Let's Play the Lord of the Rings Online - 'Go Where You Must Go, and Hope!'

Introduction Instance - Dwarf / Ered Luin - Dwarf

Introduction Instance - Dwarf

"While about to begin your long day of work at the Silverdeep Mine, an old Man beckons for you to come near. He is a close advisor of Thorin Oakenshield, the master of these halls. What could he have to say to a simple miner such as yourself?"

Since there's a lot of overlap, I figured I'd have a quick look at what the dwarves actually do in the parts of the questline that we don't see in the elven introduction and prologue. I'll be honest, I think I prefer the elven side of things...

My newly created dwarf for this occasion, Dinkonek the Unfortunately Necessary, starts his adventure at the courtyard entrance to the Silver Deep Mine - for some reason the narration makes it into a single word when it's two everywhere else. It's a familiar location by now, since the elven introduction also includes it. The first thing I see is the old man described in the narration. I approach him, and he jovially greets me, asking for my name. When I give it to him - a fine name, of course - he says that if I don't know who he is, He's Gandalf. He's also Gandalf if I DO know him, of course! Gandalf the Grey. He asks me to humor him, and walk with him for a spell. He's quite tired, and could use the company.

As we walk and we pass through a gate, Gandalf informs me that my lord Thorin is getting ready to go on a dangerous journey, and while he asks Gandalf to advise him, he never listens. Wisdom is a curse!



We approach a pair of dwarves who are waiting in the courtyard - Dwalin and Balin. Gandalf tells them it's time, and they immediately respond. Balin says he'll get ready to leave, while Dwalin proudly proclaims that the Lonely Mountain awaits. Gandalf turns to me and notes that since Thorin doesn't listen to him, he'll have to give things a little nudge. You see, they need another party member for the company that departs for the lonely mountain - thirteen just won't do!



As Balin and Dwalin walk off, I follow Gandalf further in. Sure, I have work to do, but he's not done talking! He explains that Thorin won't like his choice, as he intends for the final companion to join the party to be a burglar - a hobbit! I give him a look, and he shakes his head, swearing that Bilbo Baggins will make a better burglar than even he knows! Thorin will balk at it, but he'll need Bilbo before the end. But hush now - let's say no more of the matter. Thorin is near!

We walk closer to the mine, until we meet with Glóin and his son Gimli. Gandalf greets the former, telling him that the others are getting ready to depart. Glóin cries out that this is good news - he's weary of all the planning and waiting. There's a dragon to be bested, and treasure to be reclaimed! Gimli wishes his father a safe journey, and Glóin promises he'll see his son when he returns, and much honor shall be restored to their family. Glóin sets off, while Gimli tags along with us as we walk up the rest of the way to the doors of the mine, where two more dwarves await.



These are Thorin Oakenshield, lord of these halls and leader of the company heading west, and his trusted friend Gormr Doursmith. Gandalf greets Thorin, telling him that the rest of the company is assembling at Frerin's Court as they speak. All but one, of course! Thorin is pleased, and recalls that the last is this mysterious warrior of whom Gandalf speaks so highly. He looks forward to meeting him - though Bilbo is an awfully strange name for a dwarf, isn't it? He should be an interesting fellow. He turns to Gormr, appointing him Steward of the halls in his absence. Gormr bids Thorin a safe journey and a prosperous return. Afterwards he leaves to join the others, and Gandalf goes with him, leaving me alone with my fellow young dwarf Gimli and our superior, Gormr.



Gormr almost immediately tells me off for dilly-dallying around instead of getting to work. Hasn't my foreman given me enough to do? He tosses a satchel full of equipment to the floor, and moodily tells me to grab it and get ready for the day's work. I grab my weapon, but sense something is amiss. Suddenly the area begins shaking, as if an earthquake is happening, and there's a loud rumbling as dust and debris wafts around us. What the hell? Gormr cries out that the mine is supposed to be stable - what could be causing the ruckus? Gimli points out that it didn't really sound stable just now, and he asks me to help him get the miners out before the place comes down on their heads. Gormr tells us that he'll quickly go get help, while we head in to save what we can.



Before we can actually get anything done, though, Gimli asks me if I have a weapon on me - and asks for a quick practice bout before heading into the mine, as we can never know what evils might appear when mountains tremble! Really not the time, dude, but sure. Gimli takes a couple hits, but soon enough I manage to whittle him down, and he tells me that it'll do. Let's go in! Inside, various miners are still hard at work, and Gimli tells me to take the main passage and gather the miners there, while he takes a side passage to find others - it's one that's blocked off to players, but I guess it doesn't matter to NPCs.

I head in and find Kapall only a short distance in, and he complains that the mountain sure is grumpy today - that can't be good!



He heads out and I move on to find Vitnir around the corner, who agrees that it's best to leave - the cave-claws must have weakened the mine with their nosey burrowing! A bit further in Monsi is happy to leave, since it sounds there might be a troll on the loose! I run further in and come to a closed gate, where Foreman Otur is busy smashing a cave-claw to bits with a stick, cursing out the cursed thing. After it goes down, Otur is happy to hear the order came down to clear out - if he didn't know any better, he'd think there was a troll stomping around the mountain! There's one miner left down this way, he says, so he proposes we go fetch him.



