From their description, Twelve Motion recognized them as the Warlocks of the Scholomance , allies of The Deceiver and collaborators of the Fallen Lords. Now The Legion knew for certain that The Deceiver was here. Soulblighter's forces had also arrived on the glacier, despite the horrendous weather and the best efforts of The Legion at covering their tracks. It was unlikely that he was trying to enlist The Deceiver into joining him and was likely going to have him executed rather then let him be a threat.
The Legion comes up with a cunning plan to revive The Deceiver. The Berserks would lead Soulblighter's minions right into the Warlocks ' clutches and sneak through the ensuing chaos to The Deceiver.
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The Deceiver is revived and he transports The Legion and his Warlocks away from the battle. The Deceiver claims to be held in high regard by the trow as a being of 'Furor Poeticus' and believe he can win the Trow to their cause. The Trow, on the other hand, believed that humanity was not a race worth fighting for, owing to their defeats against Connacht during the Wind Age and The Legion during the Great War, but they agreed to aid them for one year if The Legion could defeat them in a game.
The Legion accepts the challenge, which was a game of holding the majority of six flags planted around the city, and won, winning the aid of the Trow. The expedition travels south and they rejoin the rest of The Legion, and their comrades were surprised to see the trow accompanying them. Garrick, The Legion's new commander after Cruniac's death, informs them of events back in the west.
Shiver and her army attacked White Falls as expected and they held her at bay for more then a month until the seventh legion, who had manage to make it north, flanked her from behind and their combined forces decimated Shiver's army, causing her to retreat. The victory was shortlived as Shiver returned with an army of Myrkridia and, despite their best efforts, White Falls fell to Shiver.
Now Tandem's fall was inevitable. King Alric had decided on a new course of action. The Legion must capture the ancient ruins of Muirthemne. The reason for this plan is unknown as the ruins held no strategic benefit, but The Legion goes ahead with the plan. Scouts report that a great number of Fetch and Myrkridia led by the Shade Herod were roaming the city, likely to deny anyone a place of refuge.
The trow are sent towards the city, rendezvousing with Dwarven Mortar troopers who parachuted into the city and they proceed to the city wall, dodging incoming cannon fire and fighting roaming Myrkridian packs. Reaching the walls, the Dwarves demolish a weakened section and allowed the Trow to advance and wipe out the occupying horde, killing Herod in the process and more Dwarven troops parachute to secure the city.
Upon securing the city, Alric revealed the reason for this decision. He intended to find the Ibis Crown of the Cath Bruig and, with it's immense powers, be able to defeat Soulblighter once and for all. The Crown was thought lost when Balor destroyed Muirthemne a century ago but it was revealed to be hidden somewhere in the Mausolium of Clovis. Although entering the catacombs was tantamount to a death sentence, a band of volunteers chose to enter the crypt.
The party encountered many dangers in the catacombs, foremost being the ghosts of the dead who protect the crypt from intruders, but they were finally able to recover the crown and also uncovered Balmung , a powerful magical sword and one of the Artifacts of Power. A ceremony was then held in the ruins of the place as Alric was crowned as the new emperor of the Cath Bruig Empire. The Journeymen, after a hundred years of self imposed penance for being absent during the fall of their city, threw down the tiles that hung round their necks and swore fealty to their new emperor.
The Journeymen were no more and the Heron Guard , the elite warriors of the empire and the emperor's bodyguards, were reborn. But in typical fashion, an army of Myrkridia arrived to reclaim the city and the Heron Guard were given their chance of redemption. After a long and brutal battle for the walls, The Legion is victorious. Meanwhile, The Deceiver led a contingent of troops to Forest Heart. He is searching for a shard of the Tain , shattered by the Avatara Murgen when Soulblighter used it on The Legion during the Great War, with the intent on entering its maze of caverns to hunt down the Summoner who had been slowly resurrecting the Myrkridian race.
It turned out that Soulblighter found The Summoner in the town of Strand , the Narrator's home town, and instead of simply searching for him, Soulblighter tortured and killed nearly every soul within days march of that ill fated city. After several days of searching without success, many of The Legion were thinking that they would never find it but The Deceiver dismissed them, claiming that he could hear it calling to him. The Legion encounters Soulblighters minions in Forest Heart, no doubt guarding a shard. The Legion finally finds one after battling their way through the ancient forest and they enter the Tain.
