The Wheel of Time - The Call of the Horn
A corruption of the land north of the Borderlands, the Great Blight sometimes expands and retreats, depending on the current strength of the Dark One. It is home to many dangerous flora and fauna, one example being the Stick, a small creature resembling a stick. Its bite is deadly, and the only known cure is amputation of the bitten limb. Despite the fact that the flora of the Great Blight appears to be sickly and dying, it is in fact dangerous, hiding many a deadly trap. During Rand’s travels through the Blight trees attempted to attack him and his companions and consume them. These trees seem to be almost fleshy rather than woody with hardened bark like trees to the south, as they are flexible enough to attack people and animals, and their branches are easily cut by a sword. It is also the site of the ruins of Malkier, overlooking which Rand and his friends camped. The Great Blight extends eastwards across the northern boundaries of both the Aiel Waste and Shara as well, and some theorize that it even extends across the ocean floor (giving rise to the body of water known as the Dead Sea) to the Seanchan continent, where it is known as the Lesser Blight. It is revealed by Graendal that the red color of the soil is the result of large quantities of iron present in it. It is also revealed that the climate of the Blight is hot and dry, though the temperature gets colder the further north one goes. The borders of the Blight also seems to fluctuate such as when it swallowed Malkier or receded a few miles as shown in a letter to Elaida.
Creatures in the Great Blight
A jumara is a worm-like Shadowspawn, denizen of the Blight. They are so dangerous that other creatures of the Blight flee from them. A single jumara is said to be able to easily kill a Fade. They lack any tactile sensation, but they do feel hunger. They must be cut to pieces to be killed. According to Sammael, they are the larval stage of an even more terrifying breed of Shadowspawn, which is never closely described. Jumara were one of Aginor’s many nasty creations. Sammael says people call them Worms now.
Trollocs have the body of a man and the head and feet of an animal such as a bear, bird, wolf or goat. Trollocs are quite large, generally around eight feet tall. They are unable to swim, and will not even wade through waist-deep water.
Trollocs can see well in the dark, but bright light will blind them temporarily. Some may track by scent or sound, but they are lazy and easily give up unless driven to pursue their prey. Trollocs kill for the sheer pleasure of killing.
Trollocs are divided into tribe-like bands, each with their own sigil.
Ahf’frait – whirlwind
Dha’vol – horned skull
Dhai’mon – iron fist
Ghob’hlin – goat skull
Ko’bal – blood red trident
The Trollocs were originally a failed experiment. While their great strength and size make them powerful troopers, they are useless as soldiers due to their bloodlust and inability to follow orders. Only the males fight, with the females doing little but serving as breeding machines.
Occasionally, a Trolloc offspring is a genetic throwback in the direction of the original human stock and the taint of evil is even stronger in them. Myrddraal, also known by many other names including Fades, Lurks, the Eyeless, Halfmen and more, are man-sized and pasty white with no eyes, yet they see like eagles by night and day.
Their powers stem from the Dark One, such as the ability to travel instantly to any place where shadows meet the light. Aginor expended over one hundred Myrddraal attempting to learn more about this ability, but was unsuccessful. He believed that the Fades might be slightly shifted out of phase with reality. Halfmen appear as misty blurs in a mirror, and their dead black cloaks are not touched by even the strongest wind.
Myrddraal are no match for an Aes Sedai, but they can best most warriors in melee combat. When finally killed, they seem to “refuse to die” for a long time, thrashing about until sunset — even when beheaded. Thus, even a Myrddraal’s dead body, if armed, is deadly. Their blood is corrosive, and must be cleaned off of weapons or armor soon after exposure, to avoid pitting and corruption.
The Myrddraal were the answer to the initial uselessness of Trollocs as soldiers. Trollocs are terrified of Myrddraal and will obey them under almost any circumstances. The only time a Trolloc will disobey is when it is ordered to face something that terrifies it more deeply than the Myrddraal.
Myrddraal have the ability to “link” with a limited number of Trollocs; this allows an even greater scope of control, but results in the instant death of the linked Trollocs if the Myrddraal is struck down.
The Myrddraal do not use the same crude weapons and armor as their Trolloc parents. Instead, they wear black plate armor, which enhances their serpent-like appearance. The Halfmen wield swords made at Thakan’dar, near the entrance to the Pit of Doom. Each sword is quenched in the tainted streams of Shayol Ghul and seasoned with a human soul. A wound inflicted by one of these blades almost always proves fatal unless the One Power is used to Heal the victim.
Disfigured bears with a lot of legs
Hundred lakes monster