I follow Otur deeper in, and he tells me that a miner named Tvistur should be just up ahead. He warns me though - Tvistur won't come easily. He's a little hard of hearing, you see… We run into the large central room with the barred bridge, and find that it's locked from the other side, so we'll have to take the side-path, the long way around. We head that way, following the sound of Tvistur's mining pick from somewhere up ahead. As we get closer, though, it turns out that the side-path has crumbled due to the earlier earthquake, but we can see Tvistur just across the way, merrily smashing away at some rocks with his pickaxe, none the wiser. Hum dee dum!

Just then Gimli pops out from one of the side passages and runs up to Tvistur, crying that he should get away from where is, that the mine isn't safe. Doo dee dum. Gimli, exasperated, wonders if the dwarf is even listening to him. Suddenly Tvistur smashes his pickaxe into the wall just so, sending it crashing to the ground as its weakened supports fail. There, that's done it! Wait, what's that shaking? A huge troll comes lumbering from beyond the broken wall.



In what must be either stupidity, Tvistur brandishes his pickaxe and roars back at the troll, telling it that he's not afraid of it, and it needs to get out of his mine! Gimli tells him to run, but it's too late. With an almighty swing of his club the troll flattens Tvistur, which is when Gimli provokes the troll, calling it an oversized sack of stone and luring it around the corner and deeper into the mine, out of sight.

Foreman Otur tells me we should go help Gimli - we have to be quick, since he doesn't know how long Gimili can keep the creature busy before it overpowers him. He tells me to follow, and we hurry back to the bridge - he'll just have to break the dratted lock! Just a moment… There, that's got it! Otur tells me I should take the new passage that just opened to try and head off Gimli and the troll, but that I should watch out for cave-claws in these unexplored tunnels. The mine is beset with perils today! He promises he'll go get help, and runs off. Can you go ask Gormr where his assistance is, while you're at it? Thanks.

I cross the bridge and follow the tunnel, discovering that there's something strange going on in there - apparently I've uncovered some kind of old ruins made by ancient elves judging by the construction. And among them lies a body, surrounded by curious red flowers. I examine the corpse, observing that it's a fancily dressed dwarf in armor, and he's perfectly preserved. He's ancient but unchanged despite that, and he bears a strange rune on his chest…



Anyway, I've got a job to do, I'm not here to sightsee. I leave that curiosity behind, moving further in and slaying cave-claws to learn how to swing my axe, eventually reaching a more open area. In the distance I can see the troll fighting Gimli.



Gimli is having a great old time, bellowing dwarven war cries - Baruk Khazad! Khazâd ai-mênu! - while he swings his axe at the enormous hulking beast. He promises he shall cleave the beast in two, if only it came closer to his axe! The troll manages to get a lucky swipe in with its club when I come around the corner to intervene, but it's unnecessary but while the creature lifts its weapon high to finish him off, Gandalf and Gormr Doursmith suddenly rush out from a side-passage. Gandalf commands the beast to stand aside, then raises his staff when the troll turns towards him, declaring it shall trouble us no more.

He slams the staff into the ground which sends out a minor tremor which - just coincidentally, I'm sure - causes a small section of the cave's roof to collapse, allowing sunlight to stream in. The troll, quite caught off guard, raises one hand to ward off the light, only to slowly begin turning to stone, its shock frozen on its face forever, which is how I found it in the introduction, which takes place decades later.



Gimli thanks Gandalf greatly for his assistance, and the wizard says he's most welcome. Gimli wonders how long that troll has been roaming around these old elf-ruins, and wishes Tvistur had not been so careless as to release it! Gandalf just says he was glad Gormr fetched him in time - he has no doubt in my courage, he reassures me, but he thinks the foe would have overwhelmed even me and Gimli together.

Nearby, Gormr bends over and grabs something sparkly off the floor. Oh my, what's this? Gandalf asks him what he found there, and Gormr says he found an interesting little trinket underfoot. Gandalf is not surprised, as there are surely many trinkets and forgotten artifacts here - for these are the ruins of lost Ehdelion! (Did Gormr just pick up one of the things Elrond hid from some random place on the floor? Stellar job hiding it, half-elven, real fantastic.) Gormr recognizes the name as the place where Skorgrím (actually misspelled as just Skorgrim), his great ancestor, was murdered in ancient times. Gandalf observes that the elves remember it differently, but no matter. He turns to me, as if expecting me to have anything to add.



I tell him about the dead dwarf I found on my way here, and Gimli hopes that this is not an ill omen regarding his father's journey with Thorin. Gandalf relays my discovery to Gormr, wondering to himself if I found the body of Skorgrím lying under the collapsed ruins where he was smote by the elf-warrior Talagan? But, that is a matter for years long passed. Gandalf's business is with Thorin today, so Gormr may look into the grave of his ancestor while he is Steward of this land in Thorin's absence.


Epic Prologue - Dwarf

Picking up after the shared Dwarf/Elf introduction section, our dwarf finds himself at Thorin's Gates. Another dwarf named Skógi tells me to get a move on - I don't want to keep the Captain of the Guard, Unnarr, waiting! He has been looking for me for an hour at least, and what's worse, he's already angry due to a guard abandoning his post! Unnarr is actually fairly pleased I showed up, though - at least someone knows their duty! Come, we must speak of dire and worrisome circumstances!