The Deceiver and The Legion navigate their way through the caverns, not fully whole and filled with voids of emptiness after being shattered, fighting their way past Cave Spiders and Soulblighter's forces. They eventually find the Summoner, at the Skull Platform where the Myrkridian banner once stood, and executed him. Now the Myrkridia could no longer be resurrected and Soulblighter's edge was gone. Unfortunately, in what can only be described as a poorly thought out attack, The Deceiver teleports himself and The Legion right into Soulblighter's camp.
Despite literally having the element of surprise, The Deceiver and The Legion are captured and imprisoned. The Deceiver himself was imprisoned within a magical elemental constructs' claws. The Legion are locked up in crude prison cells with other soldiers of the West.
They learn that Soulblighter had crushed all resistance in the West and he was moving to retake Muirthemne. Soulblighter was busying himself with torturing captives while The Legion pondered how to escape. Their salvation came from an unexpected source. These troopers managed to set free the rest of their comrades and other prisoners held captive. They manage to release The Deceiver and they all confront Soulblighter. Soulblighter doesn't appear to be concerned with this, even mocking The Deceiver, and The Deceiver promptly engaged Soulblighter.
Not expecting The Deceiver to be as, if not more, powerful without his link to Balor, Soulblighter flees the area in his murder of crows. The Deceiver however manages to shoot down one of the crows, crippling Soulblighter and ridding him of this power. During their escape from the prison, The Legion stumbles upon a large assembly area. Mountains of satchel charges, likely pillaged from Stoneheim , herds of Wights and barrels full of razor sharp shrapnel littered the area.
Not planning to let this discovery go to waste, The Legion destroys everything in this area, much to the accompanying Dwarves' delight, denying Soulblighter of much of his resources. The Legion met up with some of their comrades stationed at Lesotho Dam , with The Deceiver bragging about his victory against Soulblighter, brandishing the dead crow like a trophy. Alric and the rest of The Legion were busy engaging Shiver far down river and Soulblighter intends on destroying the dam to drown them all in a massive flood.
The Deceiver leaves to warn Alric, commanding those present to defend the dam. The Legion repels the attacks, preventing Soulblighter from wiping out everything down river in one stroke. Shiver, having been beaten by The Legion, fled into the maze of ravines south of Silvermines , sending armys of Thrall meant more as a distraction then a threat.
The Deceiver in the mean time had been screaming for Shiver's blood and so he and an elite group of heroes were sent to finish her off once and for all. They encountered Shiver, who mocked The Deceiver as being 'Alric's lap dog'. The Deceiver counters with a witty remark and Shiver retreats further into the ravine, sending wave upon wave of Thrall and Myrkridia upon them. They fight their way through the maze, causing much destruction before they cornered Shiver and whats left of her Myrkridian army.
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Shiver, having all she could take from The Deceiver, orders Phelot to deal with him. You import your map into it, you change the heights, and you place your units on the map in Loathing. The fourth tool that complements Loathing is called Fear. Fear takes care of all the models; it is used to import the 3D rendered models. By November , Bungie had a demo with rudimentary gameplay in place. In an effort to create media buzz, they took the demo to several gaming magazines.
Speaking in , Doug Zartman explained the physics engine was a major factor in the game even at this early stage;. There wasn't much gameplay in what we showed them - two small groups on opposite sides of a small map rushing at each other, becoming a bloody knot at the middle where they all collided and blew each other up. And the AI was crude. But the reviewers could see that it had strategic combat on real 3D terrain - something no other game at the time had, something that radically changed how the game was played; an archer could fire farther from the top of the hill than from in the valley.
It was easy to demonstrate to the press that an archer on high ground was going to defeat an archer down in the valley. The Fallen Lords originally supported both software rendering and 3dfx 's Glide hardware acceleration. We had a lot of specific design goals for Myth II.
Part of those things are enhancements to the engine as well as the gameplay. There were some things in the gameplay and artificial intelligence that made the original annoyingly difficult, and those were some of the things we wanted to enhance. In addition to that, we decided to touch basically every facet of the game. We wanted to make the music and sound better, the graphics - so we basically retouched every area of the Myth gaming experience.
New to Soulblighter were moving 3D models within the gaming world, something none of Bungie staff had ever created before. For example, the opening level features a fully functional windmill, and a later level features a drawbridge that closes as the level begins, and which the player must then lower so their army can gain access to a castle.
Although the original game featured the same kind of 3D polygonal models, none of them moved, and implementing this feature proved to be one of the biggest challenges the team encountered in making the game. For this level, which is set in a large castle, the AI had to be rewritten as two enemy units could be right beside one another but not be able to see each other because of a wall between them.
