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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 8:50 pm
Dreadlords
A Dreadlord is a person who can channel and is in the service of the Dark One. Although they can channel, they are not considered to be strong enough to be "Chosen." Their function is either like the sul'dam and damane in Seanchan armies or as the commanders of the Shadow's armies under the Chosen. It is likely that Aes Sedai of the Black Ajah and Darkfriends at the Black Tower will function as Dreadlords in the army of the Dark One in the Last Battle.
The Dreadlords originated in the Trolloc Wars. They refused to call themselves the Chosen for fear that, after they won and the actual Chosen were freed, they would be punished for claiming the title.
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Posted: Tue Nov 18, 2008 8:55 pm
Darkfriends
Darkfriends, or Friends of the Dark, are normal folk who have secretly pledged support to the Dark One, whom they call the Great Lord of the Dark. Darkfriends, though not necessarily dangerous combatants, are also ubiquitous, as they can be and often are found just about everywhere. Darkfriends believe that when the Shadow triumphs they will be granted great power and immortality.
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Mana The Cat Demon Vice Captain
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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 8:58 pm
Children of Light
Children of the Light, or Whitecloaks, are religious zealots. They blame the Breaking of the World on the Aes Sedai and believe that the One Power is a tool of the Dark One. By this logic, all Aes Sedai, and any who associate with them or who have trained in the White Tower, must therefore be Darkfriends. The Children bear strong similarities to both the medieval order of the Knights Templar and the Ku Klux Klan.
The Children of the Light wear white cloaks with a bright gold sunburst. The battle armour is silver with a gold sunburst and conical caps.
Philosophically, the Children are nearly identical to the long-dead inhabitants of Shadar Logoth, who believed that "The victory of the Light is all," and became so oppressive of anything resembling the Shadow that they became an evil of their own. This link is used by Padan Fain to spread the evil of Shadar Logoth to the Whitecloaks, but that spread has ceased with the fall of the Dome of the Light to the Seanchan.
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Posted: Tue Nov 18, 2008 9:04 pm
Asha'man
Asha'man, Guardians in the Old Tongue, are men who can channel the One Power. Like Aes Sedai, Asha'man identify their status by title. The main titles among Asha'man are:
Soldiers, the trainees, are identified by no rank pins, only their black coats Dedicated, the officers, are identified by a pin of a silver sword Asha'man, the masters, are identified by a pin of a golden dragon M'hael, leader. This title is taken by Mazrim Taim. Variations have been given to other Asha'man for titles such as "Battle Leader." Asha'man have generally been distrustful of Aes Sedai, largely because throughout the millennia, due to the Dark One's Taint on saidin, Aes Sedai have been hunting male channelers and cutting them off from the One Power.
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Mana The Cat Demon Vice Captain
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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 9:05 pm
Warders
A Warder is a person who is bonded by an Aes Sedai through the use of saidar to become her bodyguard as she travels.
Warders are traditionally trained at the White Tower so that, once their training has been completed, they may serve the Aes Sedai as bodyguards. In their training, they are brought to a pinnacle of swordplay; man for man, Warders are historically considered to be the finest fighters in the land. They are highly recognizable for their "color-shifting" cloaks, which are made of fancloth created by a ter'angreal recovered from the Age of Legends, and provide chameleonic camouflage for their wearers.
The Warder bond has distinct benefits for both parties. The bonded party gains greater stamina and physical prowess, a greater capacity to resist evil, and greater resistance to injury. The Aes Sedai, for her part, gains a bodyguard, confidant and ally-in-schemes who is intrinsically linked to her and whose behavior can be controlled through the bond. She is also able to draw on the warder's strength if needed. Both parties are able to sense the other's general location, physical well-being and, to some extent, emotional state. Of course, this in itself can cause problems, should one party or the other become intoxicated or involved in romantic liaisons. Death is also a major occupational hazard; if one member of the bond is killed, the other suffers extreme emotional trauma, to the point that most orphaned Warders lose all will to live, and often throw away their lives in a berserker rage.