Unnarr tells me that he has received unsettling news - one of the armories was left unguarded! Vitharr has been a stalwart and dependable guard, but he's apparently abandoned his post. Outrageous! He wants me to investigate the unguarded treasury and confirm Vitharr isn't there. If anything is missing, he'll have the man's armor! He was next in line for a commendation, but after this he won't see praise for thirty years! He instructs me to go the Arming-cave to the northwest, near the great statue of Thorin carved into the mountain. It's more a building than a cave, really, at least from the outside.



I head over and discover an unconscious Vitharr inside the cave, who isn't sure what happened - he was standing outside when suddenly… somebody must have clubbed him and dragged him inside while they robbed the place bare! This is terrible! There's a caved-in passage in the Arming-cave which Vitharr presumes is how the thieves got in - they must have spent a lot of time digging that tunnel. He tells me to hurry back to Unnarr and tell him what happened, and that it won't happen again. He's sure it won't help matters, but he asks me to assure him Unnarr wasn't sleeping at his post. He doesn't know how this could have happened, and on his shift no less!



Unnarr is aghast that there was a burglary - there was a lot of valuable gold and weapons in that cave, and they can't replace it any time soon. There's hardly anything of value to mine in these mountains! He figures the cave-in might be a clue - the burglars can't have gone far. They might even be trapped beneath the rubble, and the gold too! He tells me he'll order some dwarves to move the rubble, a good assignment for Vitharr to give him time to think. For me, he's got a more urgent task. Judging from the location of the treasury, the burglars must have dug their passage from the Silver Deep Mine (of course) and that points to goblins. Goblins crawled into the mine two years ago, shortly after the events of the dwarven/elven introduction, so he wants me to go in and look for the other side of the cave-in. Maybe I'll find some stolen goods or a burglar - I should bring back whatever I find.

I visit the Silver Deep again, and after some exploring I discover the passage, along with a dead Dourhand, though none of the stolen gold is there. I take the sword-hilt from the dead dwarf, bearing the insignia of the Dourhands, and return it to Unnarr. This is not good - bad enough we've been burgled, but worse still, by Dourhands! Dwalin won't be happy with this - there's troubles with Dourhands elsewhere in the mountains, but he was sure they were out of Thorin's Hall forever. To steal Longbeard gold from the treasure is unbelievable!

He tells me to head into the throne room in Thorin's Hall and show Dwalin what I found. Dwalin admits that if it were coming from anyone else, he would not believe the grim tidings that the Dourhands had returned to bother Thorin's Hall, but I have always proven myself an honorable dwarf. He too thought the Dourhands were gone for good, but it seems they still had designs for our gold, so they will have to be taught a hard lesson. They will rue the day they suck into Thorin's Hall like brigands! We'll discover where the gold was taken, and deal with them, by Durin's beard!



Dwalin notes that we'll need to find out where the burglars took the gold, and he believes he knows a way to do it. The thrushes of the Vale of Thráin have long served as the eyes of Durin's Folk in the air, so if the Dourhands tried moving the stolen gold, one of the thrushes must have surely seen them. Nos Grimsong is a friend of the thrushes who has long been loyal to the Lonely Mountain, and he understands their language. He's currently in Noglond to the south, so he tells me to get to the stable master and ride there as soon as possible. Wíli, the stable master, is happy to oblige and tells me to speak to Rothgar when I arrive, as he's surely got things for me to do.

Arriving in Noglond, Rothgar greets me and says this way-station has a storied history nearly as rich as Thorin's Hall, and he'd be honored to tell me - Oh, I'm actually in a hurry? I'm here on business? You'll never find a truer Longbeard than our Steward, he argues, and Thorin's Halls are maintained with the dignity that befits - oh, right, I was going somewhere? Finally he listens to me without blabbering on, and I ask him where Nos is. I'm told he mentioned heading in the direction of the Thrushstones, northwest of Noglond, so I leave immediately.



I find Nos easily enough, and before I can even mention anything, he notes he already knows about the Dourhands sneaking into the halls - the thrushes told him all about it, and he wrote it down to show Dwalin. He's about to give it to me when we're suddenly interrupted by a bunch of lynxes, always hungry to eat the little birds. After several waves of combat as lynxes storm across the nearby hills to attack, we finally manage to fend them of, and Nos thanks me. He then gives me the notes and tells me to show them to Rothgar. Back in town, Rothgar confirms that the notes say the thrushes saw the Dourhands bringing their stolen gold into the Vale of Thrain, but they insist that they then returned to their old stronghold in the mountains next to the Vale. He was sure that old place was infested with goblins now. Still, there were goblins in the Silver Deep as well, and the Dourhands passed there as well. Something weird's going on here…

I head out to the old Dourhand fortress, and find mostly goblins there - but apparently some kind of deal is happening. When I interrupt that, the single Dourhand burglar I can see tries to argue that this is business between Dourhands and the goblins, and does not concern me. Fighting breaks out, of course, and as I fell my enemy, they cry out that goblins have proven to be better allies than the Longbeards - and that while their end draws near, the war follows close behind! After he dies and I take his gold, the goblins are furious they haven't yet received whatever they were promised, and a bunch of them pour out to attack me. They fall to my attacks in short order, and I head out with my spoils.