Previously, two units standing beside one another would automatically attack. Writing this new code into the AI scripting language proved especially difficult for the programmers. In terms of the game's graphics, as with The Fallen Lords , each level in Soulblighter is constructed on a polygonal mesh. However, the mesh used in the sequel is four times finer than in the original, and hence the graphics are more detailed and smoother.
Also like the first game, although the game world itself is fully 3D, the characters populating each level are 2D sprites. However, the sprites in Soulblighter have many more frames of animation than those in The Fallen Lords , and so move much more smoothly. The reason we went with sprites for the characters is because in Myth you can have one hundred units on the screen at the same time, and if they were all polygonal models, even those with the fastest home computers wouldn't be able to play the game.
When Soulblighter was released, Bungie included the "Fear" and "Loathing" programming tools, which allowed players to create new units and maps. For example, in April , they issued a press release regarding the World War II total conversion Myth II: Recon , saying "This kind of plug-in was exactly what the Myth II tools were intended to inspire, and is an excellent sign that Myth mapmakers are taking this game world in fascinating new directions. In , Bungie sold Addressing the issue of remaining faithful to the two previous games whilst still introducing new elements to the franchise, MumboJumbo president Mark Dochtermann explained the developers did not intend to reinvent the series' basic gameplay, although they were keen to try out new things; "There's a lot left to explore in the Myth franchise even before we go in a somewhat different route.
Although, we are taking a [new] route in terms of adding 3D acceleration, 3D models, and doing stuff with the terrain engine and physics that are still way beyond what the other RTS games are doing right now. We don't care to change the whole appeal of the game just so we can call it ours. Executive producer Mike Donges explains, "they're our Myth lore experts, so if we try to put in something new, they have the ability to [reject it].
Although The Wolf Age was built using Soulblighter 's source code, the developers made significant changes, the single biggest of which was that everything in The Wolf Age is rendered in OpenGL 3D, including the characters and all environmental objects. So when you have explosions, and when your units move through the world, the trees will respond. And not just blowing them up. You'll see the shock waves from explosions, and you're affecting the environment a lot more.
It's a lot more realistic. Regarding the programming tools used to create the game, MumboJumbo initially began by using Bungie's "Fear" and "Loathing". However, they never intended to use them for very long, with the plan always being to develop their own tool. Speaking a few months into development, Campbell stated, "we are planning on doing a merger of the tools later on [ The Wolf Age went gold on October 17, ,  completing a development cycle of only ten months, a relatively fast time to develop a major video game.
On November 16, lead programmer Andrew Meggs posted on Mythvillage. In a post titled "Some ugly, but honest truths", Meggs wrote. The basic reason was that there was no next project lined up and funded, nor was there expected to be in the near future, it's expensive to keep a team of salaried people around doing nothing, and MumboJumbo was not a huge business with infinitely deep pockets. There's a tangled web between the MumboJumbo Irvine project team, its parent company United Developers and the game's publisher Take-Two.
I wouldn't blame anyone specifically for the collapse - call it everybody's fault if you're the angry sort or nobody's fault if you're charitable. Meggs explained the team knew there were problems with the Windows version of the game that needed addressing, but, as they had been fired, they were unable to do so. He stated they had been working on a patch to fix many of these problems when they were let go, and he was unsure if this patch would be released. He also acknowledged that many of the criticisms regarding bugs in the game would have been addressed by the patch.
They also announced the patch Meggs had spoken of would be released within the week. Despite the official end-of-life , the Myth series continued to have an active online fanbase, particularly Soulblighter. The first organised group of programmers, artists and coders from the game's community were known as MythDevelopers, who asked for, and were granted access to the source code so as to continue its development.
MythDevelopers used this material to improve and further develop the games. Although their initial focus was on the bug-ridden release version of The Wolf Age ,  they also worked to update the first two games to newer operating systems on both Mac and PC, fix bugs, and create unofficial patches to enhance both the games themselves and the mapmaking tools. This enabled MythDevelopers to avoid the necessity of licensing any external libraries, and instead allowed them to develop everything in-house. This was part of their deal with Take-Two, as they couldn't incorporate anything into the games which they would be unable to give Take-Two the rights to should the company ever ask for the source code back; all modifications remained the intellectual property of Take-Two, who were free to use them in a future commercial version of Myth , if they ever wanted to re-release an upgraded version of one or more of the games, or incorporate the modifications into the development of a new Myth game.