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Posted: Tue Nov 18, 2008 9:07 pm
Aes Sedai
The Aes Sedai are, arguably, the most important, powerful and influential society on the continent. Aes Sedai are formally trained to channel the female half of the one power. They are centered around the White Tower and their leader is the Amyrlin Seat who is currently Keraille. =)
For more look here It's almost painfully knowledgeable!
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Mana The Cat Demon Vice Captain
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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 9:09 pm
Grey Men
A small subset of Darkfriends (of both genders, despite the name) actually donate their souls to the Great Lord. While most Gray Men are men, some women have been "stupid enough even among darkfriends" to give up their soul. They become Gray Men, ordinary-looking folk who are, in fact, very difficult to notice, to the point of 'hiding in plain sight': to a person not specifically looking for one, a Gray Man carrying a knife is about as interesting as an old chair. Their ubiquity and unremarkability is their primary asset, as they are sent as assassins against sensitive marks; frequently they do the deed without anyone even realizing they were there. Like the Draghkar, however, they are only truly dangerous if overlooked. Unlike the Draghkar, the Gray Men are very easy for most people to overlook.
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Posted: Tue Nov 18, 2008 9:11 pm
Draghkar
Draghkar are a flying creature of the Shadow, resembling a pale man with large eyes, red lips, and bat-like wings. Like the Sirens of Greek myth, they sing hypnotically to their prey to attract them within near proximity. The Draghkar then sucks its prey's soul out by administering the Kiss. What is left behind of the unfortunate prey is only a shell of its former self. It has been said that, once this process has begun, it is worse to be rescued from a Draghkar's kiss with a partial soul, than to be allowed to die.
Though dangerous when undetected, they are not especially difficult to defeat if one can avoid their song. Their fragile wings and lack of armor or other weapons make them susceptible to direct attack; as such, they are often employed as assassins, along with Grey Men, to eliminate enemies of the Shadow.
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Mana The Cat Demon Vice Captain
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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 9:13 pm
Gholam
The gholam is another creation of Aginor. Only six, three male and three female, were ever created, and only one is known to survived the Breaking. The gholam are among the Shadow's most deadly creatures. Appearing human in form, gholam are extremely strong and they appear to be impervious to most forms of physical injury due to their lack of bones and blood as well as their elasticity. A gholam can slip through the tiniest of cracks due to its lack of bones. Because of their incredible strength, they are able to rip a door off its hinges with one hand. They must regularly consume blood to stay alive; while they prefer human blood, the blood of any living creature will do.
Finally, as their only purpose is to kill channelers, they were made completely immune to the One Power. Only one thing has been known to injure them: a foxhead medallion, currently in the possession of Matrim Cauthon, caused burns when brought in contact with the gholam. It is possible that this is because of their similar natures; the medallion has been shown to protect Mat from the direct effects of channelling.
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Posted: Tue Nov 18, 2008 9:14 pm
Darkhounds
Darkhounds are a race of Shadowspawn used by the Dark One. They are about the size of a small horse and look vaguely like a dog. Darkhounds typically run in packs of ten to twelve, though a pack may be as large as fifty hounds. The saliva of a darkhound is an acid that causes bruising and burns which spread quickly, and a few drops are enough to kill a person. Darkhounds are seemingly solid but if they are chopped into bits the parts liquefy, pool, and reform into the darkhound once again. They will not reform on the ancient symbol of Aes Sedai. Their liquified parts will run off the symbol before reforming. The darkhound leaves no tracks on dirt, grass or snow; but if it steps on stone it leaves footprints. Balefire is the only reliable way to permanently kill one, though Perrin fought Darkhounds outside of Illian, and killed one with several arrows to the face.
Darkhounds are created by an existing darkhound consuming the soul of a wolf. The wolves themselves refer to them as Shadowbrothers.
