, with some Air and Water.
  (IV: 906)
- Nynaeve's recollection of Moghedien's compulsion. (IV: 860-861)
- Nynaeve slices through Moghedien's compulsion attempt. (IV: 906)
- Lanfear causes someone's arm to twitch so she drops something. (II: 314)
- Grendael's compulsion tends to be heavy-handed. (V: 26)
- desc of Rahvin's compulsion (V: 247)
- Rahvin uses Spirit in his compulsion. (V: 23)
- Mazrim did something to four people to make them only want to serve 
  and obey? (VI: 76)
- Sammael "programs" his messenger to relay the precise message in
  Sammael's voice. (VI: 279)
- Myrelle compels Lan through their bond with a touch of Spirit so
  delicate he won't feel it. (VI: 652)
- Temaile's bonds on Amathera disappear when Temaile goes unconscious.
  (IV: 902)



67.0   EARTH WEAVES - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Egwene is able to pick out different types of metal while blindfolded
  through the use of the One Power. She can "feel" iron ore within the
  ground. (II: 597)


67.1   Earth Weaves - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Egwene is able to pick out different types of metal while blindfolded
  through the use of the One Power. She can "feel" iron ore within the
  ground. (II: 597)
- Moraine bends a steel sword. (I: 254)
- Egwene Channels to weaken metal. (III: 304)
- Egwene breaks a chain. (III: 453)
- Egwene channels Earth to rend lock in Tel'aran'rhiod. (III: 653)
- Moraine opens a lock. (I: 664)
- Moiraine opens a lock. (III: 118)
- Moraine makes an earthquake with angreal. (I: 268)
- Rand causes a small earthquake. (III: 52)
- Egwene makes street explode. (II: 650)
- Egwene and Aviendha make the earth erupt. (V: 483)
- Egwene makes the street explode. (II: 650)
- Nynaeve, Egwene and Elayne make ground explode when threatened by
  Whitecloaks. (III: 140)
- Rand channels fine flows of Earth to smooth out the stone footprints of
  the Darkhounds. (V: 121)



68.0   FIRE WEAVES - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand channels a sword, lights candles and lamps. (IV: 79)
- Rand puts out fires by drawing in their heat and transferring it. 
  (IV: 153-154)
- a woman couldn't do the same thing with heat no matter her strength,
  drawing the heat in burns her, she could burst into flames even doing it
  with a small fire She must use Air or Water to extinguish. (IV: 154)
- it's dangerous to leave flows of pure Fire tied off. (V: 212)
- it is possible to use Fire to keep a room warm, but Rand almost burns
  down a house trying to master the trick. (V: 88)


68.1   Fire Weaves - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Moraine uses fireballs or even balefire against Machin Shin. (I: 685)
- Moraine casts fireballs. (I: 737)
- Rand channels fire(?) at Machin Shin. (II: 475)
- Moiraine uses a switch as a focus to "whip" Trollocs with fire, shoots
  fire balls, and lights trees on fire. (III: 75)
- Moraine flings fireballs. (IV: 830)
- Moiraine fireballs Grey Man. (III: 496)
- Verin and Alanna make delayed-blast (on impact) fireballs out of catapult
  stones. (IV: 719, 932)
- Egwene and Aviendha make a ball of fire to burn a hill. (V: 483)
- Rand fireballs the crossbowman who shot at him. (VI: 374)
- Aviendha Channels a fireball that burns a half mile furrow in the ground.
  (IV: 797)
- Verin fireballs Trollocs. (IV: 932)
- Aviendha makes fireballs. (V: 675)
- Taim sends a bar of fire directly through a Grey Man. (VI: 404)
- Rand Channels a flame sword to fight Be'lal. (III: 650)
- Rand Channels sword of fire. (III: 418)
- Rand shoots fire from Power sword. (IV: 830)
- Rand channels fire? towards Machin Shin. (II: 475)
- Aginor sets the Green Man afire. (I: 751)
- damane channels columns of fire. (II: 420)
- the girls cause three Fades to burst into flames. (III: 454)
- Nynaeve hurls fire about. (IV: 912)
- Asmodean Channels walls of Fire at Rand, who breaks them apart. (IV: 966)
- Rand Channels Fire at Asmodean, who shields himself from it. (IV: 966)
- Rand flames walls. (IV: 198)
- Rand flames a lot of Trollocs and Myrddraal. (IV: 196)
- Aviendha channels a stream of Fire. (V: 284)
- Lanfear fights Aiel with flame arrows and waves of fire. (V: 628)
- Rand pulls the heat away from the flames attacking the Aiel. (V: 629)
- Rand flames Trollocs. (V: 650)
- Rand sets fire to trees. (III: 83)
- Nynaeve sends fire walls towards Rahvin. He is burned, but is able to
  create a clear space around him. (V: 671)
- Rand traps Grey Man in a ring of fire. (VI: 404)
- Rand flames Aginor to death. (I: 756)
- Moraine makes a flaming chasm. (I: 752)
- Moraine makes a wall of flame 20ft high as far as the eye can see from 
  right to left with angreal. (I: 269)
- Egwene manages to light fire with One Power. (I: 334)
- during a training session with Verin, Nynaeve is only once able to touch
  the Source and Channel, and because she's angry, she Channels a bundle of
  blankets afire, simply because the image of a small fire popped into her 
  head. (II: 209)
- a Novice nearly sets the class on fire when she decides to make the
  biggest flame she can during an exercise. (VI: 235)
- someone lights lamps. (VI: 399)
- Rand lights lamps. (IV: 826)
- Egwene lights a lamp and fueless fire. (V: 211)
- Sea Folk Windfinder started fires on the Seanchan vessel. Fire weaves
  beyond lighting a lamp are very difficult for her. (IV: 334)
- after a few days of training sessions during the journey to Tar Valon,
  Egwene is able to Channel a small flame and dance it from fingertip
  to fingertip. (II: 278)
- Rand makes a flame for a light. (IV: 258)
- Egwene channels Fire to heat up water. (V: 96)
- Aviendha warms Rand's shaving water. (V: 522)
- Egwene channels Fire to heat the stones in the sweat tent. (V: 103)
- Rand channels to melt a path in the snow. (V: 359)
- Rand uses Air and Fire to warm the air in the igloo. (V: 361)
- Nynaeve melts hole in the glass of a display case. (IV: 911)
- Rahvin keeps heat from himself. (V: 23)
- it is possible to use Fire to keep a room warm, but Rand almost burns
  down a house trying to master the trick. (V: 88)



69.0   HEALING - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~
- it is said that during the Age of Legends, Healing did not require
  anything of the Healed. (III: 224)
- Healing once (in Age of Legends) relied only the practitioner, now
  requires will and strength in the subject to work. (I: 110)
- Healing is not a simple thing. Part of the energy comes from within
  patient, part from the Healer.
- the Power can help replace some of the energy that comes from the
  injured during Healing. (IV: 97)
- Healing develops an affinity between practitioner and subject. (I: 321)
- Healing uses Spirit, Air and Water. (III: 190)
- Healing is a complex weave, with flows of Air, Water and Spirit. The same
  flows are also used to diagnose. (IV: 147)
- Healing is extremely complex. Its predominate weave is Spirit, but it
  uses flows of all the five Powers. (V: 399)
- traditionally, Healing uses only Spirit, Air and Water, but Nynaeve has 
  always used all Five Powers. (VI: 423)
- the flows involved in Healing are incredibly numerous and complex, akin
  to "weaving four carpets at once while blindfolded". (III: 440)
- not all Aes Sedai can Heal with any skill, Sheriam can Heal no more than
  a minor bruise or cut. (IV: 554)
- it is the custom that an Aes Sedai Heal anyone who asks, but it's not an
  Oath, so nothing compels her to. (III: 199)
- Healing is traditionally done in the presence of those who bring their
  sick to the Tower. (III: 207)
- the patient feels a sensation of cold as Moiraine heals his wound.
  (I: 658)
- when Nynaeve scans Mat to see if he's healthy, he feels chill. (III: 327)
- when Anaiya scans Mat's health, he feels a chill. (III: 340)
- the patient feels a warm ripple when having health diagnosed by an Aes
  Sedai. (VI: 204)
- average person believes Aes Sedai can raise the dead. (III: 114)
- Moiraine is unable to heal mad Wolf Brother, nothing in him remembers
  his humanity to guide him back. (III: 119)
- Healing doesn't work as well on a wound received in Tel'aran'rhiod as it
  does on an ordinary wound. (III: 241)
- Channeler should not trying Healing until she's been guided through the
  process step-by-step. (III: 137)
- the force of the Power used in Healing can kill the victim? (III: 210)
- the ability to heal can be reversed and used to kill, by boiling
  someone's blood in his veins, or stopping her heart. (IV: 630)
- by the time Thom next meets up with Moiraine, it has been too long since
  he was injured for Healing to completely mend it, but she is able to
  refresh him and ease the pain. (IV: 276)
- the fatigue caused by Channelling is not like other tiredness - it cannot
  be Healed completely when it's severe. (IV: 367)
- Aes Sedai cannot Heal traumas to the mind. (IV: 733)
- through entering the dreams of someone nearby, the Dreamwalker can aid
  the dreamer's healing. (IV: 389)
- even stilled, Leane still seems to know a fair amount about diagnosing
  injury. (V: 43)
- physical contact is required for Healing. (V: 400)
- in Age of Legends, different weaves were used to heal different
   illnesses. It took more time, but all the strength came from the One
   Power, instead of part from the injured person. (VI: 24)
- in the Age of Legends, men were better at certain types of Healing.
  (VI: 24)
- even in the Age of Legends, Healing could not cure all mental illnesses.
  (VI: 130)
- working on the brain (or anything you can't see) with the One Power is a
  difficult task. (VI: 139)
- Nynaeve probes gentled Logain with all Five Powers, she finds it helpful
  to touch him while she probes. She feels a hole, a sense of something
  missing. Elayne says she couldn't even keep track of half of what
  Nynaeve was doing. (VI: 417)
- the yellows figure the use of Fire and Earth could be refined to treat
  other health problems, such as using Fire for heart problems. (VI: 424)
- the Yellows begin to create their own marvels on the foundation of using
  other flows for Healing that Nynaeve showed them. (VI: 468)
- songbirds are too small/weak to withstand the shock of Healing? (VI: 144)
- men can Heal? Taim teaches his students the little he knows. (VI: 541)
- Semirhage is the only person remaining who has the skill and
  training to remove the scar of a long-healed wound. (VI: 137)


