Unusual abilities (Wheel of Time): Difference between revisions
Line 120: | Line 120: | ||
===The Hall of the Tower=== |
===The Hall of the Tower=== |
||
The Hall of the Tower is the legislative body of the Aes Sedai, as well as governing the day-to-day activities of the White Tower and |
The Hall of the Tower is the legislative body of the Aes Sedai, as well as governing the day-to-day activities of the White Tower and passing judgement on individual Aes Sedai. It is comprised of three Aes Sedai elected from each Ajah, known as Sitters (as in "a Sitter for the Blue"). The Hall elects new Amyrlins, and may depose them also, though, as mentioned before, this is extremely rare. The Hall is less powerful than the Amyrlin, though her degree of control over them depends on the Amyrlin and on the Sitters. |
||
There are currently two rival Halls of the Tower, one in the White Tower, and one with the rebels. The Tower Hall has no Blue Sitters, and the rebels' Hall no Red ones. |
There are currently two rival Halls of the Tower, one in the White Tower, and one with the rebels. The Tower Hall has no Blue Sitters, and the rebels' Hall no Red ones. |
||
Revision as of 21:39, 11 August 2004
This article is about the concepts and terminology in Robert Jordan's fantasy fiction series The Wheel of Time.
See also:
- Characters in the Wheel of Time series
- Places in the Wheel of Time series
- Events in the Wheel of Time series
One Power
The One Power is the energy that maintains the continuous motion of the Wheel of Time. It is separated into two halves: saidin, the male half, and saidar, the female half.
Each half of the One Power can be used only by people of the associated sex. Furthermore, not everyone has the ability to "channel", or access, the Power. In some people, the ability manifests naturally over time, and many others are born with the ability to be trained in its use.
When using the One Power one weaves flows of different elements together. The five known elements are Earth, Spirit, Water, Air and Fire. Men are able to control Fire and Earth much more effectively than women and women can channel Air and Water more effectively than men. Male and female channelers also have different "experiences" when using the Power. A woman would describe it as a gentle force requiring patience, guidance, and relaxation, while a man would name it a rough torrent requiring strict control. This essential difference in the "feeling" of the Power also means that a woman cannot teach a man to channel, and vice-versa.
One's strength in handling the One Power is not quantitatively measurable, yet channelers learn to quickly identify the level of ability of their nearby fellows. Male channelers are usually stronger than female ones, yet one of their weaknesses is that they cannot form a Circle of multiple channelers working together without the inclusion of a woman.
The Aes Sedai are the largest tightly organized group of women who use the One Power. They refer to all women who learn to channel on their own as "wilders".
Men who can channel almost inevitably go mad, due to the Dark One's taint on saidin. The taint came into being at the end of the Age of Legends, an ancient and magnificent time period, when Lews Therin Telamon, the former incarnation of the Dragon, sealed the Dark One into a prison where he awaits his release at the time of the Last Battle. This was called The Breaking of the World.
All men and women who learn to channel on their own come to a point of crisis in which they are in severe danger of dying without training. Many women who die of mysterious circumstances in their late teenaged years are actually wilders who have failed to cope with their abilities.
Items of Power
Angreal are items of the One Power which enable the user to draw more of the One Power than they would normally be able to. Angreal also protect the user from drawing enough power to burn themselves out.
Sa'angreal are identical to angreal, except that they allow the user to draw more power than even an Angreal can handle. At least one sa'angreal, usable only by men, is known to be missing the buffer that prevents the user from burning themselves out - Callandor - the sword which is not a sword. The two most powerful sa'angreal ever created are in Rand al'Thor's control, one designed for men, the other designed for women. These two sa'angreal are able to be used remotely by way of ter'angreal (see below) that are linked to them.
Ter'angreal are objects of the power that perform functions. Some ter'angreal do not require the One Power to be used for their activation, such as the spiral ring that Verin gave to Egwene (which she gave to Elayne and Nynaeve), and the twisted red doorframes that lead into the realms of the Aelfinn and Eelfinn (Snakes and Foxes). By studying the twisted ring Elayne was able to devise, and test, a successful theory for creating ter'angreal.
The Aes Sedai consider all items of the power to be property of the White Tower, and in general, this is not disputed. The High Lords of Tear, in their fear of anything connected to the power due to the Prophecies of the Dragon and Calandor, collected a cache of items suspected to use the power that they hid away from the world. The Kin also collected a cache of items, one of which was the Sea Folk's Bowl of Winds that was used to correct the weather in Path of Daggers.