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Mana The Cat Demon Vice Captain
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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 9:17 pm
Myrddraal
Myrddraal are Trolloc offspring, but are throwbacks to human origin. They are tall and pale, muscular and serpent-quick, but they have no eyes, which does not impair their vision in the slightest. Despite having no eyes they are said to have the vision of eagles in both light and darkness. Myrddraal are most often seen leading groups of Trollocs, and sometimes "link" with them to achieve even greater control. However, this comes at a cost - dealing a Myrddraal a killing blow will instantly kill any Trollocs linked to it, even though the Myrddraal itself will not die "until the setting sun".
Myrddraal gain certain powers from the Dark One. They have the ability to cause paralyzing fear with a look and can vanish wherever there are shadows. They have few known weaknesses, one of which is that they do not like to cross running water.
Myrddraal wear black armor with overlapping scales, and black cloaks which do not stir in the wind. In battle a Myrddraal wields his sword with great skill and incredible speed. They are able to move between, or disappear into, shadows, and mirrors only reflect a misty image of them. Aginor, one of the Forsaken and creator of both Trollocs and Myrddraal, theorized that they were "slightly out of phase with time and reality," but was unable to prove his thesis despite extensive, often fatal, testing. Their blood is acidic and will etch steel if not cleaned off. When killed they thrash around blindly for a time, often still holding their weapons, as if refusing to admit they are dead. They wield swords made at Thakan'dar, the forges on the slopes of Shayol Ghul, which are imbued with the soul of a human. A Myrddraal's sword causes injuries that are almost always fatal if Aes Sedai Healing is not administered. The swords, however, only have a limited lifetime. Myrddraal have the uncanny ability to instill stark terror in anyone they gaze upon: "The look of the Eyeless is fear." The only things Myrddraal are known to fear are running water, the city Shadar Logoth, the half-Mordeth monster named Padan Fain, and the One Power. Myrddraal, along with Gray Men, are the only known creatures who do not dream. Even Trollocs have dreams.
Myrddraal are hated by the wolves more than any other shadowspawn. They are called the "Neverborn" by the wolves. A whole pack of wolves will willingly die trying to kill one Myrddraal.
They are known by many names: Halfmen, the Eyeless, Shadowrunners, Shadowmen, Lurk, Fetch, Fade, Neverborn. In most nations, they are treated about as seriously as bogeymen, but those in the Borderlands or who have had the misfortune to encounter them, know better.
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Posted: Tue Nov 18, 2008 9:19 pm
Trollocs
Trollocs were created by Aginor during the War of Shadow, one of the leading biologists of the Age of Legends, by crossbreeding human and animal stock. They are able to interbreed with humans, however the offspring are usually stillborn or do not live long. Trollocs are generally bipedal and humanoid, often with both human and animal features: human eyes but an eagle's beak, for instance, or a bear's paws and claws. They are huge in stature and extremely vicious. They are the basic shock troops of the Shadow.
Trollocs are credited with being able to see better than a man in the dark, however they can be blinded by bright lights. Trollocs are also able to track by scent or sound, and kill for the pleasure of killing.
Trollocs are omnivorous and will eat any kind of meat. They are routinely fed captives taken during battles with humans, which are cooked in large cooking pots. If there are no prisoners then lower-ranking Darkfriends are sometimes fed to the Trollocs instead. It is often stated that they 'kill for the joy of killing'. Trollocs are known to be lazy and this is shown when Rand al'Thor and Loial sneak past a Trolloc guard in The Great Hunt and reclaim the Horn of Valere from Padan Fain.
The weapons of Trollocs are made at the forges in the valley of Thakan'dar. Some of these weapons leave that place with a stain of evil in the metal. These blades can create wounds that will not heal or illnesses that medicine cannot mend. The weapons they use are often crude and cruel, something which reflect their brutish and war like nature.