In April , MythDevelopers released a v1. Fixing over forty gameplay and stability issues, and addressing numerous bugs, the patch also included new multiplayer maps and gameplay modes. Soulblighter received considerably more attention from the modding community than either The Fallen Lords or The Wolf Age.
Between and , Project Magma released multiple major patches, each of which included fixes for bugs, graphical problems, gameplay problems, and interface issues, as well as improve the Fear and Loathing tools and the online multiplayer mode. However, each patch also tended to feature one or more "major" enhancement.
For example, v1. Additionally, as the developers did not have access to The Fallen Lords source code when designing v TFL , the feature was unreliable. During development of v1. Prior to disbanding, MythDevelopers created and operated PlayMyth. MariusNet had been online since just prior to Bungie's Myth servers going offline, and was officially approved by Bungie. The Bungie servers had not supported The Fallen Lords since November , and the community believed the servers would soon close for Soulblighter as well.
Dave Carlile, the main programmer of the server, explains. Damas, having witnessed Connacht's battle prowess - and been saved from death by the man - swore his friendship and loyalty. Leitrim : I am willing to give you command of a company of my finest soldiers.
They will be yours to teach and lead into battle against our mutual enemies. What would you have from us then? If Gower is ever in danger of being attacked, by Moagim or any other, you will pledge to aid them. In return for this union, I will teach your men battle. The aid of our armies for the teachings of one person? Why should we agree? Your offer is agreed to. Scene: The Pack-Mage. Narrator : November 19th, A. E, In the eastern Downs. By grant of the Emperor, the Avatara enclave appointed one of their own as an observer to the Devil-Slayers.
His name was Myrdred Myrdred's astute assessment of battle strategy slowly earned him Connacht's respect. On the eve of Harvestide, a scout returned from the Downs with grave information. He had witnessed a group of Myrkridia far from their lairs, dragging fresh corpses into a pile. A strange-looking Myrkridia approached the mass of bodies, making arcane gestures and growls. Then the bodies began to move once again, but this time with a will not of their own. Myrdred recognized that the necromancer must be a Myrkridian Pack-Mage; a beast only rumored to exist in tales from ancient times.
If the Myrkridia were traveling in the open and had the ability to raise an army of Thrall, they had to be found and destroyed before the full force of their army become ready. Scene: Flight from the Dark. Narrator : April 10th, A. As the commanders began preparations for defense, Myrdred spoke of one other piece of information the book provided - the location of Moagim's main encampment, along the shores of The Deep.
Connacht, realizing the potential for that information, boldly addressed the Emperor. An army of Llancarfan soldiers could march on Moagim's encampment and attack him by surprise before he or his army could reach the city walls. After long hours of discussion and planning, the Emperor finally agreed to give Connacht charge of a regiment of the empire's finest soldiers.
Narrator : As the main force of the army converged on the encampment, a thin figure appeared from the shadows. With a gesture of his hands, the ground began to shake. Thousands of shambling Thrall erupted from the landscape, heaving their bodies from the dirt among the feet of the advancing army. The shadowed figure was none other than Bahl'al, The Watcher, the most powerful Necromancer to ever walk the face of the earth.
Unsuspecting, outnumbered, and surrounded, the Llancarfan army fell to the Thrall's unforgiving axes. To his utter shock, Connacht suddenly realized the masterful trap that had been laid, and the extent that it ensnared him From behind, titanic figures clad in black iron lumbered into the camp. With a strength unmatched, their single hammer blows slew whole ranks of soldiers. They were the Trow. And somehow, Moagim had their allegiance. For the first time in his life, Connacht knew defeat. Scene: The Forgotten Lands.
Narrator : The tremendous defeat by Moagim's army had crushed Connacht's faith in his leadership. As he was preparing to return to Gower, he was halted by Damas and Myrdred. Damas stated frankly that Llancarfan needs him, and that if its walls were to fall, Gower's doom would be close behind. Still, Connacht was doubtful; never before had he fought against a tactician as devious and brilliant as Moagim. It was then that Myrdred announced his plan. Since The Watcher had leagued himself with Moagim, they too needed a powerful ally, and he suggested Mazzarin, the first Avatara Tales tell that Mazzarin was slain by The Watcher centuries ago, yet Myrdred believed that the Archmage still lived.
