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Contents ( 121)
  1. Prologue
  2. Chapter 1
  3. Apples First
  4. Chapter 2
  5. Questions of Leadership
  6. Chapter 3
  7. The Amyrlin’s Anger
  8. Chapter 4
  9. The Pattern Groans
  10. Chapter 5
  11. Writings
  12. Chapter 6
  13. Questioning Intentions
  14. Chapter 7
  15. Lighter than a Feather
  16. Chapter 8
  17. The Seven-Striped Lass
  18. Chapter 9
  19. Blood in the Air
  20. Chapter 10
  21. After the Taint
  22. Chapter 11
  23. An Unexpected Letter
  24. Chapter 12
  25. An Empty Ink Bottle
  26. Chapter 13
  27. For What Has Been Wrought
  28. Chapter 14
  29. A Vow
  30. Chapter 15
  31. Use a Pebble
  32. Chapter 16
  33. Shanna’har
  34. Chapter 17
  35. Partings, and a Meeting
  36. Chapter 18
  37. The Strength of This Place
  38. Chapter 19
  39. Talk of Dragons
  40. Chapter 20
  41. A Choice
  42. Chapter 21
  43. An Open Gate
  44. Chapter 22
  45. The End of a Legend
  46. Chapter 23
  47. Foxheads
  48. Chapter 24
  49. To Make a Stand
  50. Chapter 25
  51. Return to Bandar Eban
  52. Chapter 26
  53. Parley
  54. Chapter 27
  55. A Call to Stand
  56. Chapter 28
  57. Oddities
  58. Chapter 29
  59. A Terrible Feeling
  60. Chapter 30
  61. Men Dream Here
  62. Chapter 31
  63. Into the Void
  64. Chapter 32
  65. A Storm of Light
  66. Chapter 33
  67. A Good Soup
  68. Chapter 34
  69. Judgment
  70. Chapter 35
  71. The Right Thing
  72. Chapter 36
  73. An Invitation
  74. Chapter 37
  75. Darkness in the Tower
  76. Chapter 38
  77. Wounds
  78. Chapter 39
  79. In the Three-fold Land
  80. Chapter 40
  81. A Making
  82. Chapter 41
  83. An Unexpected Ally
  84. Chapter 42
  85. Stronger than Blood
  86. Chapter 43
  87. Some Tea
  88. Chapter 44
  89. A Backhanded Request
  90. Chapter 45
  91. A Reunion
  92. Chapter 46
  93. Working Leather
  94. Chapter 47
  95. A Teaching Chamber
  96. Chapter 48
  97. Near Avendesora
  98. Chapter 49
  99. Court of the Sun
  100. Chapter 50
  101. Choosing Enemies
  102. Chapter 51
  103. A Testing
  104. Chapter 52
  105. Boots
  106. Chapter 53
  107. Gateways
  108. Chapter 54
  109. The Light of the World
  110. Chapter 55
  111. The One Left Behind
  112. Chapter 56
  113. Something Wrong
  114. Chapter 57
  115. A Rabbit for Supper
  116. Epilogue
  117. Glossary
  118. PROLOGUE
  119. By Grace and Banners Fallen
  120. About the Authors
  121. Contents

cuendillar: A supposedly indestructible substance created during the Age of Legends. Any known force used in an attempt to break it, including the One Power, is absorbed, making cuendillar stronger. Although the making of cuendillar was thought lost forever, new objects made from it have surfaced. It is also known as heartstone.

currency: After many centuries of trade, the standard terms for coins are the same in every land: crowns (the largest coin in size), marks and pennies. Crowns and marks can be minted of gold or silver, while pennies can be silver or copper, the last often called simply a copper. In different lands, however, these coins are of different sizes and weights. Even in one nation, coins of different sizes and weights have been minted by different rulers. Because of trade, the coins of many nations can be found almost anywhere, and for that reason, bankers, money-lenders and merchants all use scales to determine the value of any given coin. Even large numbers of coins are weighed.
The heaviest coins come from Andor and Tar Valon, and in those two places the relative values are: 10 copper pennies = 1 silver penny; 100 silver pennies = 1 silver mark; 10 silver marks = 1 silver crown; 10 silver crowns = 1 gold mark; 10 gold marks = 1 gold crown. By contrast, in Altara, where the larger coins contain less gold or silver, the relative values are: 10 copper pennies = 1 silver penny; 21 silver pennies = 1 silver mark; 20 silver marks = 1 silver crown; 20 silver crowns = 1 gold mark; 20 gold marks = 1 gold crown.
The only paper currency is “letters-of-rights,” which are issued by bankers, guaranteeing to present a certain amount of gold or silver when the letter-of-rights is presented. Because of the long distances between cities, the length of time needed to travel from one to another, and the difficulties of transactions at long distance, a letter-of-rights may be accepted at full value in a city near to the bank which issued it, but it may only be accepted at a lower value in a city farther away. Generally, someone intending to be traveling for a long time will carry one or more letters-of-rights to exchange for coin when needed. Letters-of-rights are usually accepted only by bankers or merchants, and would never be used in shops.

da’covale: (1) In the Old Tongue, “one who is owned,” or “person who is property.” (2) Among the Seanchan, the term often used, along with “property,” for slaves. Slavery has a long and unusual history among the Seanchan, with slaves having the ability to rise to positions of great power and open authority, including authority over those who are free. It is also possible for those in positions of great power to be reduced to da’covale. See also so’jhin.

Deathwatch Guards, the: The elite military formation of the Seanchan Empire, including both humans and Ogier. The human members of the Deathwatch Guard are all da’covale, born as property and chosen while young to serve the Empress, whose personal property they are. Fanatically loyal and fiercely proud, they often display the ravens tattooed on their shoulders, the mark of a da’covale of the Empress. The Ogier members are known as Gardeners, and they are not da’covale. The Gardeners are as fiercely loyal as the human Deathwatch Guards, though, and are even more feared. Human or Ogier, the Deathwatch Guards not only are ready to die for the Empress and the Imperial family, but believe that their lives are the property of the Empress, to be disposed of as she wishes. Their helmets and armor are lacquered in dark green (so dark that it is often mistakenly called black) and blood red, their shields are lacquered black, and their swords, spears, axes and halberds carry black tassels. See also da’covale.