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Mana The Cat Demon Vice Captain
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Mana The Cat Demon Vice Captain
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Posted: Tue Nov 18, 2008 9:21 pm
The Aelfinn and Eelfinn
The Aelfinn and Eelfinn are a pair of unusual nonhuman races who inhabit realms separate from the more familiar world of the Wheel. Two red doorframe ter'angreal allow visitation, one for each race of 'elfinn, provided that you bring neither iron, instruments of music, or fire. The doorway to the Eelfinn was destroyed during the fight between Lanfear and Moiraine. The Aelfinn look vaguely human with snakelike features. They answer three questions truthfully, although the answers are difficult to unravel. Questions directly pertaining to the Shadow are to be avoided, as are frivolous questions. The Eelfinn resemble foxes, and grant gifts, but at a price. If the price isn't set before the request, then they consider themselves free to set a suitable price, often to the detriment of the petitioner.
The Aelfinn and Eelfinn live in twisted worlds, which allow them to read the Pattern more effectively than humans may. The Aelfinn and the Eelfinn are not believed to be evil, but their point of view and intelligence are so different from humans and so thoroughly alien that they might as well be. It is believed that an individual can only visit each species once, through their corresponding ter'angreal. Moiraine and Lanfear fell battling into one of these portals and while Lanfear has apparently been resurrected by the Dark One, Moiraine remains trapped in the world of the Eelfinn.
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Posted: Tue Nov 18, 2008 9:22 pm
Ogier
Ogier are a race of non-human creatures who have an intense love of knowledge and peace. They are great architects and stonemasons, responsible for many of the most impressive structures and cities of the world. Ogier stonework is known for its organic nature, often appearing to have been grown like plants. However, it is considered to be a skill they picked up during the Breaking, and unimportant compared to their first love, forestry. They love the trees of their stedding, and grew groves near the cities they built to remind them of their home. Even their written language resembles growing leaves and vines. This encyclopedia contains a List of Ogier mentioned or active in the storyline.
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Mana The Cat Demon Vice Captain
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Volcon Isadar Vice Captain
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Posted: Wed Nov 19, 2008 3:49 pm
The Kin are a secret group of female channelers hiding from the White Tower. They offered a safe haven for others who had been put out of the Tower due to their failure to measure up to the Tower's standards. Their history dates back to the Trolloc Wars, more than two thousand years ago when the first group of women upon fearing to return home in the midst of the wars, fled to Barashta as far from the fighting as was possible to go at that time.
The members of the Kin, calling themselves Kinswomen, accept runaways, as well. They made great efforts to keep these girls from learning anything about the Kin until they were sure that Aes Sedai would not swoop down and retake them. After all, everyone knew that runaways were always caught sooner or later, and the Kin knew that unless they held themselves secret, they themselves would be punished severely. Unknown to the Kin, Aes Sedai in the Towers were aware of their existence almost from the very first, but prosecution of the wars left no time for dealing with them. By the end of the wars, the Tower realised that it might not be in their best interests to snuff out the Kin. Prior to that time, a majority of runaways actually had managed to escape, whatever the Tower's propaganda, but once the Kin began helping them, the Tower knew exactly where any runaway was heading, and they began retaking nine out of ten. Thus, the Kin became the Tower's unconventional trap for runaways, and the Tower decided to leave them alone and to keep the Kin's very existence a secret known only to full Aes Sedai.
The Kin do not have laws, but rather rules based in part on the rules of novices and Accepted in the White Tower, and in part on the necessity of maintaining secrecy. As might be expected given the origins of the Kin, they maintain their rules very firmly on all their members. Recent open contacts between Aes Sedai and Kinswomen, while known only to a handful of sisters, have produced a number of shocks, including the facts that there are twice as many Kinswomen as Aes Sedai and that some are more than a hundred years older than any Aes Sedai has lived since before the Trolloc Wars. In Crossroads of Twilight, it is suggested that the reason that the Kin are in some cases much older than any Aes Sedai is because they have not sworn on the Oath Rod which may cut an Aes Sedai life in half. The effect of these revelations, both on Aes Sedai and on Kinswomen, is as yet as a matter for speculation.
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