Scene: The Crpyt of Mazzarin. We are your disciples and wish no harm unto you. Why have you invaded my home, "disciple"? The faceless terror Moagim is reborn once again. Do you think I am unaware of the world above? I have read the Total Codex. I know what the Anvil of Fate forges for us. I am no longer a slave to the tides of the Light and the Dark. This battle is yours to fight. Have you no soul left in that dried corpse of yours? Have you lost all concern for humankind? And yet you stay here in your filthy grave while he destroys the world. But a powerful fool. You seek my aid, so shall I give it to you!
Scene: Battle to Myrgard. Narrator : On the heroes' return to Llancarfan, Connacht went immediately to the city's Main Forum and spoke to the dwarf Traval, Forgemaster of the Smiths of Muirthemne. Connacht described to them an ancient device that was capable of sweeping away and imprisoning whole groups of foes. The smiths could make such a device, but not without the mighty Unkarak Tomen , the Dwarven book of building, held within the great forge of Myrgard.
Narrator : June 27th, A. Emperor Leitrim agreed to send a small army to Myrgard in hopes of giving aid to the dwarves battling for their homeland. Despite the recommendations of his advisor and generals, the Emperor appointed Connacht to lead the contingent into the badlands. Scene: The Gates of Myrgard. Narrator : The forces of Llancarfan turned the tide of battle at the Gates of Myrgard. It took no time to establish an alliance between the two nations. Narrator : After months of sleepless work, the Smiths met with Connacht outside their Smithy. There they delivered to him the most inescapable of prisons.
One that could snatch away a foe and hold them indefinitely within its confines. A Tain. Scene: Imprisonment. Narrator : February 11th, A. Upon completion of the Tain, Connacht gathered his forces and made haste north into the Dire Marsh. His troops thought him mad to engage the Myrkridia on their own lands, but followed their general into the dark swamplands. Within only hours of travel, a pack of Myrkridia appeared out of the mist and charged the army. Connacht leaped to the front of his forces, holding only a small jeweled box in his outstretched hand.
With the salivating Myrkridia only yards away from the army, a bright flash lit the haze and enveloped the devils. And then the light was gone, taking the Myrkridia with it. The army stood staring, dumbfounded. Connacht held aloft the device and spoke to his troops. And with it, we will wipe the Myrkridia from the face of the world!
Legions of the devil-beasts were imprisoned within the Tain's hungry maw. Those few Myrkridia that escaped being trapped within the magical oubliette, were hunted down and slain. Scene: The Siege of Llancarfan. Narrator : July 20th, A. The forces of darkness were arrayed before the walls of Llancarfan. The very heart of the Cath Bruig Empire was under assault.
If its mighty walls were to fall, so shortly would all of civilization. Scene: Bonds of the Oghre.
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Narrator : October 12th, A. Four days after the siege of Llancarfan, the Emperor assembled his generals once again. Moagim had retreated back into the Downs. All knew that once he could swell his army with fresh corpses, he would undoubtedly return. It was unanimously agreed that the Trow were the greatest threat they faced. Not only were the metal juggernauts all but unstoppable, but their Oghre slaves were massive brutes as well. That was when Connacht revealed his plan. Speaking boldly, he stated that the only way to win the war was to eliminate the Trow During the siege, Myrdred had discovered an incredible fact - the Oghre were held in thrall to their Trow masters by the power of dream magic.
It was a Dream of Subjugation that compelled the Oghre to fearlessly obey their masters' orders, not the threat of harm. The Oghre were once a proud and savage race - if they were released from the power of this dream, the Trow would have a bloody rebellion in their midst. Myrdred claimed that he had within his power a "Dream of Release". If this spell was woven upon on an Oghre slave, they would become free of the Trow's domination.
Though it would take time, Connacht was sure that with an incited Oghre rebellion, the Trow would have better things to do than to march with Moagim's army. Scene: Rebellion. Narrator : October 30th, A. Within mere hours, the Oghre of the Trow settlement were freed. They turned on their Trow overseers with a rage cultivated by centuries of tortured enslavement. The Trow appeared to be perplexed at the swarming Oghre, as if so used to their flawless obedience, their minds would not believe what they beheld. The mighty Trow were dragged down by their many hands and beaten with the very iron tools made to sculpt their monuments.
Narrator : February 26th, A. Two years had passed since the Oghre began their rebellion against the Trow. Moagim, having lost the aid of his most powerful forces, had not attempted another siege on Llancarfan. Still, his armies were not idle. Almost the whole of the fertile Downs had been laid to waste. As far north as the Twelve Duns did Moagim extend his deathly grip In the heart of winter, news came from the north that the Twelve Duns had fallen to Moagim's army. Ravanna, hearing the plight of her people, was crushed. She had planned to leave Llancarfan long ago, yet her ever-growing feelings towards Damas had kept her there.
