Walls Of Muirthemne
Thursday February 26, Outer Walls of Muirthemne
Today, after more than two months of separation, we have finally rejoined the rest of the Legion. I will not even hazard to guess the thoughts of those who first sighted the mighty Trow accompanying our force.
After we settled in, Garrick told us of events in the west. Shiver’s attack on White Falls came as expected, and the battle there raged for the better part of a month, until Baelden and the seventh legion swept up from the south and attacked Shiver’s flank. Her army was forced to retreat east toward Willow and the combined forces under Alric and Baelden fell upon her rear guard, destroying it utterly.
The victory was short-lived, however, as Shiver returned a week later with an army of Myrkridia. This time we were pushed across the Meander and now Tandem’s fall is inevitable.
So the King has decided on a new course of action. The Legion must capture Muirthemne, though for what purpose we cannot tell, for the city holds no strategic benefits. King Alric himself plans to be here within the week, and we must capture the city before he arrives.
Tomorrow we lay siege to Muirthemne with the aid of the Trow and a team of Dwarven Mortars. Breaching the massive wall that protects the old armory is foremost on our list of objectives. While that curtain stands, our infantry is but grist for the mill.
- Trow: The Trow are relics from a forgotten age. During the height of their golden age they were responsible for the creation of many complex megalithic structures, but as their civilization declined they began enslaving their lesser brethren, the Oghres, to construct their cyclopean edifices. Finally, during the Wind Age (after many centuries of domination at the hands of their cruel masters), the Oghres attempted to throw off the shackles of Trow tyranny. The resulting war left the Trow city-states severely weakened and the Oghres extinct. The hero Connacht took advantage of this conflict and entombed the Trow where none would ever discover their barrows, and melted their iron cities into the ice. Since that time, the continent has been free of brutalization at their massive hands. The Trow retreated to the north at the end of the Great War, and have since held a nervous truce with the humans who slew so many of their number during the conflict. Their bitter memories of their own golden age many generations ago have left them with a collective hunger for a return to better times. This urge does not prevent the Trow from exacting a frightful toll upon any who would pass across the land they have claimed as their own. ↩
- Shiver: One of the Fallen Lords. ↩
- White Falls: A name referring to a town, a fortress, and the White Falls themselves. Located on the Meander River southeast of Tandem, they are the highest falls west of the Ermine. ↩
- Alric: An Avatara of years past, Alric is the only surviving member of the Nine sorcerers who opposed the Fallen Lords during the Great War. Alric reclaimed his throne after defeating Balor. He has spent the last sixty years rebuilding the Province. ↩
- Myrkridia: A terrible race of flesh-eaters with a limitless capacity for evil. During the Wind Age, the Myrkridia were trapped in the Tain by Connacht and thought destroyed. ↩
- Muirthemne: (Llancarfan). The ancient capital of the Cath Bruig empire, Muirthemne was home to many great sorcerers and craftsmen, whose works included the Tain. Ruled by Connacht during the Wind Age, it was sacked and utterly razed when he returned as Balor during the Great War. ↩
- Shades: The reanimated corpses of long-dead sorcerers, Shades take great pains to avoid running water (since they can only cross it by using a bridge) and act as a conduit for the evil magic of the Fallen Lords. ↩
- Fetch: Priestesses summoned from another world by Balor during the Great War, they found themselves unable to return after his destruction at Alric’s hands. In return for their continued cooperation, Soulblighter has promised them a way home. Disturbingly proud of their ability to singlehandedly decimate legions of veteran warriors, the Fetch wear the skins of the men they’ve electrocuted as trophy and warning. ↩
- Dwarves: A diminutive race of sturdy craftsmen. The Dwarves delight in the elements of Fire and Stone, and are unrivaled masters of both. They share a deep hatred and countless years of war with the Ghôls. Driven from their homelands in Myrgard and Stoneheim, they returned to reclaim them following the defeat of the Dark at the end of the Great War. ↩