69.1   Healing - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Moiraine diagnoses a head injury through touch. (II: 95)
- Sheriam "delves" Egwene following the weirdness at her Accepted test, to
  make sure she's well. (III: 270)
- when Nynaeve scans Mat to see if he's healthy, he feels chill. (III: 327)
- when Anaiya scans Mat's health, he feels a chill. (III: 340)
- Verin diagnoses Perrin's wound with her hand an inch from his side. 
  (IV: 697)
- Moraine healed a broken leg, a gashed back and a burned arm. (I: 130)
- Moraine heals Lan a number of times. (I: 737)
- the patient feels a sensation of cold as Moiraine heals his wound. 
  (I: 658)
- Moiraine has the Talent of Healing fairly strongly. (III: 59)
- Moiraine heals those wounded after battle at camp, including some
  wolves. (III: 81, 84)
- desc of Moiraine healing Perrin, the sensations he feels (III: 84)
- unconscious, seriously-injured Aiel woman sits up and screams when
  Nynaeve heals her. (III: 440)
- Nynaeve heals Elayne's cracked skull. (III: 451)
- Nynaeve Heals Egwene and Elayne. (III: 659)
- Moiraine heals Rand of wounds after he battles his doubles. As the flesh
  knits, the shards of embedded glass are pushed out of the wounds.
  (IV: 98)
- the severity of Perrin's injury daunts Alanna. (IV: 707)
- Alanna and Verin Heal wounded. (IV: 719)
- Moraine Heals. (IV: 830)
- Elayne manages to Heal Rand's bruise, but that's the limit of her Healing
  ability. (IV: 162)
- Elayne heals Nynaeve's black eye, which is the extent of her skill with
  Healing. (V: 397)
- Moiraine Heals a woman. (V: 266)
- Nynaeve Heals Rand. (V: 673)
- Nynaeve and Theodrin Heal each other. (VI: 234)
- Moiraine heals Mat of the burn from Darkhound slobber. (V: 117)
- Egwene gets caught up in the weave of Nynaeve's Healing of Elayne when
  she touches Elayne. She feels hot and cold, and as though she's spinning,
  falling, flying. Even being on the periphery of the Healing that way
  cures the last of her headache. (III: 451)
- Moraine removes sensation of fatigue from 6 horses and 6 people. (I: 151)
  - the horses are still tired, but don't feel it, would run until they
    dropped dead if pushed. (I: 167)
- Rand channels strength and energy to Bela. (I: 149)
- Vandene Channels to pass strength/energy to Moiraine. (II: 332)
- Moiraine Heals Rand's weariness, but leaves a little so he will sleep.
  (IV: 199)
- by the time Thom next meets up with Moiraine, it has been too long since
  he was injured for Healing to completely mend it, but she is able to
  refresh him and ease the pain. (IV: 276)
- Moiraine washes away a portion of Rand's fatigue. (IV: 367)
- Moraine heals Mat and "contains" the evil of the dagger from Shadar
  Logath, but is not strong enough to break the bond. (I: 637)
- after being Healed of his link with the dagger, Mat will eat 3-4 meals
  that would feed a family of five for days, or starve. (III: 230)
- Mat's post-Healing hunger just suddenly disappears one day. (III: 464)
- Rand quiets his horse with One Power? (I: 151)
- Verin calms Rand's hysteria? (II: 445)
- the initial Healing of the wound Rand took over Falme does not work the
  way it should and usually does. (II: 674)
- desc of how Aes Sedai perceives Rand's unhealing wound (V: 673)
- Nynaeve probes Siuan and Leane, and feels something that's cut or torn.
  (VI: 17)
- Nynaeve probes Logain with all Five Powers, she finds it helpful to
  touch him while she probes. She feels a hole, a sense of something
  missing. Elayne says she couldn't even keep track of half of what
  Nynaeve was doing. (VI: 417)
- Nynaeve finds an emptiness within the hole. It's hard to find, but feels
  vast once she's there. (VI: 417-418)
- the feeling of something cut is the same as in Suian and Leane as in
  Logain. (VI: 418)
- Nynaeve bridges the "hole" in Logain with Fire and Spirit to make him
  whole. (VI: 418)
- Nynaeve unstills Leane and Suian. (VI: 423)
- the joining feels different with the women than it did with Logain.
  (VI: 423)
- Rianna (a Healer) can stop a person's heart with the One Power to kill
  him/her. (III: 608)
- Lanfear squeezes Rand's heart and brain, then he cuts the flows. (V: 630)
- Semirhage stimulates the pain centres of the brain with Spirit and Fire -
  stimulating them too much can kill in moments. Later she sets the "web"
  a second time, and ties it off. (VI: 139)
- Semirhage stimulates the pleasure centres of the brain. (VI: 140)
- Semirhage can break people with pleasure, as well as pain. (VI: 142)
- Semirhage kills Warder with overdose of pleasure simulation. (VI: 143)
- Moiraine refuses Perrin's request for Healing, to remind him to be
  cautious in Tel'aran'rhiod, as it's not a serious injury. (III: 416)
- Rand tries to bring a little girl back from the dead, but accomplishes
  no more than a lifeless animation of her body. (IV: 197)
- the severity of Perrin's injury daunts Alanna. (IV: 707)
- when Birgitte is torn from Tel'aran'rhiod, there is nothing wrong in her
  to Heal, but still she is dying. (V: 399)
- Semirhage is the only person remaining who has the skill and
  training to remove the scar of a long-healed wound. (VI: 137)



70.0   ILLUSION AND INVISIBILITY - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- making something invisible is a trick of bending the light. (V: 374)
- one can become "invisible" by wrapping oneself with light, but it ripples
  when one moves. (VI: 26)
- you can disguise your appearance through weaves of the One Power.
  (VI: 26)
- the weave to make an illusion is called Mirror of Mists. (VI: 611)
- an illusion is easier to make the closer it is to your true appearance.
  Clothes are not part of the weave. (VI: 643)
- only the most subtle use of Illusion can pass the test if someone touches
  the person disguised and they are radically different looking than the
  disguise. (VI: 132)
- the Talent of being able to make oneself invisible is known from writings
  from the Age of Legends. (III: 96)


70.1   Illusion and Invisibility - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand creates the illusion of a piece of wall to conceal a niche. (V: 122)
- Moraine appears to grow taller than a wall, and her voice increases in 
  volume. (I: 254-255)
- Alanna weaves an illusion with Fire and Air, to make herself look like a
  giant, with the volume of her voice matching the illusion. Verin can see
  her as she really is. (VI: 208)
- several Aes Sedai make themselves seem taller and amplify their voices.
  (VI: 611)
- Rand weaves Fire, Earth and Spirit almost in the way to weave a shield
  to destroy the illusion of taller, louder Aes Sedai. (VI: 612)
- Moraine lays a false trail to deceive pursuers. (I: 272)
- Moghedien camouflaged the seal in the Tanchican museum with minute flows
  of Air and Fire that are barely visible, even to a Channeler. (IV: 911)
- Nynaeve removes the disguise Moghedien set on the seal in the museum.
  (IV: 911)
- Asmodean disguises a gateway. (V: 373)
- Nynaeve removes Moghedien's disguise for Egwene, then replaces it.
  (VI: 489-490)
- Elayne disguises herself and Birgitte. An illusion is easier to make the
  closer it is to your true appearance. Clothes are not part of the weave.
  (VI: 643)
- Grendael changes her appearance with Illusion. (VI: 132)
- Nynaeve removes Moghedien's disguise for Egwene, then replaces it.
  (VI: 489-490)
- Rand creates a screen of invisibility and "fastens" it to the floor, for
  Egwene to hide behind. (VI: 389-390)
- one of the Aes Sedai senses Egwene behind the shield. (VI: 395)



71.0   LIGHT - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~
- a globe of light is made up of Fire and Air. (VI: 399)


71.1   Light - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- Moraine makes a ball of illuminating light. (I: 663)
- Moiraine makes a floating ball of light. (IV: 257)
- Rand makes a big light in the sky. (V: 504)
- Egwene and Elayne make balls of light, and affix them to a wall.
  (III: 302, 304)



72.0   LIGHTNING - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- lightning is made up of Air and Fire. (III: 431)
- lightning is made with Fire and Air. (V: 649)


72.1   Lightning - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Moraine calls ball lightning from the sky with angreal. (I: 98, 108)
- Moraine calls lightning. (I: 564)
- Rand throws lightning bolts at Dragkhar, sends wall of fire and
  earthquakes towards Trolloc army. (I: 758)
- Rand blows out a wall and kills several people with lightning. (I: 485)
- Rand creates an "auto-killer" of Trollocs involving a lot of flows. It
  travels throughout the corridors of the Tower striking Trollocs with
  lightning. Moiraine wouldn't have believed such as thing was possible.
  (IV: 196)
- Rand Channels lightning. (IV: 967)
- Rand channels a hundred lightnings. (V: 665)
- Rand counters lightning with Fire and Air, makes a shield against
  lightning spread above him, and ties it off. He can feel Rahvin's
  lightning hammering against the shield. (V: 649)
- Rand isn't able to shield against Rahvin's lightning quickly enough,
  and it breaks through to kill a number of people, Trollocs and Fades.
  (V: 649)
- Ba'alzamon grabs Moiraine with black lightning.
- Egwene and Aviendha channel wind and lightning, bring storm clouds. The
  clouds start to rain when the girls stop holding them back. (V: 483, 496)



73.0   MIXED WEAVES - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Egwene thinks she could recreate Rand's table dancing trick with Air and
  Water. (IV: 154)


73.1   Mixed Weaves - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand cuts Lanfear's flows with Spirit, Fire and Earth. (V: 629)
- Semirhage cuts off Aes Sedai's clothes with Fire and Air. (VI: 139)
- Semirhage disintegrates bundle of clothes with Fire and Earth. (VI: 139)
- women can channel a weave to detect a man's channelling. It is an
  intricate lacework of all five Powers in a constantly-shifting pattern,
  and it makes Healing seem easy. (VI: 178)
- Damer and Eban make rock explode with inexpertly-woven flows of Fire and 
  Earth. (VI: 213)
- the flows to explode a head like the rocks the men train with is only a
  little different. (VI: 214)
- the Asha'man create an expanding ring of Earth and Fire, causing the
  ground to erupt into flames and dirt, killing or injuring all in its 
  path. (VI: 694)



74.0   MISCELLANEOUS WEAVES - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

74.1   Miscellaneous Weaves - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand forms the One Power into a sword, and slices through Ba'alzamon's
  link to the One Power. (I: 762)
- Rand Channels a heron-marked sword of One Power, uses it to cut off Egwene's
  flow of Power. (III: 314)
- Rand uses One Power sword to kill Fades. (I: 762)
- One Power flows through Rand, into blade. (III: 653)
- Suian creates a blob of gross-tasting stuff and forces Nynaeve's mouth
  open to consume it. (II: 279)
- Aginor turns the rock Rand throws at him to powder. (I: 753)
- Be'lal Channels a black sword to fight Rand. (III: 642)
- Rand Channelled a flower out of feathers. (IV: 159)
- Rand creates an "auto-killer" of Trollocs involving a lot of flows. It
  travels throughout the corridors of the Tower striking Trollocs with
  lightning. Moiraine wouldn't have believed such as thing was possible.
  (IV: 196)
- Rand explodes the dust monsters that attack him and Matt in Rhuidean.
  (IV: 440)
- Liandrin pricks Joachim with invisible needles of the One Power.
  (IV: 629)
- Lanfear creates a dome enclosing Rand and herself to protect them from
  the rain. (IV: 962)
- Asmodean sets trap of ribbon-thin slices of the Power to kill Rand. 
  (VI: 967)
- Rand makes furniture "dance", flares up a fire without fuel, and weaves
  a metal mesh from melted gold and silver. Tables burst into flame, books
  fly, and the mattress erupts. He then undoes the shield and the
  levitation, dampens both fires, and stops the metal weaving. (IV: 149)
- the metal cloth Rand wove was four paces long, and two feet wide.
  (IV: 159)
- damane broke two of the Sea Folk ship's masts. (IV: 334)
- Rand drives Callandor into the stone floor of the Stone. (IV: 347)
- Moiraine feels the air to try and detect traps and hazards within the
  Ways. (I: 682)
- using "missile" effects with the One Power no more precise than with
  normal weapons, at least not for Moraine, who has trouble fighting the
  Grey Men who attack  because they're intermingled with friends.
  (III: 496)
- Rand cuts Asmodean's black cords while using two sa'angreal. (IV: 970)
- Lanfear gates. (V: 24)
- Moghedien uses One Power to torment Liandrin. (V: 242)
- Asmodean put the dragons on Couladin's arms. (V: 465)
- Aes Sedai channel a "cone of silence" to confer behind. (V: 583)
- Lanfear skins Isendre and explodes a wagon. (V: 628)
- Rand makes a misty grey dome enclosing him and Lanfear. (V: 629)
- Lanfear uses One Power to torment Aviendha and Egwene. (V: 629)
- Rand cuts Lanfear's flows with Spirit, Fire and Earth. (V: 629)
- Rand dispels the misty grey dome he'd created. (V: 633)
- Egwene is so hurt by what Lanfear did, that she'll need lots of rest,
  and shouldn't go into Tel'aran'rhiod while she is well. (V: 634)
- Moiraine writes a letter attuned to the reader so that the words will
  fade a few moments after it leaves his hands. (V: 637)
- Rand freezes fades and men so cold that one of them has an arm snap off.
  (V: 662)
- Lanfear brands scars on darkfriend in dreams. (V: 345)
- Rahvin keeps heat from himself. (V: 23)
- Lanfear uses One Power to cause Rand great pain. (V: 631)
- inverting a weave makes it so only the woman who channelled it can see
  the weave. (VI: 26)
- there is possible for a female channeler to hide her ability from other
  female channelers. (VI: 26)
- Grendael creates a "net" to keep heat out of part of her palace.
  (VI: 129)
- Elayne uses One Power to unwind "snake sheet". (VI: 253)
- Sammael "programs" his messenger to relay the precise message in
  Sammael's voice. (VI: 279)
- Sammael sets his messenger to self-destruct if the answer is no, he dies
  by bleeding from every pore. (VI: 280)
- Egwene grasps the Source and prepares a weave of nasty things, to use
  just in case. (VI: 302)
- Rand breaks a mirror. (VI: 398)
- the Wise Ones search for traps laid with saidar in Cairhien. (VI: 445)
- Egwene simultaneously places a shield of Spirit on a Sea Folk Windfinder,
  and lifts four Sea Folk women with Air, though she can't raise them more
  than 10-12 paces above the water. (VI: 449)
- Wise Ones take a woman apart with the Power. (VI: 665)
- Taim gates a bunch of people into the battle. (VI: 686)
- Rand bursts open the chest holding him. (VI: 688)
- the Asha'man make a lot of people explode in battle. (VI: 694)
- Nynaeve, Egwene and Elayne make ground explode when threatened by 
  Whitecloaks. (III: 140)