Rothgar promises he'll return the gold to Dwalin, but says it sounds like I've got a more urgent errand to undertake. The burglar apparently promised to pay the goblins in exchange for something, and implied they and the Dourhands were working together? Mathi Stouthand, Lord of Gondamon, must be given warning that they are up to something - war could be brewing, and the forces of Gondamon must be prepared!

I head off towards Gondamon at full speed, and Mathi is happy to see me, telling me that I could not have arrived with this news at a better time - you see, an elf-prince has gone missing, and the elves are convinced the dwarves have abducted him and refuse to believe otherwise. And they've just learned where the elf is being held - at an encampment of Dourhands to the north-east. My information tells him a great deal about the elf's fate (apparently) and he hopes it's enough. The elves sent an emissary, and she insists we should save Avorthal as a sign of goodwill - as if the Longbeards need to prove anything! He considers himself an even-tempered dwarf, but this emissary has gone too far. They'll need someone who is neither a dwarf nor an elf to organize this rescue, and he has just the right person in mind!

This is where our prologue joins up with the elves again...
 
Last edited:
Bree-land (Part 1) - Bree

Bree-land (Part 1)

Bree-Land is an unusual zone in that it doubles as both an early leveling area for human players as well as a level 15~20 communal zone for all species, after they're done finishing their respective starting areas. As a consequence, there's a chunk of the map that's essentially unexplored - much of the east side surrounding the towns of Archet, Staddle, Coombe, and the Chetwood are left to the side. If I end up doing a human introduction run to round out my coverage, I'll probably include all the pre-level 15 content I'm missing out on here. Just an FYI. My cutoff is Buckland onwards is fair game since that's clear across the map and the first thing Hobbit players would run into (or dwarf/elf players who aren't lazy and run the entire way instead of taking a horse.)

I arrive in Bree using a swift horse - laziness checked off - and get dropped off at the West Gate.



Almost immediately I spot Watchman Cardoon, who tells me I've got the look of an adventurer about me, and says Bree-Land needs my strength and cunning, my wit and wisdom. Once upon a time he'd have sent me to the Mayor, but that time is past - too many dangers press in for me to spend any time chatting to town officials. Even this conversation could be hastened so I can get started on helping people! You see, there's one man who knows everything that happens in the region, and that is Barliman Butterbur, proprietor of the inn of the Prancing Pony. He hears all that goes on, but the real test is sifting through his speech to figure out what to do first. Cardoon insists I speak to him. His place is right up the hill over yonder.



Before I go there, I sightsee. Bree is large - there's various alleyways, outlying regions of more rustic farmland full of luxurious hobbit holes, even.



As well as little streets and cul-de-sacs for the humans. There's a corner where an ancient ruin forms part of the outside wall, complete with a sarcophagus for some ancient Cardolan noble.



There's another section where a bunch of dwarves have taken up residence to ply their trades, and a bunch of amateur archeologists interested in the relics of the dead call another section home, and that's ignoring a bunch of doors closed to me without the appropriate quests or relationships. There's even a taxidermist here, go figure! I spend a little time running around the place, but it quickly becomes apparent that for the most part quests here are meant for players of roughly level 20 - a bit beyond my current range. I'll make sure to revisit towards the end of my time in Bree-Land, as I assume most of these people will be sending me onwards to other regions for their tasks. I decide to say hello to the Mayor as I pass by, but he doesn't have much to say - he welcomes me to town, but that's about it.



As I poke about, inspecting various marketplaces and high-flying bridges between buildings which allow me to make quick shortcuts across the place, I keep seeing these flyers that have been placed everywhere - I even spot a hobbit busily attaching a new one.



Curious, I inspect one of them, and it turns out it's a messily scrawled request asking whether I have yet smelled the lovely smells emanating on a hungry day from Mandrake's Finest Stews and Sauces? If so, I should know about the high quality of Sig's Mandrake's preparations, and what is at stake if they should be hindered. It seems Sig has a need for interested parties to help him with the preparation of such a stew. He includes contact details, noting I should come by the shop east of the Mud-gate for details.

I don't have anything better to do (besides the main plot) so I hop by the shop. Apparently the stew Mr. Mandrake is making is turtle soup - he's had callers all day from people who want to help out! Maybe he prepared a few too many of those notices? His hobbit-friend was terribly eager to post them, admittedly… Sig has come into possession of an order for a large batch of turtle soup, and normally that wouldn't be a problem, but the recipe is specific about the kind of turtles to be used. Not just any will do - they must be tiny turtles, and they're found only at specific locations. He's pleased that I'm willing to join the ranks of the many, many adventurers who have agreed to help with this? Excellent, he supposes. He sends me off to nab some turtles south of Bree, along the northern bank of Halecatch lake.



