Lore Piece #13: Therwall

Therwall, the crown jewel of King Eldric II’s realm, has stood as an impenetrable bastion for centuries. Its towering walls, carved from the unyielding stone of the icy north, have withstood countless assaults from enemies both mortal and monstrous. But now, the castle faces its greatest challenge yet.

Among the attacking forces stands a name whispered with both fear and sorrow—Prince Desmon. Once a trusted hero of the realm and a loyal servant to Eldric II, Desmon’s betrayal cuts deeper than any sword. Years ago, he declared himself prince and attempted to overthrow the King, but his rebellion was crushed. Now, he returns, commanding the Undead horde in a twisted bid for power.

As we approach Therwall, the scene is one of chaos and carnage. The castle walls are scorched and battered, but they hold—for now. The enemy swarms like locusts, their siege engines hurling fire and destruction. Desmon’s Captain, a shadowy figure cloaked in dark armour, orchestrates the assault with ruthless efficiency, directing waves of skeletal warriors against the defenders.
The battle is fierce and unrelenting. Our forces clash with the Undead in a desperate bid to break their siege. The air is thick with the acrid stench of burning wood and the metallic tang of blood. Finally, after what feels like an eternity, the attackers are driven back. The Captain falls, his dark armour shattered, and the Undead retreat into the night.

But our victory is bittersweet. There is still no sign of Prince Desmon, and the King’s fears remain. Eldric II has ordered us to seek out Alaris, his most trusted advisor and a powerful magician. Alaris, however, is a figure of controversy—once Desmon’s ally, he urged the King to dismiss the realm’s heroes following Desmon’s rebellion. Can we truly trust him to aid us now? With heavy hearts, we set out to find the magician, knowing the fate of Therwall and the entire realm hangs in the balance.
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