75.0   SPIRIT WEAVES/SHIELDING - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Channelers strong in Spirit sometimes can force their dreams on others,
  even without meaning to. (III: 94)
- almost nothing uses pure flows of Spirit. (III: 625)
- the Talent of Dreaming is a thing of Spirit. (III: 626)
- Spirit is the only one of the Five Powers that can be channelled in one's
  sleep. (IV: 100; VI: 149)
- women travel using Spirit. (VI: 491)
- Spirit is used to shield a channeler from the source, and to gentle or
  still them. 
- a complicated weave of Spirit is used to make a shield.
  (III: 641; IV: 114, 758)
- it's possible to shield someone already Channelling, but more difficult 
  than if they weren't touching the Source. (III: 654)
- a shield from the Source is like a glass wall, the Channeler can sense
  the source, but cannot touch it. (III: 607)
- a tied-off shield is vulnerable, if the shielded has the time and
  patience, she can unravel the knot. (VI: 218)
- cutting off someone's active link to the Source is a lot more difficult 
  than shielding them before they've touched it. (VI: 391)


75.1   Spirit Weaves/Shielding - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Channelers strong in Spirit sometimes can force their dreams on others,
  even without meaning to. (III: 94)
- Aes Sedai learn to shield their dreams. (III: 95)
- Rand uses Spirit to ward his dreams. (V: 89)
- Nynaeve tries to hit Moghedien with Air, but Moghedien slices her flow
  with Spirit. (IV: 906)
- Rahvin uses Spirit in his compulsion. (V: 23)
- Lanfear could break through Rand's dream warding, and it would be 
  unpleasant for him. (V: 125)
- Egwene channels flows of Spirit to create a reflection of Tel'aran'rhiod
  that IS Tel'aran'rhiod, which she steps through to enter Tel'aran'rhiod
  in the flesh and travel. (VI: 465)
- Moghedien is able to hide her ability when not Channelling. (IV: 907)
- Elayne uses Spirit to mask her ability to channel. (VI: 643)
- Myrelle compels Lan through their bond with a touch of Spirit so delicate
  he won't feel it. (VI: 652)
- Suian is able to shield Nynaeve off from the Source even while she's
  Channelling. (II: 277)
- one trained Aes Sedai is sufficient to maintain shields on Egwene, El,
  and Nynaeve once it's been woven. (III: 639)
- Egwene is not shielded in Tel'aran'rhiod while she is in the real world.
  (III: 641)
- Egwene shields Joiya and holds her with Air in Tel'aran'rhiod.
  (III: 641-642)
- Egwene uses Spirit to shield (and accidentally still) Amico from 
  Tel'aran'rhiod. (III: 654)
- Rand shields Egwene and Elayne. (IV: 149)
- Lanfear shields Rand. (IV: 181)
- rebel Aes Sedai shield Suian. (IV: 765)
- Elayne shields Temaile and knocks her unconscious. (IV: 902)
- Nynaeve shields Moghedien, ties off the weave. (IV: 910)
- Lanfear shields Asmodean with a weave that will fade away in time.
  (IV: 973)
- Lanfear says that there would be a way to break through her weave, if 
  Asmodean was willing to accept the pain of it. (IV: 973)
- lifting a wine goblet with Air is about the extent of Asmodean's power
  under Lanfear's shield. (V: 72)
- Lanfear's shield on Asmodean is "inverted" so that females can't see it.
  (V: 73)
- Rand ties off Spirit and Fire to ward a room so that any male channeler
  passing through the ward will be enveloped in a wall of fire, but 
  otherwise it will do nothing. (V: 78-79)
- Rand uses Spirit to ward his dreams. (V: 89)
- Lanfear could break through Rand's dream warding, and it would be 
  unpleasant for him. (V: 125)
- Moghedien shields Liandrin and the other Black Ajah members. (V: 240)
- Rand shields Asmodean. (V: 373)
- Moghedien shields Liandrin, ties the shield off in a complicated weave.
  (V: 394)
- Lanfear tries to shield Rand, but he fights her off. (V: 630)
- Semirhage ties off a shield around Aes Sedai. Because the Aes Sedai
  isn't strong in the One Power, she trusts that she won't be able to
  untie the tied off "knots". (VI: 139)
- Verin and Alanna try to shield Rand, but he shields them, instead.
  (VI: 204)
- Nynaeve shields Logain, but he almost bends through it, but she suspects
  he was just flexing his muscles, not trying the shield with his full
  strength. (VI: 419, 420)
- six Aes Sedai take over Nynaeve's shield on Logain. (VI: 421)
- Logain tries to break free of the shield on him, and is strong enough
  that he might have, if it had been five women maintaining the shield
  instead of six. (VI: 429)
- 15 Aes Sedai shield Rand. (VI: 636-637)
- it takes 6 Aes Sedai to maintain the shield on Rand. (VI: 638-639)
- 6 is the traditional number used to shield a male channeler. (VI: 646)
- it is also custom that all of the strength of those maintaining a shield
  must be directed into that shield. (VI: 647)
- Rand tries to break the shield around him several times, but is 
  unsuccessful. (VI: 661)
- desc of how shield feels when a couple of the Aes Sedai have tied off
  their weave (feels like "knots") vs. where it is actively maintained.
  (VI: 663-664)
- Wise Ones figure they could learn to weave a shield. (VI: 665)
- desc of Rand breaking through the shield (VI: 687)
- Rand stills 3 Aes Sedai. (VI: 688)
- Rand shields Aes Sedai. (VI: 689)
- Amys shields Egwene from the source, but can't keep her shielded for very
  long because of how strong Egwene is in the One Power. (IV: 573)



76.0   TRAVELLING AND GATING - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Travelling is faster than skimming. (V: 121)
- blocking open a gateway is very difficult, Asmodean says only Demandred,
  Semirhage and Lews could do it. (V: 375)
- the amount of One Power drawn for a gateway doesn't affect how large you
  can make it. The One Power actually has little to do with gateways, only
  the making of them. Asmodean calls what lies beyond the gateway a dream
  within a dream. (V: 645)
- the direction in which one skims is mutable, and one can go into nowhere
  if it is directed wrong. (V: 646)
- the edge of a gateway is so sharp, it makes a honed razor seem dull.
  (VI: 137)
- desc of explanation of travelling (VI: 394)
- desc of differences between male and female travelling. (VI: 490-491)
- you have to know the place where you open a gateway from, as well.
  (VI: 689)
- there has been no Aes Sedai strong enough to Travel since the Time of
  Madness. (I: 317)
- all the Forsaken together couldn't Move 1000 Trollocs. (I: 317)


76.1   Travelling and Gating - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand Travels to Rhuidean. (963-965)
- Asmodean opens up a doorway, Rand keeps it forced open to slip through,
  as it closes, it slices off his bootheel. (IV: 966)
- Rand transports a few hundred people and horses via the Portal Stones.
  Even using an angreal, the amount of Power required almost burns him
  out. (IV: 365-367)
- Rand channels to block open Aviendha's gateway, and ties off his weave.
  (V: 358)
- when the gateway closes, it slices off the end of a spear that was
  sticking through it. (V: 373)
- Aviendha channels a gateway. (V: 358)
- Rand gates/skims? (V: 120-121)
- Rahvin sense Lanfear's gating only as a slight tingle. (V: 24)
- Rand balefires. (V: 114, 115, 284)
- the biggest skimming gateway Rand can make is four paces wide. (V: 645)
- Rand is able to make a skimming platform roughly the size of a courtyard.
  Only Rand's presence maintains the platform. (V: 645)
- Rahvin opens gate to Rahvin. (V: 650)
- Demandred travels to Shayol Ghul. (VI: 13)
- Rand opens teleport gateway. (VI: 84)
- Rand opens gateway to Cairhien. (VI: 282)
- Rand opens gateway to Shadar Logath. (VI: 327)
- Rand opens gateway to Two Rivers. (VI: 333)
- Rand opens gateway to Caemlyn. (VI: 334)
- a Forsaken opens a gateway directly behind Mat's tent. (VI: 343)
- Egwene makes a doorway, Elayne thinks she could learn how. (VI: 491)
- only a handful of Aes Sedai are strong enough to make a travel gateway
  larger than they can put an arm through, and most can't even manage that.
  (VI: 513)
- Elayne opens a gateway, it's not as big as Rand's. (VI: 561)



77.0   WARDS - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~
- wards can be made of any of the Five Powers, depending on their purpose.
  (III: 318, V: 78-79; VI: 330)
- a channeler can remove the vestiges of a ward after its use, though they would eventually
  dissipate naturally. (I: 734)
- setting wards that would simply kill any shadowspawn that passed through
  them is beyond Moiraine's ability. (III: 63)
- wardings are complex, tenuous weaves, and are often rendered useless
  if the channeler tries to make them do more than one thing. (V: 273)
- it's not possible to set two kinds of wards at once. (III: 63)
- the shield around Callandor is made of Air, Fire and Spirit. (III: 318)
- the weakest Forsaken could sense any warding Moiraine might make if
  nearby and kill the group from afar. (III: 599)
- There are thousands of ways to spin wards, it can take days
  to figure out the precise flow to spin a hole through a ward. (VI: 217)