Since I was tasked to do so, and I'm not ready to head out of town just yet, I head for the renowned Prancing Pony tavern next - an iconic location in the Lord of the Rings, and probably the most significant I've yet seen, since Ered Luin is pretty much a side note in Tolkien's canon, mostly referenced as the place where Thorin and friends lived before they made a run for the Lonely Mountain. The tavern looks pretty cool, with an interesting arch-like look where the middle open passageway is set up to allow horses through to a stable in the back. There's also a large sign hanging there with the signature pony rising up on its hind two legs.



Inside I find a variety of minstrel trainers, a barber, and places to eat and be merry. It's not terribly busy when I get there, though, probably because I showed up in the middle of the night (or the server isn't terribly busy at this time of the IRL day.)

Barliman Butterbur stands behind the counter as I enter the front door, and welcomes me to the pride of Bree-town and surroundings. He asks if I'm there for news or nutrition - he's got plenty to spare of both! He immediately starts in on the news though, telling me that he's got a few leads on things going wrong around the region, and I'll find adventures no matter where I go.



Firstly, there's Adso Haybank, a hobbit who dreams of building an inn on the road west of Bree, which is no easy task. He tells me I can find him at his camp on the road west of Bree, on the way to Buckland. Speaking of, that reminds him - there's trouble afoot there as well. Buckland is a hobbit-only village which borders the Old Forest, and I'm asked to speak to Celandine Brandybuck about what's going on with those woods. Finally, there's old Grimbriar, the Chief Watcher, who maintains a post on the road north of Bree-town. He's had problems with brigands, so if I want to deal with outlaws I should seek him out. That should be enough to get me started, yeah? Butterbur tells me he'll need to start serving other people, and leaves me be.

A bit overwhelmed with getting sent into every direction, I decide I should look into my original (epic) mission here - to see this odd fellow named Strider, a Ranger of the North that Langlas serves, and who can apparently be found in this tavern with some regularity. I ask Butterbur, and he pauses for a moment in thought. Oh, right, Strider! Well, not that it's his business, but he tells me I shouldn't go near that Ranger. He's a strange one - not that he can't tell a rousing tale when he's of a mind! When I insist, the innkeeper informs me Strider likes to keep to himself, but gives me instructions on where to find his room anyway. It's a winding path through the building to get there, but eventually I find a helpfully named door which leads me straight to the man…



Evidently he's unbothered by my barging into his room, and I quickly inform Mr. Strider over here of what happened in Ered Luin. He admits it all sounds pretty bad - if Skorgrím Dourhand escaped, then we can assume he'll want revenge. Given time, he and his Dourhands will regroup, and while I was brave to stand against him before, Strider is afraid I'll need to use my courage again going forward. The fact that Skorgrím fled to Bree-Land is no mere coincidence, either. He sees the hand of the Captain of the Nine in all these recent affairs - over in Ered Luin, in the Shire, and here in Bree-Land. The thread of his plans must be unraveled, and Strider thinks he knows the way. To the east of Bree lies a Blackwold brigand camp which Rangers have been watching closely, and a shadow has recently spread across it. He believes that's where Amdir has gone - a former Ranger turned wraith from the human introduction - and Skorgrím as well. There we'll have to go, and there we must end Amdir's life, if he can still be called living. We'll wait for nightfall and then make our move…


Instance: Unraveling the Thread

"Strider and the Rangers pursue their fallen brother Amdir to the Blackwolds' camp in Ost Baranor, but not all is as it seems...."

I meet up with Strider in the woods east of Bree, to the outskirts of a camp of Blackwold brigands inside an old ruin. Alongside him are two of his fellow Rangers, Lenglinn and Torthann, both dressed in their nondescript cloaks and hoods.



Torthann is practically jumping to put an end to the brigands, but defers to Strider in these matters. Lenglinn asks how his captain can be so sure Amdir is here, and Strider observes a chill in the air. It's no natural cold - it's the chill of fear, of evil. He has no doubt that Amdir is here, but there is some greater evil present as well. He decides we should split our strength - for the good of Middle-earth, none are allowed to escape. He and Lenglinn will look around for a secondary entrance, while Torthann and I search for Amdir through the main path. Quickly now, before evil bursts forth across the whole region!



As Strider takes his ally and moves off, Torthann is pleased to get started with the slaughter, and takes me along to a nearby passageway. It's time to deal with Amdir once and for all - for his escape could spell doom for Middle-earth! Bit much, but sure. Before we get far in, though, Torthann tells me to wait as some of the Blackwolds wander by, talking to each other. One of them is incredulous, asking the other what those things were in there. That dwarf has gone mad! Torthann is too impatient to let them say more incriminating stuff, though, and jumps into the fray, and I'm forced to follow and lay waste to the entire camp beyond, which takes quite a while given how many there are. Thanks, that actually sounded like pertinent information…



Torthann stalks further south in the direction of the unnatural sensation of fear, unlocking a gate on the way there which was preventing our progress. After taking down a bunch more brigands, Torthann and I spot a raised dais area upon which a bunch of brigand corpses are laid out, as well as a still-living Blackwold informant with a dwarf looming over him. A very familiar dwarf - it's Skorgrim himself! He's interrogating the man, apparently demanding information about me, though the poor man doesn't know anything.



