Lands of the Shadowgaunt - The Final Battles

When the Watch Towers are deactivated the party and the host of Centaurs may move north into the lands of the Shadowgaunt.

They will come across the battle that was underway 100 years before when Ossian froze time with his mighty songspell. The party will meet many allies, Tuatha de Danaan knights, Fir'bolgs, Unicons, Ents and heroes of legend. However, the enemy they face is considerable, the Shadowgaunt are a worthy foe.

Godolphin will arrive with Karnak reinforcements, Palthus will arrive with Runic light cavalry, men-at-arms from Pengelly and Porthenys will arrive, Selkies and Knockers also. Some reinforcements are random or dependant upon the past actions of the party.

After several major battles - a mighty Lich will cast his magic against the allied armies. This is Clur'Can. Former Prelate of the Grey God. Now a Lich whose army of the undead has remained unaffected by the Time-freezing songspell of Ossian. Clur'can's undead mind remained alive in his time trapped body and over the 100 years his evil only grew while sanity slowly left him.

The party will have to enter his tomb (65,20) to destroy him. If they have freed Peredur from his bewitchment he will join them at that point. The tomb's entrance is guarded by four dark knights, each must be destroyed before the entrance will open. Undead prowl the tomb and the party must uncover the confusing hidden doorways, which are opened by various levers, while fighting off various forms of undead and animated suits of armour. Finally Clar'can is met at (6,87). The party cannot leave until he is destroyed. Once this is achieved the party can leave and rejoin the allied army.

Rowan will demand that the party find the Fomorian Hammer before moving past this point, as the party will be unable to face the Grey God's Avatar without it. See the Fomorian Tower and Shrine of Domnu (under Porthenys).

The party and their considerable allies will face further batles against the Shadowgaunts and their leaders until the party is able to enter the Stronghold of the Shadowgaunts at (62,6). Within the Stronghold, guarded by both Shadowgaunts and various demonic servants of the Grey God, is a portal to the Glooms: a hellish place where the Grey God's Avatar currently reigns waiting to enter this plane of existence, but unable to because of Ossian's now defunct time freeze.

The Glooms

If the party moves through the portal they will enter the Glooms. A nightmare world totally destroyed by the Grey God. Hardly anything resembling life occupies it. However, the final living thing in this plane calls out to the party and seeks to inform them of how to get past the 'Pattern' which is a living river of blood sucking the life out of the land and feeding it into a mighty sea of blood. In the centre of the sea of blood lies the Grey God's Avatar. The pattern is capable of defending itself by launching bizarre blood creatures at the party. Three focal points in the pattern contain guardians. Dispatch them and the party will uncover a boat to traverse the sea of blood to find the Grey God's lair on the island. Unspeakable flying creatures infest the sea.

The Grey God's Avatar

When the Grey God's Avatar is encountered the party should first hit him with the Fomorian Hammer to disperse his invulnerability and then destroy him. Needless to say he will not be an easy target. If he is destroyed the party can return to their own plane of existence and celebrate with the assembled army. The destruction of the Grey God's Avatar will finish the main plot line, and this deed will be recognized by most of the major players in the land. Speaking with them after this victory will reveal the true nature of certain of the individuals met along the way: Maeth and Rowan especially. Of course all the other plot lines remain open at this point.