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Shadowspawn


Trollocs: About 8-10 feet tall, these creatures combine elements of man and animal. They have the heads of various types of animals and birds, and some have hoofed feet as well. They use crude weapons and can be killed by a trained swordsman or by the One Power. They are generally both stupid and cowardly, and usually need a smarter and stronger leader to keep them in line and force them into action. This leader is frequently a Myrddraal.

Myrddraal: Also known as Halfmen, the Eyeless, Fades, Lurks, Shadowmen, or Fetches, all Fades look the same. They are taller than the average man, with pasty white skin and no eyes. They dress all in black. Their clothing does not move in the wind. They can feel use of the One Power. Their main weapon is a black sword that has been forged in Thakandar. Wounds from these blades do not heal properly. Without the help of a talented Healer the wounded certainly die. Myrddraal are difficult to kill with steel and may require the use of the One Power, but they will not cross running water by choice. Fades have no reflection other than a misty form. Their gaze causes physical fear in a person. They often link with their patrol of Trollocs and use that link to direct and force them into action. The best way to defeat a patrol of Trollocs is to find the Myrrdraal in command and kill it. This will kill or disable all the trollocs linked to that fade. A Fade will not die instantly and can thrash for hours after it's death. They do not die completely until the setting of the sun. There is some uncertainty over a skill by which they can fade into and out of shadows.

Draghkar: These large winged, flying creatures are frequently used as assassins and scouts for the Dark. They are not very intelligent and do not fight well. Their main attack is to use a song that entices their victims to come closer as if in a daze. Once the victim is in range, the Draghkar gives them a kiss. This kiss drains the soul and then life. Those who have been rescued once the kiss has begun would have been better off dead.

Darkhounds: These hounds are as large as ponies and frequently used to track specific victims. They have the usual abilities of dogs, and can be confused by some of the same tricks such as crossing water. They travel in packs of 8-10, and are the source of legends of the Wild Hunt. Their paws do not leave prints in dirt or mud although they can melt pawprints into stone. There is a scent of sulfur about them which can alert one to their presence. Their saliva is an immensly corrosive and powerful poison. In recent times a new breed of Darkhound has been reported abroad in the world, one that apparently can be slain only with the One Power. Stories tell of the beasts being cut to pieces with power-wrought weapons only to have their hacked parts melt and reform into whole, living hounds.

Grey Men: Once human, these assassins gave up their souls to the Dark One in exchange for the ability to pass unnoticed by even the most alert guards. Their appearance is so ordinary that the mind simply doesn't register their presence, but once discovered they can be killed in the same way as any other shadowspawn.

Rats and Ravens: Often spies for the dark one. One of the good things about having an Aes Sedai stay at an Inn is that she will often rid the place of vermin.

While not being related to the Dark One or shadowspawn directly, the following sections concern things known to be similarly evil.

Mashadar/Shadar Logath: Mashadar

Machin Shin/The Ways: Machin Shin


Main Syllabus | Accepted Syllabus | Accepted Rules | The Ajahs | Tower Relations | Rebel Relations | Shadowspawn | The Forsaken | Accepted Weaves | Wards | Shielding | Weather Control | Knotting/Unknotting | Linking | Angreal

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