Did he really think serving Angmar came without a cost, though, Skorgrím wonders? The dwarf suddenly spots my approach and declares that the Blackwold is relieved of his obligations, before killing him outright. He then turns to me, declaring he has other matters to attend to, and his servant will deal with me! There's a moment of intense fear, or dread, as my minimap turns into the Eye of Sauron and the entire world grays out around the edges and becomes messy. I also lose a chunk of my maximum morale, the health equivalent, as I am caught in the blast.



A barrow-wight rises after Skorgrím's departure which serves as a miniboss. Torthann is fearless, jumping into the fray before I can get a shot off, but before long we start laying into the creature and destroy it without too much fuss. The fuzzy fear effect can get annoying, though.



Torthann is confused about who that dwarf was, and how he was able to command wights? While the Blackwolds were definitely terrified of him, though, the Ranger intuits that there is something yet more terrifying still somewhere in these ruins. Plus, we haven't found Amdir yet - where is he? Maybe beyond the next set of gates?

We pass through the gates and up a long, long set of stairs to the highest reaches of the ruin. Rule 1: Cardio.



There, as we step into a fog-covered arena surrounding a central sacrificial dais, we find the true danger Strider sensed. Right there, no less than five Nazgûl, Ring-Wraiths, surround the dais upon which lies a sixth wraith-like figure dressed all in bright red. Nearby, a man in burgundy robes watches on. Both Torthann and I cower from the supernatural fear exuded by the monsters, and one of them turns towards us and declares we shall not interfere - for Amdir is now a servant of the Great Eye! He commands Amdir to take on the red robes of the Cargûl - the Foresworn!



Éogan, the red-robed man, and highest commander of the Blackwolds - warns his wraith-lords that more Rangers are approaching with fire, but the Nazgûl says that the fools are too late, as Amdir's change is nearly complete. Still, he tells his brethren that they must leave, for now is not the time to fight the Rangers. Instead, they will leave both Amdir and these fools in Éogan's care. Strider and Lenglinn burst in and chase after the Nazgûl while me Torthann and I take on Éogan, who goes down quickly.



Unfortunately, we are far too late to help Amdir, as he rises as a Cargûl proudly proclaiming his loyalty to Sauron, and I'm forced to put him down with Torthann's assistance.



It's a day that's both dreary and joyous, for while we were forced to slay Amdir, it's a relief that he should finally know peace instead of his cursed half-existence as a slave to evil. Torthann tells me he'll lead me back to Strider, while he goes back to his camp to continue his vigil.



Later, after returning to the Prancing Pony, Strider tells me that it grieves his heart that the Enemy was able to turn Amdir, since he was a friend and kinsman. The Rangers will remember him as he once was, good and noble. It troubles Strider greatly that the Nazgûl have crossed the river and moved into Bree-land at just this time, since there are events at motion here that could determine the fate of Middle-earth. If I am able and willing, he's got another task for me to look into…

Strider is curious to know who exactly that dwarf that I ran into in the Blackwolds' camp was, since dwarves are by nature honorable and cannot be dominated by the will of anyone. So why would this one serve the Enemy? He cannot say. (Wait, didn't you know about Skorgrím during our first talk? Forgetful in your old age?) Still, he maintains that his focus must remain on the Nazgûl, and he must go watch the East Road since he's expecting some travelers and now fear they might be in danger. He asks me to travel to Combe, east of Bree, and speak to a constable there named Underhill. He's a stout little fellow who loiters around the town center. He asks me to 'suggest' investigating the Blackwolds' old hideout. When that is done, I should come back with my report. If Strider is no longer here - well, I should assume the worst.
 
Last edited:
Bree-land (Part 2) - Southern Bree Fields, Thornley's Work Site

Bree-land (Part 2)


Combe is not far away, really - just south a little bit from the Pony and then due east out of the nearby gate. It is part of the early leveling area for humans, so a bunch of low-level quests are located there. Constable Underhill is, I believe, a part of those quests - but right now we're just here to chat to the little hobbit sheriff for information.



Underhill is pleased at my explanation that the Blackwolds have been broken and scattered after our recent Ranger-mission, and agrees that there should be an immediate investigation into the old hideout of William Skunkwood from the human prologue. Still, he's not so sure it's safe, based on what he heard… He's had some indication that the Blackwolds are trying to regroup there.


Instance: Blackwolds Broken

"Amdir's defeat shattered the back of the Blackwolds, but pieces of the mystery remain unsolved...."

I set off with Underhill to take care of this issue, popping over to the brigand cave which is quiet as a tomb when we arrive. Underhill is tempted to call it a day and leave, but he knows he needs to do a more thorough job than that, so we head in. As we arrive, passing piles of corpses (yikes) it's soon apparent what's taken to living in these places - neekerbreekers! These are giant cricket things native to the Midgewater Marshes, where Samwise Gamgee named them for the distinctive 'neek-breek' noises they make. They're regular-sized in the Lord of the Rings proper, as far as I'm aware, but that wouldn't make for a good enemy to bonk. Which I proceed to do with Underhill by my side. What horrid creatures!



Inside the base I find a whole bunch more dead bodies, and at one point a few neekerbreekers explode straight out of one of the corpses, which puts their presence in a whole new horrifying light. Are these xenomorph neekerbreekers? Nuke the place from Aman, it's the only way to be sure!