77.1   Wards - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- almost everyone in Tear suffers from nightmares because Be'lal doesn't
  shield his dreams. (III: 623)
- Rand uses Spirit to ward his dreams. (V: 89)
- Lanfear could break through Rand's dream warding, and it would be 
  unpleasant for him. (V: 125)
- dream shielding only protects from dreams outside of oneself, not one's
  own nightmares. (III: 124-125)
- Rand's dream, protected by a ward of saidin, looks muted, and Egwene
  cannot pass into it. (VI: 247)
- Moraine sets wards around a building to keep out the evil of Shadar
  Logath. (I: 289)
- Moraine could set wards against Fades and Trollocs? (I: 292)
- Moraine sets wards to warn of evil, and illusion that causes camp to 
  disappear. (I: 728-729)
- Moiraine removes the vestiges of her wards, though they would eventually
  dissipate naturally. (I: 734)
- Moiraine wards camp against the view of the Dark One's creatures.
  (III: 44)
- Rand sets wards around the entire Aiel camp that will raise an alarm with
  a bird call if a creature of the Dark One passes. The ward could be made
  to kill instead of alarm, but that would be a beacon to any nearby male
  Forsaken or Myrddraal, whereas the other is barely noticeable.
  (V: 273, 284)
- the weakest Forsaken could sense any warding Moiraine might make if
  nearby and kill the group from afar. (III: 599)
- Rand weaves a nasty ward using all Five Powers. (VI: 330)
- the shield around Callandor is made of Air, Fire and Spirit. (III: 318)
- Rand wards Callandor against any who would try and Channel it out of the
  Stone. (IV: 349)
- Rand updates his Callandor traps to use inverted, invisible weave.
  (VI: 453)
- Moraine keeps rats away from a certain street, wards they probably won't 
  even notice. (I: 627)
- Moiraine makes wards that keep people out. (II: 47)
- Rand ties off Spirit and Fire to ward a room so that any male channeler
  passing through the ward will be enveloped in a wall of fire, but 
  otherwise it will do nothing. (V: 78-79)
- Rand places traps around the niche where he hides his ter'angreal.
  (V: 122)
- Rahvin sets channelling-sensing wards throughout Caemlyn. (V: 659)
- Suian wards a box to burn up when opened by any hand but hers. This weave
  is small enough to be difficult to detect. (III: 157; IV: 765)
- the *angreal area of the Tower is locked and warded with an alarm that
  will call for help if door opened. (V: 259)
- Suian wards against eavesdropping. (II: 60)
- Suian wards room against eavesdropping. (III: 159)
- Elayne makes a ward against eavesdropping. (VI: 597)
- Suian makes a ward against eavesdropping. (VI: 650)
- wards are placed around a building to prevent eavesdropping. (VI: 217)
- the eavesdropping ward is a close, flat dome of mostly Fire and Air, 
  with touches of Water, a channeler can see the knot where it is tied.
  (VI: 229)
- the wards against eavesdropping can be of various sizes. (VI: 493-494)
- Moghedien shows the girls a way around the eavesdropping ward, but it
  doesn't work. There are thousands of ways to spin wards, it can take days
  to figure out the precise flow to spin a hole through a ward. (VI: 217)



78.0   WATER WEAVES - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~

78.1   Water Weaves - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Rand Channels water from deep in the ground into a spring to drink from.
  (IV: 393)
- Rand channels Water to flow in Rhuidean's fountains. (V: 132)
- Nynaeve dries clothes by sucking the moisture from them with a weave of 
  Water, the water falling to the floor. (VI: 232)
- Egwene dries the water off of herself after she is dunked. (VI: 449)
- Theodrin uses Water to gather droplets of water on the floor together 
  into a ball. (VI: 233)



79.0   WEATHER - GENERAL NOTES
       ~~~~~~~~~~~~~~~~~~~~~~~
- Nynaeve's ability to "listen to the wind" and predict the weather is 
  a thing of Air and Water. (I: 320)
- it is very difficult to channel rain if starting with nothing, 
  weather-wise. (V: 182)
- the effects of altering the weather tend to keep going along whichever 
  lines the channelling formed them into. (V: 566)


79.1   Weather - Specific Episodes
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Moraine makes a large, precise fog. (I: 154)
- there aren't 10 women in Tar Valon who could do as well as Moiraine.
  (I: 165)
- Moraine causes a whirlpool in river Taren. (I: 164)
- Nynaeve channels a huge dust storm. (V: 137)
- Verin calls up a storm. (IV: 547, 659)
- Verin wouldn't be able to stop a big storm by herself, though she could
  lessen it within the immediate area, which would noticed by any
  channeler within ten miles. (II: 581)
- Egwene and Aviendha channel wind and lightning, bring storm clouds. The
  clouds start to rain when the girls stop holding them back. (V: 483, 496)
- Rand is able to use the storm clouds that Aviendha and Egwene summoned,
  even if he can't see their weaves. (V: 494)
- El uses flows of Air and Water to try and gather clouds in the sky to 
  make it rain during the drought, but she isn't strong enough to counter
  the severity of the drought. (VI: 30)
- Rand can't channel to fix the drought. (V: 602)
- Rand makes it rain in Alcair Dal in the heart of the Aiel Waste.
  (IV: 961)
- Sea Folk Windfinder speeds the wind with very thick flows of Air and
  Water in a delicate, intricate weave that stretches as far as Elayne
  can see. (IV: 333)
- if she dropped the weave before finishing it, she could have caused a
  storm that would last at least 12 hours or so. (IV: 333)
- Elayne channels wind. (V: 566, 572)
- the Aes Sedai embassy to Shienar called the wind to get there and back
  swiftly. (II: 212)



80.0   TALENTS AND UNUSUAL ABILITIES
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- reference to the Voice and Singing. (I: x)
- Elaida can sense truth, is this a Talent? (I: 543)
- the Talents of flying and making oneself invisible are known from
  writings from the Age of Legends. (III: 96)
- Nynaeve perceives looming human conflict as though it were a looming
  storm. She can feel storms to do with men as well as weather. (III: 133)
- Nynaeve senses bad weather coming, though all physical signs show fair
  weather, human conflict again? (VI: 164)
- Nynaeve's weather sense indicates a "storm". (VI: 410)
- lost Talents: Aligning the Matrix (strengthens metal), Spinning
  Earthfire, Milking Tears (VI: 511)


80.1   Foretelling
       ~~~~~~~~~~
- Foretelling the future. (I: 543)
- Foretelling is a rare Talent, there have only been two in the past twenty
  years. (IV: 37)
- Elaida's Foretelling is vague. (I: 614)
- the Talent of Dreaming is thought to be linked to the Talent of
  Foretelling. (II: 213)
- Elaida has a brief Foretelling when she sees Rand. (I: 614)


80.2   Meditation (the "Oneness") and Temperature Insensitivity
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- the reduced sensitivity to temperature is nothing to do with the One 
  Power, it's a trick of the mind. (V: 622)
- the no-sweat trick can be expanded to allow the person to barely feel
  heat/cold that would a disable another. (VI: 194)
- the temperature does not affect Aes Sedai as much. (V: 322)
- the Aes Sedai say the heat/cold trick will come "eventually", as working
  with the One Power for a long time allows people to achieve the
  necessary detachment. (VI: 217)
- only full Aes Sedai are taught the trick of concentrating in a certain
  way so as not to be affected by the heat, and it has nothing to do with
  the One Power. (VI: 506)
- Warders don't seem to be very affected by the temperature, either. 
  (VI: 337)
- desc of the Flame and Void trick (IV: 152)
- Lan is not visibly effected by the unnatural heat of the Blight. (I: 726)
- the void concentration technique makes you almost unaware of your
  physical self. (V: 492)
- Lanfear refers to the void/flower trick "the Oneness". (II: 260)


80.3   "Sensing"
       ~~~~~~~~~
- Rand and the others seem to feel a tingling sensation when Moraine lays
  a false trail. (I: 272)
- M and Nynaeve feel the Dark One's eye on the world. (I: 416-417)
- Rand senses evil? (I: 521)
- Rand can sense the "wrongness" of the dagger? (I: 653)
- Aes Sedai can sense the taint within the Ways. (I: 676)
- Rand and Nynaeve can sense the "wrongness" within the Blight. (I: 724)
- Rand can feel the elements of his life in danger. (II: 653)
- Rand senses Shadowspawn, they feel like the taint on saidin. (III: 83)
- Rand and Moiraine sense Darkhounds. (V: 112, 114)
- Rand and Moiraine can sense an "afterimage" of balefire. (V: 119)
- Nynaeve senses evil within the seal, her imagination? (V: 553)
- Rand feels the taint growing worse? (VI: 540)


80.4   Sniffing
       ~~~~~~~~
- there are at least three Sniffers mentioned as working in Shienar. The
  King keeps a Sniffer in Fal Moran, and another works in Ankor Dail.
  (II: 152)
- Hurin has grey hair, yet only became a Sniffer four years ago. He had
  never heard of such a thing before it happened to him. It started slowly,
  with him catching smells here and there that no one else noticed, and it
  was a full year before he realized what it was, that he could smell
  violence and the trails of those who did it. When Ingtar heard of it, he
  took Hurin into service to serve the King's justice. (II: 152-153)
- Hurin can sniff out violence, and even those likely to commit a violent
  act? (III: 134)
- there is nothing physically different about Hurin's nose. (II: 153)
- each incident of violence and the trail of the perpetrator smells
  different, there's no chance of mixing them up. (II: 153)
- sniffers can't tell a Darkfriend by smell. (II: 154)
- "natural" human evil smells bad, but the evil of Fades, Trollocs and most
  especially Fain is unbelievably worse, so bad Hurin can almost taste it.
  (II: 154)
- Sniffing is not affected by the weather, rain doesn't wash away the
  trail. (II: 580)
- men seem to keep the Sniffing thing quiet, there's a worry because Aes
  Sedai seldom like what they don't understand, though it has nothing to
  do with the One Power. (II: 152, 153)
- a Brown Aes Sedai kept Hurin in Cairhien for a month trying to find out
  how he did what he was doing, wondering if it was something new, or
  something old come again, like with the Wolf Brothers. (II: 153)
- Hurin followed murderers as far as Cairhien and Maradon to bring them to
  justice. (II: 154)


80.5   Ta'veren and Sensing Ta'veren
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- explanation of ta'veren (III: 47)
- no one knows anything about a ta'veren as strong as Rand. (III: 115)
- ta'veren are pulled towards one another? (IV: 56)
- the pull towards a ta'veren is very general, there's no sense of 
  direction or location. (VI: 566)
- Rand pulls Egwene, Min and Elayne towards him, but Nynaeve doesn't feel
  it at all. (II: 670)
- Brigitte is drawn to talk to Perrin because he's ta'veren? (IV: 463)
- Egwene almost says something she doesn't intend to, because she's caught
  up in Rand's ta'vereness. (VI: 304)
- ta'veren effects: (V: 350)
  - everyone dicing tosses 6's 
  - mends feud between warring clans
  - vipers attack, but miss
- bubbles of evil (IV: 101)
- Logain can sense ta'veren. (VI: 420)
- Nicola can sense ta'veren, she sees Mat as shining or glowing. (VI: 502)


80.6   Treesinging
       ~~~~~~~~~~~
- desc of how Loial uses Treesinging to form a staff from a living tree.
  (II: 236)
- no Treesinger has sung a piece as large as a bed in 1000 years. (III: 380)
- the flowing curves of the sung wood bed reflect that it was grown, not
  constructed. (III: 399)


80.7   Viewing
       ~~~~~~~
- Min started Viewing at an early age (6 or 7). (III: 45)
- Min can see pieces of the Pattern. Sometimes she knows what they mean, 
  sometimes not. (I: 215)
- Min only sees images around people when they are conscious, not when they
  are sleeping or unconscious. (II: 669)
- Aes Sedai and Warders always have images around them. (III: 45)
- the images and auras Min sees around channelers tends to be obscured
  when they are actively channelling. (VI: 613)
- Min no longer sees images around Leane and Suian like she does with most
  Aes Sedai once they've been stilled. (IV: 772)
- Min has only ever seen herself once in one of her viewings, the one that
  told her she would love Rand. (IV: 33)
- Min discovered thieving groom and romancing Novice through her viewings.
  (IV: 288)
- Min has never before had a viewing that indicates multiple future
  possibilities, except the one about Gawyn and Egwene. (IV: 787)
- why Min sees a viewing around someone seems to have no rhyme or reason as
  to who or why or when. (V: 44)
- Min never knows when something she Views will happen. (III: 45)
- Min thinks her Talent only relates to human beings. (III: 99)
- Min rarely definitively knows what her visions mean. (IV: 18)
- the Aes Sedai have never heard of Min's Talent. (III: 45)
- Leane calls Min's ability "reading the Pattern". (VI: 29)
- a Wise One describes Min's ability as interpreting the dream without
  dreaming. (VI: 535)



