~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE WHEEL OF TIME CONCORDANCE A Guide to Geography, Culture and Other Setting Elements ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 1.0 General Cultural Notes 1.1 Clothing 1.2 Crime and Punishment 1.3 Economy and Merchants 1.4 Festivals and Celebrations 1.5 Food 1.6 Inns and Taverns 1.7 Phrases, Sayings and Adages 1.8 Recreation and Leisure Time 1.9 River and Sea Boats 1.10 Spirituality and Superstition 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 and Channelers 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 Ghealdin 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 28.0 Mayene - General Geography 28.1 Clothing and Appearance of Mayeners 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 Saldea - General Culture 33.1 Clothing and Appearance of Saldeans 33.2 Saldean Phrases, Sayings and Adages 34.0 Saldea - 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 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 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 - pending 44.0 Tar Valon - General Geography - pending 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 Appendix 1 Publishing Information Appendix 2 Chapter-Page Information 0.0 INTRODUCTORY NOTES ~~~~~~~~~~~~~~~~~~ 0.1 Version and Copyright ~~~~~~~~~~~~~~~~~~~~~ Version 1.0 of the Wheel of Time Concordance is being released in June, 1995. This is the first publically-available version of the Concordance, which I hope to add to and modify over time. 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. Other than direct quotations from the source material, the format, content and text of this document belongs to Rhonda Peters, copyright 1995. Permission is granted to copy, FTP, print and share this document, in whole or in part, provided this copyright notice is maintained. 0.2 What is the Wheel of Time Concordance? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Wheel of Time Concordance is a set of references to setting details from the Wheel of Time novels. 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 * much, much more In the future, the Concordance will be expanded to include: * general information on the One Power and Channeling * specific incidences of Channeling * notations on special abilities such as Sniffing, Viewing and Wolf Brothers * 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. These 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. * 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 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. * 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 omniscent, so their statements could be inaccurate or incomplete; the compiler could have incorrectly inferred a passage. 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. 0.4 Origin of the Wheel of Time Concordance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Wheel of Time Concordance was "born" almost a year ago, when several others and I began work on Tales of Ta'veren MUSH. A MUSH is a multi-user game, and Tales of Ta'veren MUSH is set in the Wheel of Time universe. (For those interested, you can telnet to Tales of Ta'veren at fly.ccs.yorku.ca 4201.) 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 handwritten 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 inbetween 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 two-thirds 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: oracle@delphi.glendon.yorku.ca There are a couple of 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. * 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. ******************************************************************************* 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) - the highborn or wealthy travel about in sedan chairs carried by bearers. (I: 535) - good money for cats in hard times. (I: 619) - 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 councilor, 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) - silk comes from the land beyond the Aiel Waste. (II: 452) - 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, pretense 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 calvary 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) - people keep song birds in wicker cages. (VI: 531) - names and descs of constellations (VI: 340) - example of daes dae'mar (VI: 404) - some streets have signs? (VI: 484) - desc of libraries (VI: 581) 1.1 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) - desc of various of fashions (IV: 229) - people use cosmetics to enhance or alter their appearance. (IV: 282) - people use hair dye. (V: 170) - more minor lords wear yellow embroidery instead of gold thread, and wool instead of silk. (V: 601) 1.2 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) 1.3 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) - 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, pretense 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 rivership 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) 1.4 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) 1.5 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) 1.6 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) 1.7 Phrases, Sayings and Adages ~~~~~~~~~~~~~~~~~~~~~~~~~~~ General ~~~~~~~ - 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-riddence 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 fidler'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. (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. (IV: 122) - A weeping woman is a bucket with no bottom. (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. (V: 150) - A stoat squaling 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. (V: 184) - If you don't look for snakes, you cannot complain when one bites you. (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. (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. (VI: 489) - Better to face the bear than run from it. (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. (V: 254) - Dragging feet never finish a journey. (V: 256) - You cannot hold the sun at dawn. (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. (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. (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. (V: 563) - the last brick on the cart that broke the axel (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. (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. (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) 1.8 Recreation and Leisure Time ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of dance and jig (I: 244-5) - dances - jig and reel (III: 324) - line-dance. (VI: 653) - 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) - gleemen also perform backsprings, handstands and flips. (IV: 106) - 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) - desc of game? (V: 229) - spin, an ancient game played with tiles? (V: 389) - desc of game with pieces called