As I finish off a bunch more of the creatures, I spot a gate in the distance - and behind it a familiar figure that's been popping up a bunch, Skorgrím Dourhand, who is speaking to a surviving Blackwold - their current leader by default. Skorgrím is criticizing the Blackwold for making poor friends, declaring that the White Hand shall not have the Blackwolds. Amdir was just the beginning - he has but one more chance to beg for forgiveness! This is his last chance to swear his fealty to Angmar once more!



As Underhill cautions me to keep hidden, the Blackwold leader declares that he will never join Angmar's forces, at which point the undead dwarf stabs him. It's also when one of Skorgrím's dourhand turncoats spots us, and warns his lord of intruders. Skorgrím tells his minions to deal with us, then marches out of sight. After taking out the pair of nobodies, Underhill runs ahead to chase down the strange dwarf, while he tells me to check up on the wounded Blackwold leader who dared to stand against him. As I approach him, he complains that I could have come a moment earlier - like right before he got a blade straight through his chest? He supposes this is just the way of things, though. Damn, I kinda like this guy's chutzpah in the face of death…

Helpfully, the man explains that it all began with Éogan saying that if the Blackwolds pledged themselves to Angmar, they'd gain riches.. When that fell apart, a few of the company decided they didn't want anything to do with Angmar anymore, and started talking to some new fellows, men who came from the south. They were an ugly bunch, he acknowledges, but at least they didn't seem likely to go raising fell spirits or the like on them. Angmar didn't much appreciate this prospect, however, and Skorgrím came along to ensure the continued loyalty of the Blackwolds - and I just saw how that ended. Now, the leader supposes, the Blackwolds as a whole are at their… end… After that, the man dies in a somewhat hilariously dramatic animation.



RIP, random nameless brigand dude, you were kind of neat.

I run after Underhill and find him in an empty hall without obvious exits - no sign of Skorgrím. Underhill says he has no idea how he could have escaped, but without a trail to follow there's no way to trace him now.



Also, from what we overheard, that dwarf was the person they should have been worried about - not the Blackwolds! With the brigand group now truly broken, Underhill admits he still doesn't really feel safe - but there's not much more they can do around here. It's time to get grim tidings back to Strider in Bree…



Strider is pleased to see that I returned just in time - much has happened since I left, and he doesn't have a lot of time to relay it to me. The tidings I brought him will be of great use to Rangers throughout Bree-land, he assures me, but there's a more immediate threat to be dealt with now. While I was away, the Nazgûl I saw with Amdir attacked the Prancing Pony. They were in search of the travelers he'd been awaiting last time we spoke, four hobbits from the Shire. He can't tell me exactly why the wraiths had such interest in his companions, of course, but he can tell me that he'll need my assistance again…

While both him and me have seen five Nazgûl, their true number is actually nine, so before Strider can take his charges beyond Bree, he has to know where the other four are hiding. He asks me to travel to the west and speak to Lenglinn again, as he was sent to Buckland to watch over a particular hobbit. It seems that Mr. Underhill and his friends decided to take a different path and are now under his protection, but Lenglinn might still know the whereabouts of the remaining Nazgûl. He camps just north of the Buckland Gate, and may have something to aid Strider - but I have to move quickly, since he can't afford to delay very long. Naturally, with that prompt of urgency, I decided to go sidequesting.

First, following up on Butterbur's suggestions, I head a bit north of town to Chief Watcher Grimbriar, who's hanging out at a cottage along the road with a subordinate.



He's short on officers, so he asks me to aid in his fight against the outlaws in the Bree-fields, and suggests his friend Lofar might have a need for me as well. His job is to guard Bree, you see, so he can't afford to send people out to patrol the countryside - but he's heard reports of brigands recently so he's moved to this location to keep a closer watch on where they were spotted. He needs someone to look into the rumors, and he's coin to spare for me if I agree to acts as his eyes and ears.



Oh, there have always been outlaws in the hills and dales north of town, he tells me, but it seems that recently they've grown more numerous and more bold. If I could find out what's going on, it would be appreciated. Careful, though - these outlaws would flee from any armed man once upon a time, but now they are more prone to attack without warning. He suggests starting my inquiry at the farm across the road which seems to be overrun. (...And you didn't do anything about it?) He's not sure what I should be looking for, but suggests I find some reason they've become more hostile of late.

Lofar Ironband, it turns out, is a broad-shouldered red-haired blacksmith dwarf that's standing nearby, and he asks me if I could help him with a bit of a problem. You see, it seems no sooner did he set his latest blade out to cool, that someone stole it! He didn't see who made off with it, but he suspects it was one of the human smiths that work from Thornley's - their craft is nothing like dwarf-craft, and likely their jealousy of his workmanship moved one of them to thievery. If he were to go over and ask, they'd just ignore him, but I have the look of a great warrior - if I were to ask, surely they'd be honest with me. How about it, could I go find that stolen blade for him?



Before doing that I cross the road to take out some of the southern raiders that have taken over the farmstead there. I don't have to go far - the first time I snipe one from afar he drops a strange medallion on his corpse. Pocketing that, I move further northwards towards Thornley's worksite, a set of buildings that are still under construction with a host of laborers running around with word and stone.