81.0   WOLF BROTHERS AND WOLVES
       ~~~~~~~~~~~~~~~~~~~~~~~~
SEE ALSO: 84.0   DREAMS AND TEL'ARAN'RHIOD
- Wolf Brother is an old thing, as old as humankind and wolves, far older
  than Aes Sedai. (I: 345)
- Red Ajah tried to gentle Elyas. It wouldn't have worked, being a Wolf
  Brother has nothing to do with the One Power. (I: 345)
- any attempt to gentle Perrin would not harm him. (III: 415)
- no type of Healing could change Perrin from being a Wolf Brother.
  (I: 578)
- there's a fragment from the Age of Legends 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)


81.1   Wolf Brother Abilities
       ~~~~~~~~~~~~~~~~~~~~~~
- Wolf Brotherness can't be taught, some can do it, some can't. Elyas
  recognizes that Perrin is one who can. (I: 342)
- wolves can tell that Egwene is firmly planted in the human world, and
  Perrin stands halfway between. (I: 346)
- the Wolf Brother ability can come quicker if one meets a guide or
  intermediary, like Perrin with Elyas and his pack. (I: 629)
- the wolves always find you, not you them. (I: 341)
- the "real" beginning is when the wolves start to sense the Wolf Brothers
  thoughts, respond to what he's thinking. (I: 341)
- wolves started appearing wherever Elyas went. (I: 341)
- Elyas' eyes are yellow like gold. (I: 338)
- Perrin's eyes are yellow by the time Moiraine and crew rescue him and
  Egwene from Whitecloaks. (I: 577)
- Elyas can control dogs. (I: 365)
- Perrin starts to be able to sense where wolves are, and sense their
  contempt for dogs. His awareness grows daily. (I: 407-408)
- Perrin can barely sense the wolves when they get about one mile distant.
  (I: 425)
- Elyas can feel the wolves further away than Perrin can. (I: 426)
- Perrin can feel the departing wolves fading away, and he gets a strong 
  burst of emotion/thought from one of them. (I: 347)
- Perrin can sense the tension of wolves release when he stops touching his
  axe. (I: 340)
- the wolves share Perrin's dream of Ba'alzamon, and tell him they can only
  completely protect him if he fully accepts being a Wolf Brother. He can
  now understand the communication between Elyas and the wolves, and they
  speak to him. (I: 412)
- Perrin can meld with the wolves enough to see what they see, feel their
  pain and taste what they taste. (I: 430)
- the wolves say that Whitecloaks smell wrong, like a rabid dog smells
  wrong. Eventually Perrin thinks he can smell the wrongness, too.
  (I: 441, 445)
- Perrin starts to be able to see in the night as though there was as much 
  light as at twilight. (I: 442-443)
- Perrin's sense of smell starts to improve. (I: 445)
- Perrin starts to develop a wolf's emotions or reactions to some events,
  like baring his teeth. (I: 448)
- Perrin does not seem to be visibly affected by the heat in the Blight,
  presumably some effect of being a Wolf Brother, as everyone else but Lan
  is. (I: 726)
- Perrin comes to like only/primarily meat. (III: 43)
- Perrin starts to feel he could almost hear the conversation between Elyas
  and his wolves, but tries not to. (I: 345)
- Perrin just "knows" Hopper's name. (I: 346)
- Perrin turns into a wolf while he's in Tel'aran'rhiod hunting Faile.
  (III: 625)
- Perrin sees visions in his dream, like a Dreamwalker. The wolves do NOT
  see visions in Tel'aran'rhiod. (IV: 458)
- Elyas gets strong intuitions occasionally throughout his life, no
  indication that this is necessarily linked to being a Wolf Brother.
  (I: 403)
- Perrin finds he doesn't feel comfortable in cities anymore. (VI: 566)
- Perrin is adept at determining other people's emotions from their scents.
  (VI: 568)
- Perrin's sense of smell is now nearly as acute as a wolf's. (VI: 630)
- Perrin can talk "wolf", he makes the lead-wolf growl. (VI: 653)
- mad wolf brother killed a cow with his teeth. (III: 118)


81.2   Wolves
       ~~~~~~
- wolves can sense all people to a certain extent. (I: 341)
- the wolves could smell Fades and Trollocs in Egwene and Perrin's minds.
  (I: 342)
- the wolves sense when Perrin starts thinking of violence. (I: 344)
- wolves can sense when people lie. (I: 343)
- wolves say it's been a looonnnngggg time since they hunted with men.
  (I: 341)
- wolves remember things differently than people. Each wolf remembers the
  shape of the history of all wolves. (I: 342)
- wolves have their own personalities. (I: 344)
- Trollocs will kill a lone wolf any chance they get, but go miles out of
  their way to avoid a full pack. (I: 346)
- Wolves can bring down a Fade -- lost half the pack. (I: 346)
- the wolves want Perrin to stick around, they're curious about another
  like Elyas. (I: 346)
- wolves rarely look up into the sky. (I: 426)
- wolves use only the seasons and different light throughout the day to
  tell time, no notion of hours and minutes, and don't understand human
  thoughts related to that. (I: 432)
- the wolves say that Whitecloaks smell wrong, like a rabid dog smells
  wrong.(I: 441, 445)
- wolves know each other even if they've never met before. (III: 47)
- Wolves live half in the World of Dreams, and half in the real world.
  (III: 123)
- all wolves that are, were and will be are in Tel'aran'rhiod? (III: 413)
- The wolves do not see visions in Tel'aran'rhiod. (IV: 458)
- wolf says Tel'aran'rhiod is different than the real world, here the hunt
  can have many different endings? (III: 644)
- wolves recognize Aes Sedai. (VI: 671)
- desc of more wolf stuff (VI: 671)
- wolves sometimes have trouble telling male and female humans apart.
  (VI: 676)
- wolves can tell that Egwene is firmly planted in the human world, and
  Perrin stands halfway between. (I: 346)
- wolves feel contempt for dogs. (I: 408)
- news of a wolf brother would spread quickly among any wolves in the
  nearby area. (VI: 670)


81.3   Wolf Language
       ~~~~~~~~~~~~~
- the full wolf meaning of Dapple's name. (I: 341)
- the full wolf meaning of Hopper's name. (I: 445)
- Wolf Brothers and wolves don't exactly converse in words, but in images
  and feelings. (I: 341)
- it is the custom among wolves to give one's name/image and smell upon
  first meeting, wolves are formal when they first meet each other.
  (II: 623)
- the distance over which wolves can speak is less than a mile. (IV: 453)
- wolves call Rand Shadowkiller, and consider him a very important person.
  (VI: 672)
- Notdead (Grey Man) (III: 505)
- Moonhunter (Lanfear) (III: 505)
- Heartfang (Ba'alzamon) (III: 505)
- Shadowbrothers (Darkhounds) (III: 505)
- May you know good hunting, and shes to give you many cubs. (IV: 464)



82.0   UNUSUAL OBJECTS
       ~~~~~~~~~~~~~~~
- during the War of the Shadow the Aes Sedai used the One Power to create 
  weapons, such as blades that won't break and never lose their edge. Other
  weapons used the One Power in battle, but they were lost during the
  Breaking. (II: 6)
- Rand transports a few hundred people and horses via the Portal Stones.
  Even using an angreal, the amount of Power required almost burns him
  out. (IV: 365-367)
- streith is a fabric from the Age oF Legends that reflects the mood of the
  person wearing it. (VI: 57)
- a stasis box, from the Age oF Legends, should be strong enough to survive
  even the Breaking. (VI: 58)
- a glowbulb is a light source from the Age of Legends. (VI: 139)
- relics from the Age of Legends stored in a stasis box include (VI: 346):
  - an exchanger (air conditioner?)
  - glowbulbs
  - zora board, a strange, evil game
- a description of Bayle's artefacts. (II: 163-163)


82.1   Cuendillar (Heartstone)
       ~~~~~~~~~~~~~~~~~~~~~~~
- everything made from heartstone is recorded in the White Tower. (II: 67)
- not even balefire can destroy cuendillar. (IV: 908)
- the physical cuendillar seals are just focus points for the "real" seals.
  (III: 669)
- the male a'dam is formed from cuendillar. (IV: 908)
- desc of the look and feel of cuendillar (VI: 80)
- heartstone is commonly found in the shape of cups, vases and bowls. 
  (II: 431)


82.2   The Dagger of Shadar Logath
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- even a scratch from Mat's dagger will infect and destroy the victim.
  (I: 633)
- when the dagger wounds a man, a darkness spreads out from the initial
  wound, killing him in a matter of minutes. (II: 636)
- Mat doesn't remember much of events after Whitebridge, an effect of
  carrying the deadly dagger. (I: 636)
- carrying the dagger makes Mat more suspicious. (III: 226)
- Rand can sense the "wrongness" of the dagger? (I: 653)
- it takes ten full Aes Sedai using the most powerful sa'angreal in the
  Tower to Heal Mat of his bond with the dagger. (III: 210)
- after being Healed of his link with the dagger, Mat will eat 3-4 meals
  that would feed a family of five for days, or starve. (III: 230)
- the Aes Sedai shield the Shadar Logath dagger in a heavy metal box.
  (III: 212)
- Rand can sense the "wrongness" of the dagger? (I: 653)


82.3   Waygates
       ~~~~~~~~
- it took 13 Aes Sedai and a sa'angreal to destroy a Waygate, according to
  a book by Damelle daughter of Ala daughter of Soferra. (IV: 706)
- removing both leaves from a Waygate will "kill" it, requiring the Ogier
  Elders to bring the Talisman of Growing to revive it, or an Aes Sedai to
  cut a whole in the gate to allow passage through. (IV: 706)
- Caemlyn once had an Ogier grove and a Waygate, but the city grew over
  them. (I: 551, 665-666)
- Ogier can sense Waygates within a certain distance, and the direction in
  which they lie. (I: 662; IV: 303; VI: 325)
- because they involve the use of the One Power, Waygates can not be placed
  directly within a stedding, even with the Talisman of Growing. (VI: 321)
- every "occupied?" stedding has a Waygate outside of it. (VI: 321)
- Waygates appear in Tel'aran'rhiod, but they're like mirrors, you can't
  pass into one. (IV: 685)


83.0   THE HUNT AND THE HORN OF VALERE
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- whoever sounds the Horn of Valere is linked to it as long as he lives.
  (II: 497; III: 161)
- there is no prophecy or legend that says the Horn can't be used before
  the Last Battle. (II: 658-659)
- hucksters try and sell the Horn to the gullible. (III: 278)
- when it's blown, the Horn has a clear sound that's sweet and mournful,
  then a fog rises and the heroes of the Ages ride down the fog on ghostly
  horses. (II: 659-660)
- time seems to pause while the heroes come to answer the Horn's call.
  (II: 662)
- much of the world believes the Horn of Valere is only legend. (III: 234)


83.1   The Heroes
       ~~~~~~~~~~
SEE ALSO: 84.0   DREAMS AND TEL'ARAN'RHIOD
- there are a little more than 100 heroes linked to the Horn. (II: 660)
- it takes more than bravery to bind a man or woman to the Horn. (II: 660)
- the heroes come to the Horn, but they follow the Dragon and his banner.
  Always? Probably not. (II: 662)
- Channelling (and its effects?) don't harm the heroes. (II: 665)
- the horses of the heroes can travel on water. (II: 668)
- there are precepts against the heroes in Tel'aran'rhiod talking to or
  helping living people who realize they're in Tel'aran'rhiod (as opposed
  to people who think it's just a normal dream). (IV: 463, 863)
- one of the prescripts of Tel'aran'rhiod is that the heroes are not
  supposed to tell anyone that's where they live in-between being
  reincarnated. (V: 196)
- breaking the precepts results in strife and trouble. (IV: 863)
- the heroes cannot touch the real world unless they're reborn into it, or
  called by the Horn. (IV: 862)
- Birgitte remembers her other lives similarly to remembering the plots of
  books while she's in Tel'aran'rhiod. (IV: 862)
- Birgitte can be destroyed in Tel'aran'rhiod. (IV: 862)