Ji'e'toh
Ji'e'toh is the system of honor and dishonor that the Aiel follow. Ji'e'toh determines all interactions in Aiel life; fighting, housing, even intimate relationships and marriage. The term is from the Old Tongue and means, literally, honor and obligation.
- To be expanded
Prophecies of the Dragon
The Prophecies of the Dragon, sometimes known as the Karaethon Cycle, are a series of Foretellings regarding the rebirth of The Dragon, Lews Therin Telamon.
- To be expanded
The Way of the Leaf
The Way of the Leaf is a philosophy of nonviolence similar to ahimsa (although probably not applying to animals) that is followed by the Tuatha'an (Tinkers).
- To be expanded
Races
Ogier
Ogier are a race of non-human creatures who have an intense love of knowledge. They are also great warriors and architects who build many of the most impressive structures and cities in the world in such a way that the buildings and stone appear to have been grown like plants. Despite their skill with stoneworking, however, the true passion of the Ogrier is forestry; they love the trees of their Stedding, and grew groves near the cities they built to remind them of the Stedding.
Although there was a time when Ogier would fight side by side with humans, they are a peaceful and reclusive race who rarely leave their Stedding. While the Ogier still visit larger cities to maintain their ancient stonework, the more remote areas have relegated them to myth and legend. Ogier live in the various Stedding around the world that they have found since the Breaking.
Ogier stand about 10 feet tall (described as half again as tall as a man). They have broad noses and long tufted ears.
Trollocs
Trollocs are creatures of the Dark One, which look like corrupted animals with some very human traits, which makes them all the more frightening to humans.
They were bred by Aginor, one of the Forsaken who was a biologist. They are larger than humans, much stronger and are almost impossible to keep in check.
The Trollocs wield scythe-like swords.
Myrddraal
Myrddraal are born of Trolloc parents but have dominant human traits. They are tall, pale, and have no eyes. Their ability to bring fear to those they look at makes them ideal to lead groups of Trollocs (often in a "Fist" of 100-200). Myrddraal will sometimes "link" with the Trollocs that they control, giving them greater influence over them. This comes at a cost - killing a Myrddraal will instantly kill all of the Trollocs that are linked to it.
Myrrdraal often wield swords forged in Thakan'dar that carry the taint of the Dark One. Injuries done with a Thakan'dar-forged blade are almost entirely unhealable and fatal.
Myrddraal are able to move between, or disappear into, shadows, they are reluctant to cross running water and that mirrors only reflect a misty image of them. Aginor (one of the Forsaken) theorized that Myrdraal's ability to disappear into shadow meant that they are "slightly out of phase with time and reality." This would seem to indicate some sort of temporal/spacial displacement or multi-dimensionality for the Myrddraal.
Myrddraal are known by many names:
- Halfmen
- the Eyeless
- Shadowmen
- Lurk
- Fetch
- Fade
Darkhounds
Darkhounds are a race of Shadowspawn used by the Dark Lord Ba'alzamon (Shai'tan). They are about the size of a small horse and look vaguely like a dog. The saliva of a darkhound is an acid that causes bruising and burns which spread quickly. A few drops are enough to kill someone. The darkhounds (or at least a sub-species Rand al'Thor fights at Rhuidean) are seemingly solid but if they are chopped into bits the parts liquify, pool, and reform into the darkhound once again. The darkhound leaves no tracks on dirt, grass or snow; but if they step on stone they leave footprints.
Gholams
Another creation of Aginor. Only six, three male and three female, were ever created. They are the shadow's most deadly creatures, due to the fact that they are completely immune to the one power. Imbued with this ability they have only one purpose: kill channelers. Gholams are also incredibly strong and ignore or shrug off most wounds or attacks. They are made in such a way that they lack bones. If confronted with a door, for example; the gholam could either bash it down with its amazing strength, or slide underneath it. They have even been sighted compressing themselves through things as small as keyholes. Gholams only need to occasionally feed on blood to stay alive. They prefer human, but any will do. Only one gholam however is now known to have survived the breaking. A male who is believed to have been preserved in a stasis box until current times.
Societies
Aes Sedai
The Aes Sedai are an ancient organization of humans that can channel the One Power. All Aes Sedai have been women since the time of the Breaking of the World, which caused all the male Aes Sedai to go dangerously insane. Distrust of Aes Sedai is widespread because of their abilities and because they often manipulate world affairs to their advantage. Even so, almost every ruler has an Aes Sedai advisor, even if they won't admit it publicly.
The Aes Sedai reside in Tar Valon, specifically, in the White Tower.
