Ugh I forgot these...
Myrkridian Pack Mages: Blah! Necromatic mack mages? Maybe ONE, but I find the entire concept rediculous. Give the dark a lesser sorceror or something like a shade but not as powerful for artilary but the idea of a myrkridian mage just strikes me as rediculous. The ghol mage is okay, and the myrkridian giant is okay... But not the pack mage. Also lose the 'weak' myrkridia. it ruins the whole concept of them...
Ghoul Shamans were good for strong artillary, ghouls with slings would work (make them like bre unor and close in for melee when close to fix that 'fast ranged, run away turn around fire ad infinitum' problem) Most likely however would need a new creature. Lower leveled shade like wizard things with a ranged explosive attack to replace artillary and some sort of souless varient to replace the soulless. Any ideas?
"Bahl'al the Watcher had survived the war. Having fled from the pursuing Avatara, he was eventually hunted down and captured in a silver mine on the western side of the Cloudspine. Believing a swift killing was too merciful for such a beast, the Watcher was imprisoned by a powerful spell, permanently sealing his body to the very rock of the mountain."
eww... Have the Deceiver imprison him for those thousand years to keep up that rivalry.
Have him imprisoned by his arm so he has to gnaw it off like a dog.
the Lllancarfan/ Muirthemne thing.
The Smiths live in Muirthemne, they are a secret order like the Masons or something. The city is not NAMED after them.
I could see The Cath Bruig Empire, which is ruled by their capitol city of Muirthemne, and maybe the inner walled keep/palace of the city is called LLancarfan.
sorry to post right after myself like this but I haven't really gotten this into myth theory for quite some time.
maybe its because we're delving into the corrections of Myth 3, the undiscovered country, where no man has gone before!
-General Pepper