83.2   The Hunters of the Horn
       ~~~~~~~~~~~~~~~~~~~~~~~
- Faile (at somewhere around 1*?) was the youngest person to take the oath
  as a Hunter and receive the blessing that begins the Hunt in Illian.
  (III: 404)
- from 1000-2000 people take the oath to be Hunters. (III: 404)
- Perrin assumes that a girl can't be a Hunter of the Horn. (III: 403)
- noble Hunters travel with retainers. (III: 383)
- people get very excited over the visit of Hunters of the Horn. (IV: 526)
- there are always those who would stop the Hunters if they could?
  (III: 384)


84.0   DREAMS AND TEL'ARAN'RHIOD
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- there is a place between Tel'aran'rhiod and the waking world, a vast
  blackness dotted with pinpricks of light. The flickering lights are 
  dreams, the dreams of all the people in the world, of all worlds, the 
  "real" world and the "mirror" worlds. (VI: 246)
- each light seems identical to each other, though you can learn to
  recognize some of them. (How, exactly, Egwene doesn't know.) Once
  she's learned to recognize a specific person's dream, she can always
  find it, wherever they are geographically. (VI: 247)
- Rand's dream, protected by a ward of saidin, looks muted, and Egwene
  cannot pass into it. (VI: 247)
- the place between Tel'aran'rhiod and the waking world skews distance the
  way Tel'aran'rhiod skews time. (VI: 247)
- Rand's dream, protected by a ward of saidin, looks muted, and Egwene
  cannot pass into it. (VI: 247)
- one of the dreams seems to be attracted to Egwene, moving towards her.
  (VI: 249)
- stepping into another's dream is dangerous unless they know and expect
  you, otherwise they'll assume you are just part of the dream, which they
  have complete control over, and you while you're in it. (IV: 854)
- when you enter someone's dream, you see how they see you, and you'll act
  in accordance with their dream and their view unless you fight it very 
  hard. (V: 106)
- finding a specific person's dreams is difficult, and even more difficult
  the less well you know them, and the further away they are from you.
  (V: 106)


84.1   Channelers, Dreaming and Tel'aran'rhiod
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- channelers can Channel in Tel'aran'rhiod. (III: 312)
- Channelers strong in Spirit sometimes can force their dreams on others,
  even without meaning to. (III: 94)
- Aes Sedai learn to shield their dreams. (III: 95)
- dream shielding only protects from dreams outside of oneself, not one's
  own nightmares. (III: 124-125)
- almost everyone in Tear suffers from nightmares because Be'lal doesn't
  shield his dreams. (III: 623)
- Egwene is not shielded in Tel'aran'rhiod while she is in the real world.
  (III: 641)
- Joiya enters Tel'aran'rhiod via a ter'angreal that requires Channelling,
  but yet she is still trapped there by Egwene's shield? (III: 642)
- Egwene uses Spirit to shield (and accidentally still) Amico from
  Tel'aran'rhiod. (III: 654)
- Egwene sets up an "auto-spanker" with Air in Tel'aran'rhiod. (III: 642)
- Egwene uses Air to bind Amico from Tel'aran'rhiod. (III: 654)
- Egwene channels Earth to rend lock in Tel'aran'rhiod. (III: 653)
- compulsion stays in effect from Tel'aran'rhiod to the waking world.
  (V: 393)
- Egwene's illness after being attacked by Lanfear keeps her from
  Tel'aran'rhiod. (VI: 151)
- the Wise Ones say Egwene should not return to Tel'aran'rhiod until she
  has her full body strength back. (VI: 260)
- Egwene's head hurts her first visit to Tel'aran'rhiod after what Lanfear
  did to her, but it fades in an hour or so. (VI: 257)
- Nynaeve traps Moghedien with dream a'dam in Tel'aran'rhiod. (V: 656)
- Nynaeve can feel Moghedien try to bend Tel'aran'rhiod to her will through
  the dream a'dam. (V: 656)
- Nynaeve erases leash, but still maintains the link with Moghedien.
  (V: 673)
- Nynaeve feeds forkroot to Moghedien in Tel'aran'rhiod, to put her into a
  sleep too deep for Tel'aran'rhiod so she'll leave it. (V: 674)
- it's a great effort for Egwene to stop using the dream ring ter'angreal.
  (III: 654)
- Egwene finds using the dream ring (or is it just Tel'aran'rhiod)
  addictive. (III: 553)
- accessing Tel'aran'rhiod with a ter'angreal that requires Spirit
  channelled into it, it's not possible to tie off the flow of Spirit (or
  you bounce back to the waking world), and almost impossible to channel 
  anything else. (V: 576)
- touching the Source, and within Tel'aran'rhiod, Egwene can sense things
  such as how old the skeleton in the Panarch's museum is. (IV: 208)


84.2   Dreamers and Dreamwalkers
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- the Talent of Dreaming is a thing of Spirit. (III: 626)
- Dreaming is closely linked to Foretelling. (III: 307)
- the Talent of Dreaming is thought to be linked to the Talent of
  Foretelling. (II: 213)
- Dreamers are able to foretell the future through interpreting their
  dreams. (III: 238)
- a Dreamer can sense which of her dreams are important. (IV: 207)
- the weave of the Pattern (the past, present and future) can be read in
  Tel'aran'rhiod by a trained Dreamer. (IV: 204)
- Dreamers' dreams about a ta'veren are almost always significant, the more
  so the more ta'veren the person is. (III: 290)
- the Wise Ones say that when interpreting the Dream, the knowledge must
  come from within. (V: 214)
- the Aiel Dreamers foresaw meeting with Rand and company. (IV: 370)
- Perrin sees glimpses of the future in Tel'aran'rhiod? (IV: 882)
- Anaiya's tested Egwene at least 50 times to see if she's a Dreamer.
  (III: 209)
- the last Dreamer in the Tower was 473 years ago. (III: 238)
- desc of more information about Dreaming (V: 304)
- Dreamers can enter Tel'aran'rhiod. (III: 240)
- a Dreamer sends only part of self into Tel'aran'rhiod, if he/she sends
  her total self, the body could die. (III: 626)
- there hasn't been a Dream Walker in Tar Valon for nearly 1000 years.
  (I: 642)
- having the Talent of Dreamwalking is separate from being able to Channel.
  (IV: 388)
- the Wise Ones do not speak to men about how Dreaming works. (III: 457)
- the Wise Ones keep almost everything about dreamwalking but its name
  secret. (VI: 304)
- much is uncertain to the Dreamwalker. (IV: 385)
- there are only four Dreamwalkers among the Aiel at the moment. (IV: 388)
- having the Talent of Dreamwalking is separate from being able to Channel.
  (IV: 388)
- a Dreamwalker can enter the dreams of a person nearby. (IV: 389)
- through entering the dreams of someone nearby, the Dreamwalker can aid
  the dreamer's healing. (IV: 389)
- over the span of a number of nights, the four Aiel Dreamwalkers can talk
  to all of the Clan and Sept Chiefs. (IV: 560)
- dreamwalkers can haul you into their dreams, where you'll be at their
  mercy. (VI: 247)
- the Aiel Dreamwalkers watch Rand's dreams from Tel'aran'rhiod. (IV: 826)
- desc of technique for remembering dreams (VI: 358)
- a trained Dreamer can sleep on demand, and sleep lightly enough to report
  what she sees during the Dream. (IV: 386)
- the ability to only half-sleep and enter Tel'aran'rhiod isn't an
  instinctive thing to do, but can be learned. (IV: 852)
- Egwene learns how to put herself to sleep at any time, or enter a light
  trance where she can enter Tel'aran'rhiod and still mumble to someone in
  the waking world. (VI: 450)
- Egwene is taught to put herself to sleep. (VI: 648)
- training yourself to wake when you wish is also part of the dreamwalker
  training. (VI: 453)


84.3   Properties of Tel'aran'rhiod
       ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Tel'aran'rhiod is also known and the Unseen World or the World of Dreams.
  It lies within all worlds simultaneously. A true Dreamer is able to enter
  Tel'aran'rhiod. IIII: 240)
- What happens in Tel'aran'rhiod is real. (III: 241)
- some things are stronger in Tel'aran'rhiod than in the waking world.
  (V: 393)
- the effects of being able to shape Tel'aran'rhiod is as strong as the
  effects one can achieve with the One Power there. (V: 298)
- the effort required to create objects in Tel'aran'rhiod is related to how
  large the thing is, and how likely it might exist in the waking world.
  Creating animals is very difficult in Tel'aran'rhiod. (V: 576)
- Suian is able to create first a small version of a map that gradually
  grows in size and detail to show Egwene how to get to Salidar. (VI: 452)
- if Moghedien was able to change Nynaeve's shape in Tel'aran'rhiod, she
  could make it lasting, only nine know the trick of doing that. Nynaeve
  would retain her consciousness of her true self. (V: 392)
- the trick of holding someone in Tel'aran'rhiod is to see them as just
  another part of the dream, but it is difficult, and requires practice.
  (V: 575)
- Rahvin tries to force Rand to change into Lews in Tel'aran'rhiod.
  (V: 664)
- while travelling through Tel'aran'rhiod, Egwene thinks away the welts
  from her whipping, but they'll come back when she leaves Tel'aran'rhiod.
  (VI: 465-466)
- there are certain places that cannot be entered in Tel'aran'rhiod -
  Rhuidean, the stedding, and a few others. (IV: 387)
- Waygates appear in Tel'aran'rhiod, but they're like mirrors, you can't
  pass into one. (IV: 685)
- the Tinker camps appear insubstantial in Tel'aran'rhiod because they
  move around so much. (IV: 683)
- there is no dust in Tel'aran'rhiod. (IV: 213)
- creatures in Tel'aran'rhiod: dogs, roaches, fish, beetles, birds, rats,
  lions. (IV: 213)
- creatures not in Tel'aran'rhiod: horses. (IV: 214)
- no food products in Tel'aran'rhiod. (IV: 214)
- things are rarely seen actively burning in Tel'aran'rhiod, they either
  appear charred or unburned. (IV: 882)
- the temperature is always even in Tel'aran'rhiod. (V: 192)
- the unnatural heat occurs in Tel'aran'rhiod as well as the waking world.
  (VI: 147)
- only actions towards living creatures have lasting effect between 
  Tel'aran'rhiod and the real world, actions using inanimate objects don't.
  (III: 655)
- travel in Tel'aran'rhiod is accomplished by visualizing the destination.
  (III: 572)
- Elayne feels a "resistance" when she tries to go to a room that has
  changed from her memory of it (which she's using to try and get there.)
  (VI: 162)
- Birgitte moves Nynaeve around Tel'aran'rhiod by touching her arm while
  travelling. (V: 389)
- Tel'aran'rhiod is malleable, but does it move, or do you? (VI: 153)
- physical activity is not tiring in Tel'aran'rhiod. (IV: 216)
- Perrin can travel many miles with a single step in Tel'aran'rhiod.
  (IV: 459)
- time runs differently in Tel'aran'rhiod. Where the girls last saw
  Birgitte four and then three days ago, she last saw them ten and then
  one day ago. (V: 194)
- time flows differently in Tel'aran'rhiod. One moment it's night, the
  next it's day. (VI: 239)
- every place feels empty in Tel'aran'rhiod, places that are deserted in
  the waking world feel even more so in Tel'aran'rhiod. (VI: 648)
- the way you appear in Tel'aran'rhiod is what you consciously (or
  unconsciously) wish it to be. (IV: 208)
- Aiel Dreamer reclothes Egwene in Tel'aran'rhiod, Egwene has to use the
  One Power to do the same back to her. (IV: 215)
- Amys changes Nynaeve's clothes in Tel'aran'rhiod. (IV: 854)
- Dreamers sometimes encounter wolves in Tel'aran'rhiod who act as guides.
  (III: 124)
- Wolves live half in the World of Dreams, and half in the real world.
  (III: 123)
- Perrin meets a wolf in Tel'aran'rhiod that's dead in the real world.
  (III: 125)
- all wolves that are, were and will be are in Tel'aran'rhiod? (III: 413)
- wolf says Tel'aran'rhiod is different than the real world, here the hunt
  can have many different endings? (III: 644)
- directions to use need to guide you to something you seek to find in 
  Tel'aran'rhiod. (IV: 856)
- Elayne and Nynaeve search by need, and exclude a certain area by thinking
  of their need not being fulfilled in that place. (VI: 241)
- Wise One dreamwalkers have never heard of someone trying to find the same
  thing more than one time through need in Tel'aran'rhiod. (VI: 649-650)
- sleep spent in Tel'aran'rhiod is not as restful as normal sleep. (V: 309)
- you should not need extra rest however often you enter Tel'aran'rhiod,
  unless you're doing something wrong. (V: 387)
- it's very hard to awaken someone who's in Tel'aran'rhiod. (V: 398)
- the Wise Ones can hold you in Tel'aran'rhiod against your will. (V: 398)
- people can be brought unwillingingly into Tel'aran'rhiod. The Wise Ones
  consider this evil, and it is said to have been the way of the Shadow
  during the Age of Legends. (IV: 855)
- Egwene and the Wise Ones appear misty in Tel'aran'rhiod when they go
  there only half-asleep in the flesh. (IV: 852)
- Birgitte can do less in Tel'aran'rhiod than Nynaeve can. (IV: 864)
- Lanfear considers Tel'aran'rhiod her domain. (III: 411)
- the present is clearer than the future in Tel'aran'rhiod. It is possible
  to see some potential ways the future might unfold. (IV: 385)