counselor and spire, and a gambit of tcheran - chess? (VI: 143) - 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) - dominoes is played. (VI: 613) - people game 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) - desc of stones (III: 573) - 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) - 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) - 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) - desc of fireworks, and how they work (III: 472-473) - desc of fireworks (III: 516-517) 1.9 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) - desc of boats (III: 461) - desc of the River Spray (II: 160) - 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 rivership 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) - belowdecks 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) - desc of Snow Goose (III: 402) - Faile was charged just under three silver marks for river passage from Remen to Illian? (III: 402) - desc of Blue Crane - has square sails (III: 420) - the Darter is twice as wide as the Blue Crane. (III: 459) - desc of Sea Folk raker ship (IV: 307) - 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) 1.10 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) - 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) - much of the world believes the Horn of Valere is only legend. (III: 234) - some people want to kill the Dragon Reborn because they mistakenly think that will prevent Tarmon Gai'don. (IV: 34) 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 Channeling (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, Cachin, 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) 3.0 GENERAL AIEL CULTURAL NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 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) - desc of when Aiel sing (V: 80) - 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) - desc of Aiel pledge (V: 64) - 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) - Aiel knife game involving flipping a knife into the ground. (IV: 718) - desc of an Aiel knife-tossing game (V: 80) - the Aiel don't play cards. (V: 80) - Aiel games: cats cradle, stones, Thousand Flowers - tiles laid out in patterns (Mahjong?) (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) - desc of ceremony to request entry to a Hold (IV: 806) - 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 pavillions at the fair, sell goods like rugs, pottery, jewelry, silk and ivory. (IV: 945) - some Aiel are traders. (V: 82) - desc of what happens when Aiel meet (IV: 947) - 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) - desc of the dragon marks gained in Rhuidean (IV: 551) - 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 pavillions at the fair, sell goods like rugs, pottery, jewelry, 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) - desc of chief's chair (IV: 810) - 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 judgment - the only people among the Aiel who have chairs are the clan chiefs, who use them for pronouncing judgment or receiving submission of an enemy. (VI: 535) - at least one clan chief has tried to unite the clans. (V: 61) - desc of how chiefs would travel to meet Rand (IV: 814) - 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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - desc of Aiel. (III: 432) - 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 jewelry 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 jewelry 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) - desc of Aiel marriage customs and the roof in marriage (IV: 790) - 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 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 defenseless 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 defenseless 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 gray-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) - 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) 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) 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 practiced 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 and Channelers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - 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) - a Wise One is always safe among the Aiel, regardless even of blood feud. (IV: 371) - 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) - 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) - the status of a Wise One does not depend on her ability to Channel, or her strength if she can Channel. (V: 101) - 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) - the Wise Ones don't take part in battles, most especially they don't use the OP in a battle. (V: 482) - 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) 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 gray 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 center 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 councilors. (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 mustaches. (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 jewelry, 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 gray 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 gray 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 offense - branding, second offense - amputation of hand, third offense - 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 manoeuvered 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 jewelry, 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) - youngers 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: , by the Grace of the Light, Queen of Andor, Protector of the Realm, Defender of the People, High Seat of the 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' peple 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) 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 Saldea. 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 boatride 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 gray 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 grayish stone streaked with white and silver, with tall, round towers spaced along them. Buildings outside of the walls are red brick, gray 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 center 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 gray 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 organizes 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) 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 brambled- 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 travelers 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 center 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 Saldea? (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 mustaches 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 mustaches. (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 embrace 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 serviley. (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