The Aes Sedai organize themselves by seven Ajahs, not counting the hidden Black Ajah. Each Ajah has a core political or rational belief which drives its members' actions, and some concern themselves with focused use of the One Power, such as Healing. Once a woman has been raised as Aes Sedai she will choose her Ajah based on her beliefs. An Ajah must be petitioned by the newly-raised Aes Sedai for membership.
The Aes Sedai bind themselves to three oaths using a ter'angreal known as the "Oath Rod." This ter'angreal makes it impossible to violate the oath given while holding it. The Three Oaths are
- To speak no word that is not true
- To make no weapon with which one man may kill another
- Never to use the One Power as a weapon except against Shadowspawn, or in the defence of her own life, or that of her Warder or another Aes Sedai.
Although these Oaths are held to the letter, the first one may be circumvented by careful speaking. The last two are believed to be inviolable.
The Amyrlin Seat
The leader of the Aes Sedai is known as the Amyrlin Seat (her other titles are "The Watcher of the Seals" and "The Flame of Tar Valon"). She is of all Ajahs and none, and is elected for life by the Hall of the Tower. She wears a stole striped in the colours of the seven Ajahs as a symbol of her office, and her throne is striped also (this throne is also called the Amyrlin Seat). Her authority over the Aes Sedai is in theory absolute, but in practice she must take the wishes of the Hall into account, as it has the power to depose her, although this is very rare. At time of writing, there are two women claiming the title of Amyrlin Seat: Elaida do'Avinry a'Roihan, formerly of the Red Ajah, in the White Tower, and Egwene al'Vere, who was an Accepted, with the rebels against Elaida.
The Keeper of the Chronicles
Second only to the Amyrlin in power, the Keeper ensures the Amyrlin's orders are carried out, and receives the reports sent to the Amyrlin. She holds office as long as the Amyrlin does. Dependng on the Amyrlin, this can be a very powerful post. The Keeper wears a stole in the colour of the Ajah from which she is raised, though she is not considered a member of that Ajah during her term of office. It is usual, though not obligatory, for the Keeper to be from the same Ajah as the Amyrlin Seat.
The Hall of the Tower
The Hall of the Tower is the legislative body of the Aes Sedai, as well as governing the day-to-day activities of the White Tower and passing judgement on individual Aes Sedai. It is comprised of three Aes Sedai elected from each Ajah, known as Sitters (as in "a Sitter for the Blue"). The Hall elects new Amyrlins, and may depose them also, though, as mentioned before, this is extremely rare. The Hall is less powerful than the Amyrlin, though her degree of control over them depends on the Amyrlin and on the Sitters. There are currently two rival Halls of the Tower, one in the White Tower, and one with the rebels. The Tower Hall has no Blue Sitters, and the rebels' Hall no Red ones.
Blue Ajah
Members of the Blue Ajah focus their energy on championing worthy causes and promoting justice. They are skilled in political maneuvering and are good at administration.
Red Ajah
Members of the Red Ajah are best known for their disliking of men. "...Red, who despises [men] as though every one of them were responsible for the Breaking." (III, p271) They are self-reliant and do not depend on a Warder for protection. In fact, the Ajah steadfastly refuses to bond any Warders at all. Their mission is to hunt down and Gentle any and all men found with the ability to channel.
Green Ajah
Members of the Green Ajah were also referred to as the Battle Ajah. During the Trolloc Wars and the Breaking of the World, the Green Ajah fought amongst the ranks of the armies at all times. Their main purpose now is to wait for the Trollocs to return south once more with the coming of the Last Battle as spoken in the Prophecies of the Dragon. They are Tar Valon's equivalent and counter to Dreadlords.
The Green Ajah often have more than one Warder for protection, and are said to have a great "love for men".
Brown Ajah
Members of the Brown Ajah spend much of their time and energy in the pursuit of knowledge. They are very learned in myth and lore, and in the Prophecies of the Dragon.
Yellow Ajah
Members of the Yellow Ajah are dedicated to both the study and practice of healing with the One Power. Members of this Ajah are the most talented healers among the Aes Sedai.
White Ajah
Members of the White Ajah focus on deciphering the truth of the matter with implacable logic. They are also said to have no time in their lives for any passion whatsoever - this includes having a Warder by their side, though the Ajah does not strictly forbid the bonding as the Red does.
Grey Ajah
Members of the Grey Ajah seek harmony and agreement. As a result, they make very skilled mediators.
Black Ajah
The Black Ajah, a group which serves the Dark One, is denied as rumor and lie throughout the White Tower. Aes Sedai themselves do not believe of its existence until it is proven by the dissention of thirteen Aes Sedai who kill several of their Sisters and make off with ter'angreal related to Tel'aran'rhiod, the world of dreams, as well as one which can create balefire. The Black Ajah is not counted among the seven ajah and is not used in depictions such as the Amyrlin's Striped Stole.