84.4   Dangers of Tel'aran'rhiod
       ~~~~~~~~~~~~~~~~~~~~~~~~~
- a nightmare a dreamer creates in Tel'aran'rhiod can survive even after
  the dreamer has left. (VI: 152)
- freed nightmares sometimes wander through Tel'aran'rhiod, occasionally
  latching on to a particular location. (VI: 159)
- Aiel Dreamwalkers destroy nightmares whenever they find one, and say its
  best to avoid one if you can. (VI: 159)
- most nightmares are under a certain size. (IV: 159)
- the Aes Sedai get pulled into a nightmare because they consider it real.
  (VI: 160)
- one dispels a nightmare by denying it, and picturing in your mind what
  things would look like without it. (VI: 160)
- a Dreamer sends only part of self into Tel'aran'rhiod, if he/she sends
  her total self, the body could die. (III: 626)
- if one enters the dream too completely, one loses touch with the flesh
  world. (IV: 389)
- Perrin's dream body starts to weaken because he is in Tel'aran'rhiod too
  fully. (III: 661)
- desc of explanation of how to enter Tel'aran'rhiod in the flesh (VI: 394)
- the Wise Ones say there were once those who could enter the dream in the
  flesh, but this is an evil thing that causes the person to lose their
  humanity. (IV: 389)
- the Wise Ones are adamant that entering Tel'aran'rhiod in the flesh is
  evil, and you lose part of yourself each time you do it. (VI: 452)
- being in Tel'aran'rhiod in the flesh feels no different than being there
  through the dream. (VI: 465)
- Ba'alzamon and Rand twist reality to enter Tel'aran'rhiod in the flesh?
  (III: 653)
- being in Tel'aran'rhiod in the physical body limits your control of the
  dream. (V: 666)
- you can trap yourself in Tel'aran'rhiod. (V: 205)
- when Birgitte is torn from Tel'aran'rhiod, there is nothing wrong in her
  to Heal, but still she is dying. (V: 399)




Appendix 1   PUBLISHING INFORMATION
             ~~~~~~~~~~~~~~~~~~~~~~
The following is information on the books used to compile this document.
All of these books are written by Robert Jordan, and published by Tor
Books. See the following appendix for a chapter-page listing.

Tor Books
c/o Tom Doherty Associates Inc.
175 Fifth Avenue
New York, NY, 10010

I     The Eye of the World, ISBN 0-812-51181-6 (paperback)
Ia    The Eye of the World, ISBN 0-812-50048-2
			      (trade paper - First edition, February 1990)
IIb   The Eye of the World, ISBN 0-312-85009-3 (hardcover)

II    The Great Hunt, ISBN 0-812-51772-5 (paperback)
IIa   The Great Hunt, ISBN 0-812-50971-4
			      (trade paper - First edition, November 1990)
IIb   The Great Hunt, ISBN 0-312-85140-5 (hardcover)

III   The Dragon Reborn, ISBN 0-812-51371-1 (paperback)
IIIa  The Dragon Reborn, ISBN 0-312-85248-7
				(hardcover - First edition, November 1991)

IV    The Shadow Rising, ISBN 0-812-51373-8 (paperback)
IVa   US hard
IVb   The Shadow Rising, ISBN 0-312-85431-5
		     (hardcover - Science Fiction Book Club edition, 1992)

V     The Fires of Heaven, ISBN 0-312-85427-7 (hardcover)
Va    The Fires of Heaven, ISBN 0-812-55030-7 (paperback)

VI    Lord of Chaos, ISBN 0-312-85428-5 (hardcover)


Appendix 2   CHAPTER-PAGE INFORMATION
             ~~~~~~~~~~~~~~~~~~~~~~~~
EYE OF THE WORLD
~~~~~~~~~~~~~~~~                  ICONS            I    Ia/Ib
   PROLOGUE   Dragonmount.........wheel.............ix....vii
 I MAPS...............................xix-xx, 172, 688
Ia MAPS...................................xvi-xviii, 144, 578
 1 An Empty Road..................wheel..............1......1
 2 Strangers......................raven.............19.....16
 3 The Peddler....................fang..............32.....27
 4 The Gleeman....................harp..............46.....39
 5 Winternight....................tree, leafless....62.....52
 6 The Westwood...................hilt..............80.....67
 7 Out of the Woods...............tree, leafless....89.....75
 8 A Place of Safety..............mantle...........104.....87
 9 Tellings of the Wheel..........fang.............119....100
10 Leavetaking....................mantle...........137....115
11 The Road to Taren Ferry........tree, leafless...148....124
12 Across the Taren...............flame............158....132
13 Choices........................mantle...........173....145
14 The Stag and Lion..............fang.............192....161
15 Strangers and Friends..........sun..............207....174
16 The Wisdom.....................leaf, down.......230....194
17 Watchers and Hunters...........fang.............242....204
18 The Caemlyn Road...............trollocs.........260....219
19 Shadow's Waiting...............ravens...........275....232
20 Dust on the Wind...............trolloc..........294....248
21 Listen to the Wind.............mantle...........314....264
22 A Path Chosen..................tree, leafless...327....275
23 Wolfbrother....................wolf.............333....280
24 Flight Down the Arinelle.......harp.............348....293
25 The Traveling People...........leaf, down.......362....305
26 Whitebridge....................harp.............378....318
27 Shelter From the Storm.........leaf, down.......401....337
28 Footprints in Air..............mantle...........414....348
29 Eyes Without Pity..............wolf.............423....355
30 Children of the Shadow.........sun..............439....368
31 Play for Your Supper...........hilt.............455....382
32 Four Kings in Shadow...........fang.............467....392
33 The Dark Waits.................hilt.............487....409
34 The Last Village...............trolloc..........513....431
35 Caemlyn........................lion.............528....444
36 Web of the Pattern.............leaf, down.......542....456
37 The Long Chase.................sun..............557....468
38 Rescue.........................flame............566....475
39 Weaving of the Web.............lion.............582....488
40 The Web Tightens...............flame............594....498
41 Old Friends and New Threats....mantle...........619....519
42 Remembrance of Dreams..........ravens...........634....532
43 Decisions and Apparitions......fang.............646....543
44 The Dark Along the Ways........leaf, down.......659....554
45 What Follows in Shadow.........fang.............673....565
46 Fal Dara.......................tree, leafless...689....579
47 More Tales of the Wheel........ravens...........707....594
48 The Blight.....................tree, distorted..720....605
49 The Dark One Stirs.............tree, distorted..732....615
50 Meetings at the Eye............leaf, down.......742....623
51 Against the Shadow.............hilt.............754....633
52 There...Neither Begin Nor End..leaf, down.......764....641
53 The Wheel Turns................wheel............774....650
   GLOSSARY........................................783....658


The Great Hunt
~~~~~~~~~~~~~~                    ICONS            II  IIa/IIb
   MAP.............................................xii....xii
   PROLOGUE:  In the Shadow.......wheel.............xv...xiii
 1 The Flame of Tar Valon.........wheel..............1......1
 2 The Welcome....................flame.............12.....10
 3 Friends and Enemies............dagger............24.....20
 4 Summoned.......................horn..............45.....38
 5 The Shadow in Shienar..........sun...............62.....52
 6 Dark Prophecy..................trolloc...........82.....69
 7 Blood Calls Blood..............wheel............102.....86
 8 The Dragon Reborn..............fang.............120....102
 9 Leavetakings...................flame............144....122
10 The Hunt Begins................horn.............165....140
11 Glimmers of the Pattern........wheel............188....159
12 Woven in the Pattern...........flame............200....169
13 From Stone to Stone............stone............215....182
14 Wolfbrother....................wolf.............224....189
15 Kinslayer......................hilt.............234....197
16 In the Mirror of Darkness......fang.............246....207
17 Choices........................stone............263....221
18 To the White Tower.............flame............272....228
19 Beneath the Dagger.............horn.............285....239
20 Saidin.........................fang.............300....251
21 The Nine Rings.................harp.............308....258
22 Watchers.......................dagger...........320....269
23 The Testing....................flame............334....281
24 New Friends and Old Enemies....flame............355....299
25 Cairhien.......................rising sun.......367....309
26 Discord........................harp.............379....319
27 The Shadow in the Night........trolloc..........392....330
28 A New Thread in the Pattern....wolf.............406....342
29 Seanchan.......................helmet...........414....349
30 Daes Dae'mar...................rising sun.......433....365
31 On the Scent...................rising sun.......445....376
32 Dangerous Words................harp.............458....387
33 A Message From the Dark........leaf, up.........469....396
34 The Wheel Weaves...............wheel............484....409
35 Stedding Tsofu.................tree, leafed.....500....422
36 Among the Elders...............leaf, up.........513....433
37 What Might Be..................stone............523....441
38 Practice.......................flame............536....452
39 Flight From the White Tower....leaf, up.........549....463
40 Damane.........................a'dam............563....475
41 Disagreements..................dagger...........580....490
42 Falme..........................helmet...........590....498
43 A Plan.........................a'dam............602....508
44 Five Will Ride Forth...........flame............611....516
45 Blademaster....................hilt.............621....525
46 To Come Out of the Shadow......dagger...........642....543
47 Grave Is No Bar to My Call.....horn.............656....555
48 First Claiming.................fang.............667....565
49 What Was Meant to Be...........wheel............673....570
50 After..........................wheel............680....576
   GLOSSARY........................................683....579