Now her people had lost their land.
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Vowing to give aid to her surviving people, Ravanna packed to travel to the northlands. Scene: The Spider God. Narrator : The night of April 14th, A. If the cultists realized the true powers of the artifacts stolen from the dwarves, the whole city could be devastated in the fiery holocaust. That night, hundreds of soldiers surrounded the temple grounds, letting nothing enter or leave. In the morning, Connacht planned to lead hundreds more soldiers into the Spider Temple - eradicating the malevolent cultists and their devil spiders therein. But Connacht was unaware that the surviving Smiths of Muirthemne had plans of their own.
Narrator : At dawn, Connacht and his soldiers stormed the barricades of the Spider Temple. To their surprise, they found no defenders within the vast temple. No bodies, alive or dead were to be found. Connacht reached the temple vault, and there upon an altar were the Tain and the SunHammer - along with a hastily written note; "The Spider God and her spawn no longer infest this temple. As I write this, the big bug and her offspring are imprisoned within the Tain.
When we were constructing the Tain, a few mistakes were made. Somehow, we brought something out from another world into this one. When we heard of the Spider Cultists, we feared the worst, and when they raided our forge, those fears were realized. We were the ones responsible for bringing that Spider-thing into the world, so we were honour-bound to take care of it. Yet, I think that the Spider God is somehow attuned to us. As long as we set foot in this world, it may be able to reach back into it.
I ask you to take care of the Tain, as it will soon be our new home. Make sure this reaches general Connacht, as we believe he is the only one who can save Llancarfan. Scene: Children of Bahl'al. Narrator : May 28th, A. The Oghre's rebellion had come to its inevitable end.
Unfortunately, in the years of battle, the Trow had learned that humans had been the catalyst for that rebellion. Now that their former slaves were dealt with, the full fury of the Trow was focused on the Cath Bruig Empire. Scene: The SunHammer. Narrator : July 17th, A. Having broken through The Watcher's ambush, Connacht and his company of soldiers fled to the North - Bahl'al's deathless army in close pursuit. The soldiers marched solid for three days, trying to distance themselves from the army of the dead who knew no sleep. Through the march, Connacht wore a grim expression. He knew of only one way The Watcher could have learned the location of his troops.
They had been betrayed. But he did not know by whom. Scene: The Heartstone of Nyx. Narrator : August 14th, A. The SunHammer proved to be the implement of the Trow's destruction. After months of systematic annihilation, a score of Trow cities had been turned into lakes of molten iron. Scene: Dream Duel. Narrator : July 2nd, A. Connacht assembled the whole of the Cath Bruig armies. He said that he planned to lead the Llancarfan army into the west to hunt down Moagim and the remnants of his army - that until his evil was snuffed from the world, the Cath Bruig would never know peace.
On the eve of the army's departure from the city gates, Connacht was summoned by the Emperor. He told Connacht that he wished to personally lead the army of Llancarfan into battle. Connacht, surprised at the Emperor's sudden change of mind, asked if his idea was a sound one. Mjarin stated that the bidding of the Emperor would be followed.
Before Connacht could rebuke the advisor, Emperor Leitrim gently asked Connacht if he would let an old man lead his people to their greatest glory. Connacht could not bring himself to refuse his wishes. Scene: Fall of the Crown. Narrator : September 25th, A.
One night, as the leaders of the army made plans for their travel, an Avatara remarked at Myrdred's extraordinary powers. He stated that not even the most accomplished of Avatara could weave the Dream spells at his disposal. When asked where he had learned these great spells, Myrdred was strangely silent. Moagim's army, being crippled by Connacht's forces, fled westward towards the Cloudspine.
As soon as they could tend to the wounded, the army was once again in the pursuit of Moagim's forces. They were marching into mountainous terrain, and Connacht feared that they were heading towards the Nornpass. If Moagim's forces were to cross the Cloudspine and into the western lands of The Province, he might not ever be stopped. Scene: Vengeance. Narrator : September 26th, A. As the rain fell upon the quieted battlefield, a great sorrow befell the ranks.
A mournful gathering formed around the Emperor's body. Damas and Connacht knelt at his side, saying soft prayers in his honor. In a nearby grove of trees, Connacht and Damas laid the Emperor to rest.