The Children of the Light believe that the Black Ajah is a facade by which the other Aes Sedai can hide. The Children of the Light believe that all Aes Sedai serve the Dark One.
The Black Ajah has somehow managed to free itself from the Three Oaths taken on the Oath Rod, as they are clearly free to lie and kill using the power.
Warders
Warders are protectors and servants of Aes Sedai. Aes Sedai bond Warders using a special weave of the One Power. Warders carry the honorific "Gaidin," as in Lan Gaidin or Hamar Gaidin. "Gaidin" means "Brother to Battles" in the Old Tongue.
Among the abilities granted to Warders by their bond are increased durability, able to sense nearby shadowspawn, and a constant awareness of the location and condition of their Aes Sedai. All Warders are highly trained warriors, and many are skilled trackers as well.
Warders wear special cloaks, made of a material that can only be produced by a ter'angreal in the White Tower. The cloaks blend and shift colors as they move, and allow the Warders an incredible amount of camouflage in almost any environment.
If a Warder dies, his Aes Sedai feels the death as it happens, and generally suffers intense depression. Warders whose Aes Sedai die almost invariably die too, as they lose all will to live.
Aiel
- To be written
Atha'an Miere
Also known as the Sea Folk
- To be written
Asha'man
Asha'man, Guardian or Guardians in the old tongue, are men who can channel the One Power. They have been recruited, at Rand al'Thor's direction, by Mazrim Taim, to be Rand's army at Tarmon Gai'don. Asha'man, like Aes Sedai, identify their status by title. Asha'man have used the Warder bond to control captive Aes Sedai using compulsion.
- Soldiers, the trainees, are identified by no rank pins, only their black coats
- Dedicated, the officers, are identified by a pin of a silver sword
- Asha'man, the masters, are identified by a pin of a golden dragon
- M'hael, leader. This title is taken by Mazrim Taim. Variations have been given to other Asha'man for titles such as "Battle Leader"
Children of the Light
Children of the Light, or Whitecloaks as they are commonly known, are religious zealots. They blame the Breaking of the World on the Aes Sedai and believe that the One Power is a tool of the Dark One. All Aes Sedai, and any who associate with them or who have trained in the White Tower, must therefore be Darkfriends. The Hand of the Light, also known as Questioners, are well known for their ability to find a Darkfriend in the least likely of places, and to force a confession using any means necessary.
The Kin
The Kin are a group of women who can channel but are not associated with the White Tower. Many of the members of the Kin are women who have run, or been turned away, from the White Tower due to their unwillingness to face the ter'angreal women must pass through to become Accepted or lack of strength in the One Power. The Kin have also accepted Wilders who had never been to the White Tower. The Kin number in the thousands, much to the disbelief of the Aes Sedai.
The Knitting Circle
The leaders of the Kin
Seanchan
The Seanchan are the descendants of Artur Hawkwing and the armies he sent across the Aryth Ocean. The Seanchan have returned after hundreds of years to reclaim the land that was stolen by the 'oathbreakers' (rulers who claimed lands after Artur Hawkwing died). The Seanchan believe that women who can channel (marath'damane - "those who must be leashed") are dangerous and must be captured and controlled. Damane ("leashed ones") are controlled mercilessly by using a ter'angreal called an a'dam, a device which appears as a silver collar attached to a leash and bracelet. The a'dam gives the sul'dam ("leash holder") the ability to direct the damane's channeling as well as deal punishments. The Seanchan were unaware that sul'dam were also able to channel, but without the spark born into them. So they would not be able to channel unless taught.
Tuatha'an
Also known as Traveling People or Tinkers (see Irish Traveller)
The Tuatha'an are a wandering people that live in wagons like Gypsies. They follow the pacifist Way of the Leaf and will not attack or kill, or even touch a weapon. They are some of the few people allowed in the Waste by the Aiel, although the Aiel avoid them. The Aiel share the same ancestors as the Tuatha'an, but forsook the Way of the Leaf and took up the spear, as the Tuatha'an gave up the mission entrusted to them by the Aes Sedai.
The most violent thing about the Tuatha'an are their colours. Their wagons are painted in the brightest colours—yellow, green, blue, red. Yet the colours of their clothing are even brighter.
The Tuatha'an are continually in search of a Song that their ancestors knew, but that is now forgotten.
Old Tongue
The language that was used in the Age of Legends. See also here.