The Dragon Reborn
~~~~~~~~~~~~~~~~~                ICONS            III    IIIa
III MAPS........................................10, 146
IIIa MAPS..............................................x, 105
   PROLOGUE......................sun................13...xiii
 1 Waiting.......................ravens.............31......1
 2 Saidin........................fang...............42.....11
 3 News from the Plain...........wheel..............55.....23
 4 Shadows Sleeping..............wolf...............65.....32
 5 Nightmares Walking............trolloc............74.....40
 6 The Hunt Begins...............wheel..............87.....52
 7 The Way Out of the Mountains..flame.............101.....65
 8 Jarra.........................wolf..............107.....71
 9 Wolf Dreams...................fang..............122.....84
10 Secrets.......................sun...............130.....91
11 Tar Valon.....................flame.............145....104
12 The Amyrlin Seat..............flame.............157....115
13 Punishments...................flame.............163....121
14 The Bite of the Thorns........two women.........175....132
15 The Grey Man..................two women.........183....139
16 Hunters Three.................lion..............192....147
17 The Red Sisters...............flame.............201....155
18 Healing.......................sword.............208....161
19 Awakening.....................dice..............215....167
20 Visitations...................moon..............223....174
21 A World of Dreams.............spiral............235....185
22 The Price of the Ring.........flame.............243....192
23 Sealed........................wheel.............266....213
24 Scouting and Discoveries......dice..............275....221
25 Questions.....................moon..............289....233
26 Behind a Lock.................two women.........300....243
27 Tel'aran'rhiod................spiral............308....250
28 A Way Out.....................dice..............323....263
29 A Trap to Spring..............flame.............331....270
30 The First Toss................dice..............340....278
31 The Woman of Tanchico.........harp..............351....288
32 The First Ship................wave..............359....295
33 Within the Weave..............wheel.............375....309
34 A Different Dance.............wheel.............387....320
35 The Falcon....................wave..............398....330
36 Daughter of the Night.........moon..............407....338
37 Fires in Cairhien.............rising sun........420....350
38 Maidens of the Spear..........wheel.............431....360
39 Threads in the Pattern........wheel.............441....369
40 A Hero in the Night...........lion..............461....387
41 A Hunter's oath...............wolf..............476....401
42 Easing the Badger.............fang..............484....408
43 Shadowbrothers................wolf..............499....421
44 Hunted........................flame.............508....429
45 Caemlyn.......................lion..............521....441
46 A Message Out of the Shadow...lion..............532....450
47 To Race the Shadow............dice..............543....460
48 Following the Craft...........leaf, up..........551....467
49 A Storm in Tear...............dice..............567....481
50 The Hammer....................wheel.............587....499
51 Bait for the Net..............two women.........603....513
52 In Search of a Remedy.........harp..............613....522
53 A Flow of the Spirit..........wolf..............621....529
54 Into the Stone................dice..............629....537
55 What Is Written in Prophecy...dragon............648....554
56 People of the Dragon..........wheel.............667....571
   GLOSSARY........................................677....579
   About the Author................................701....596

The Shadow Rising
~~~~~~~~~~~~~~~~~                 ICONS             IV    IVa    IVb
IV MAPS........................................10, 618
IVa MAPS..............................................10, 429
IVb MAPS......................................................x, 556
 1 Seeds of Shadow...............wheel..............13.....13......1
 2 Whirlpools in the Pattern.....dragon.............51.....38.....35
 3 Reflection....................fang...............87.....63.....68
 4 Strings.......................harp..............105.....75.....85
 5 Questioners...................two women.........112.....80.....92
 6 Doorways......................lion..............122.....87....101
 7 Playing With Fire.............wheel.............141....100....118
 8 Hard Heads....................dragon............157....111....132
 9 Decisions.....................moon..............172....121....146
10 The Stone Stands..............dragon............187....131....160
11 What Lies Hidden..............spiral............201....141....173
12 Tanchico or the Tower.........flame.............220....154....191
13 Rumors........................dice..............229....161....200
14 Customs of Mayene.............wolf..............238....167....208
15 Into the Doorway..............dice..............247....173....216
16 Leavetakings..................tree, leafed......259....181....227
17 Deceptions....................harp..............273....191....240
18 Into the Ways.................leaf, up..........295....206....260
19 The Wavedancer................seagulls..........306....214....270
20 Winds Rising..................wave..............320....224....283
21 Into the Heart................dragon............337....236....298
22 Out of the Stone..............stone.............351....246....311
23 Beyond the Stone..............spears & shield...366....257....325
24 Rhuidean......................dice..............390....273....347
25 The Road to the Spear.........wheel.............404....283....360
26 The Dedicated.................wheel.............421....295....376
27 Within the Ways...............leaf, up..........442....310....396
28 To the Tower of Ghenjei.......wolf..............454....318....407
29 Homecoming....................fang..............465....326....417
30 Beyond the Oak................flame.............480....336....431
31 Assurances....................sun...............491....344....442
32 Questions to Be Asked.........fang..............511....358....450
33 A New Weave in the pattern....wheel.............526....368....474
34 He Who Comes With the Dawn....dragon............548....383....494
35 Sharp Lessons.................spears & shield...568....396....512
36 Misdirections.................moon..............582....405....524
37 Imre Stand....................trolloc...........595....414....536
38 Hidden Faces..................two women.........616....428....555
39 A Cup of Wine.................harp..............640....445....578
40 Hunter of Trollocs............trolloc...........659....458....595
41 Among the Tuatha'an...........leaf, up..........673....467....606
42 A Missing leaf................wolf..............683....474....616
43 Care for the Living...........flame.............699....485....631
44 The Breaking Storm............trolloc...........709....492....640
45 The Tinker's Sword............sun...............723....501....653
46 Veils.........................two women.........742....514....670
47 The Truth of a Viewing........flame.............762....528....689
48 An Offer Refused..............spears & shield...788....546....713
49 Cold Rocks Hold...............spears & shield...802....556....726
50 Traps.........................moon..............817....566....740
51 Revelations in Tanchico.......helmet............834....578....756
52 Need..........................spiral............851....590....772
53 The Price of a Departure......wolf..............872....605....791
54 Into the Palace...............two women.........892....619....809
55 Into the Deep.................wave..............914....634....829
56 Goldeneyes....................wolf..............922....640....837
57 Breaking in the 3-fold Land...spears & shield...943....655....857
58 The Traps of Rhuidean.........wheel.............964....670....876
   GLOSSARY........................................983....683....893
   About the Author...............................1006....701....915

Fires of Heaven
~~~~~~~~~~~~~~~                   ICONS             V      Va
V  MAPS.....................................10-11, 642
Va MAPS............................................10-11, 906
   PROLOGUE: First Sparks Fall...wheel..............13.....13
 1 Fanning the Sparks............lion...............31.....39
 2 Rhuidean......................dragon.............56.....76
 3 Pale Shadows..................dice...............73....100
 4 Twilight......................spears & shield....86....119
 5 Among the Wise Ones..........flame..............96....133
 6 Gateways......................moon..............112....156
 7 A Departure...................dragon............128....179
 8 Over the Border...............sun...............137....191
 9 A Signal......................leaf, up..........144....201
10 Figs and Mice.................harp..............156....218
11 The Nine Horse Hitch..........flame.............167....233
12 An Old Pipe...................bull..............176....246
13 A Small Room in Sienda........elephant..........182....254
14 Meetings......................spiral............192....269
15 What Can Be Learned in Dreams.flame.............202....283
16 An Unexpected Offer...........sun...............217....305
17 Heading West..................elephant..........228....321
18 A Hound of Darkness...........two women.........237....334
19 Memories......................dagger............245....345
20 Jangai Pass...................seal..............262....370
21 The Gift of a Blade...........rising sun........270....381
22 Birdcalls by Night............trolloc...........279....393
23 "The Fifth, I Give You".......dragon............289....407
24 A Message Sent................rising sun........296....417
25 Dreams of Galad...............spiral............304....428
26 Sallie Daera..................wheel.............312....439
27 The Practice of Diffidence....flame.............322....453
28 Trapped.......................bull..............334....471
29 Memories of Saldaea............ravens............344....486
30 A Wager.......................dragon............349....493
31 The Far Snows.................spears & shield...357....504
32 A Short Spear.................helmet............366....516
33 A Question of Crimson.........elephant..........376....530
34 A Silver Arrow................spiral............385....543
35 Ripped Away...................wheel.............397....560
36 A New Name....................elephant..........403....569
37 Performances in Samara........lion..............415....586
38 An Old Acquaintance...........wheel.............423....598
39 Encounters in Samara..........dragon............429....606
40 The Wheel Weaves..............sun...............443....625
41 The Craft of Kin Tovere.......rising sun........458....645
42 Before the Arrow..............dice..............467....657
43 This Place, This Day..........seal..............478....673
44 The Lesser sadness............dragon............492....692
45 After the Storm...............rising sun........508....715
46 Other Battles, Other Weapons..seal..............520....732
47 The Price of a Ship...........elephant..........535....753
48 Leavetakings...................sun...............552....777
49 To Boannda....................wave..............562....791
50 To Teach, and Learn...........flame.............583....822
51 News Comes to Cairhien........dice..............601....848
52 Choices.......................moon..............619....874
53 Fading Words..................flame.............633....894
54 To Caemlyn....................dragon............643....907
55 The Threads Burn..............seal..............661....932
56 Glowing Embers................wheel.............678....955
   GLOSSARY........................................685....965
   About the Author................................703....991

Lord of Chaos
~~~~~~~~~~~~~                    ICONS              VI
   MAPS.....................................10-11, 292
   PROLOGUE: The First Message...wheel..............15
 1 Lion on the Hill..............hilt...............63
 2 A New Arrival.................seal...............74
 3 A Woman's Eyes................fang...............84
 4 A Sense of Humor..............ravens.............95
 5 A Different Dance.............dice..............108
 6 Threads Woven of Shadow.......serpent...........129
 7 A Matter of Thought...........spiral............144
 8 The Storm Gathers.............a'dam.............164
 9 Plans.........................sun...............180
10 A Saying in the Borderlands...dragon............193
11 Lessons and Teachers..........fang..............207
12 Questions and Answers.........flame.............217
13 Under the Dust................serpent...........232
14 Dreams and Nightmares.........spiral............246
15 A Pile of Sand................spears & shield...257
16 Tellings of the Wheel.........serpent...........272
17 The Wheel of a Life...........dragon............282
18 A Taste of Solitude...........rising sun........293
19 Matters of Toh................lion..............307
20 From the Stedding.............leaf, up..........316
21 To Shadar Logoth..............ravens............325
22 Heading South.................dice..............335
23 To Understand a Message.......serpent...........346
24 An Embassy....................flame.............350
25 Like Lightning and Rain.......lion..............359
26 Connecting Lines..............sun...............372
27 Gifts.........................dragon............381
28 Letters.......................dagger............397
29 Fire and Spirit...............wheel.............410
30 To Heal Again.................flame.............419
31 Red Wax.......................sun...............435
32 Summoned in Haste.............spiral............445
33 Courage to Strengthen..........spears & shield...454
34 Journey to Salidar............flame.............464
35 In the Hal of the Sitters.....wheel.............470
36 The Amyrlin is Raised.........flame.............477
37 When Battle Begins............a'dam.............487
38 A Sudden Chill................dice..............497
39 Possibilities.................wheel.............506
40 Unexpected Laughter...........harp..............516
41 A Threat......................lion..............525
42 The Black Tower...............dragon............538
43 The Crown of Roses............lion..............547
44 The Color of Trust............serpent...........553
45 A Bitter Thought..............wolf..............563
46 Beyond the Gate...............flame.............572
47 The Wandering Woman...........dice..............587
48 Leaning on the Knife..........wheel.............597
49 The Mirror of Mists...........rising sun........606
50 Thorns........................wolf..............623
51 The Taking....................two women.........635
52 Weaves of the Power...........dice..............640
53 The Feast of Lights...........rising sun........653
54 The Sending...................wolf..............666
55 Dumai's Wells.................seal..............681
   EPILOGUE: The Answer..........wheel.............696
   GLOSSARY........................................701
   About the Author................................717