I find Kenton Thisleway there, one of the smiths, who disavows any knowledge of any stolen swords stolen from any dwarves, and tells me to go away. He mops his brow nervously though, before cracking and admitting that he may have done so. He asks me not to tell the constable, since he did it to save his family. See, a brigand named Nate told me he would hurt his family unless he made a sword for his captain, Blake. Kenton didn't have the iron to forge one, though, so in his desperation he took the dwarf's sword instead. Nate said that before he gave the sword to Blake he'd go test it out against the workers at the site of Thornley's silo, so if I find him there, maybe I could convince him to return Lofar's sword and leave Kenton's family alone…?



I go to 'convince' Nate of the error of his ways with a double arrow to the esophagus, but find that someone got there first - he's already dead. Looting his remains, I find that he's only holding the hilt of a sword - the blade has snapped clean off, and is nowhere to be found.



I run back to Kenton to tell him the news, and he's panicked that the blade broke - and Nate is dead too. What if Blake comes looking for his sword? He won't have any to give (aside from the one his model is clearly holding?) and they'll surely do something horrible to his family! If only he had another blade to give… Wait! Could I ask Lofar to make another by explaining the situation to him?



Begrudgingly I run back to Lofar to ask, but the dwarf can't believe this - he's already behind on other work, and now he has to forge a whole new blade for Chief Watcher Grimbriar too. 'Time is precious, don't give it away for nothing' is what his father used to say… Lofar gets lost in thought for a moment, then notes that he lost his father to brigands a few years back, and wouldn't wish that fate on anyone. Bah - he asks me for the hilt, and tells me he must be going soft.

He'll do it to keep Kenton's family safe, but he's going to have to do something in exchange! He has two conditions, the first being that if the brigand doesn't come asking for his sword, Lofar gets it back. The second is that Kenton gives him a hand with the forging and does some of the simpler work he's got piling up while Lofar works on the blade. He gives me some stuff for Kenton to work on - an axe needs a new haft, the bellows need new leather, and the helm needs to be reshaped and reinforced. He tells me that if he gets that stuff done, and Lofar's happy with the work, they'll call it even on the cost of the two swords.

While I'm there I speak to Grimbriar about the medallion I found, and he's confused how an outlaw is able to afford a fancy thing like that. Even constables don't have badges! And who is this 'Sharkey' fellow anyway? It's very disturbing, as my find suggests there's a new brigand organization they haven't seen before around here. Grimbriar says he has a spy among the brigands who might be helpful in divining the true nature of this Sharkey, and will send him a message to come to a specific hill not far from here, where I should meet him and ask about this new figure and his plans. He describes the place to me, and tells me that if the spy has no news to share, we'll have to come up with some alternate means of learning this information.

Before dealing with the spy I return to Kenton and the man is all too happy to do minor work for the dwarf in exchange for his family's safety. All of the repairs seem pretty easy to him, but he doesn't actually have the materials necessary to complete them - he hates to ask me, but could I help gather what he needs? For the helm I should ask Foreman Rosethorn for a few iron straps. For the bellows he'll need new leather, and he wagers that I could get some good hides from nearby boars. As for the axe haft, he needs something splendid to set it in. In the past he's salvaged old trinkets that he found in a boar hollow to the east, as there are small mounds of ruins there looking like barrow-stones. He suggests I look through the debris for something to use. The nearby foreman can't afford to give me iron straps since that'd strain the budget, but he has an old and ruined iron post that can be turned into iron straps.



Heading east towards the boar-hollow, I find various boars of various levels of youth and rage, and start wiping them out. Among them lie piles of stones which are the debris piles previously mentioned, so I quickly root through the available supplies - as well as a couple backpacks full of random loot - and make my way back to the worksite with my spoils.



Kenton is pleased with my return, quickly taking the supplies and telling me that while I was gone, something terrible happened - and he needs my help. (Again!) Blake, the brigand-captain who wants the sword, came and told him that he knew Nate was dead and that he had something to do with it. Kenton tried to tell him he didn't, but he wouldn't listen, and now he's taken his daughter Maribell hostage! If he doesn't hand over a new sword soon, he'll kill her! He begs me to save his daughter. I should get the blade from Lofar, he says, then go to Blake's camp in the Bree-fields, and convince him to release her in exchange for the sword. I should hurry, too! In an abundance of caution he suggests I bring some seasoned warriors with me since Blake's men are ruthless, but I figure I can handle it while slightly overleveled.

Lofar, unfortunately, hasn't finished the sword yet and he knows these brigands won't take 'no' for an answer. I'll have to go mount a rescue and save her by force - quickly now! Of course, with everyone telling me to rush, I go do something else.

I head out to meet with Grimbriar's informant, who's hiding out near a big grey rock. He tells me we need to be quick since he suspects he's been made, which is about when there's a noise and we're attacked by Sharkey's men. He warns me of their approach and asks for help in fighting them off, and I oblige. After taking out a bunch of goons, the spy hands me a pack of notes he prepared, then tells me he'd better get out of here - and he asks me to relay to Grimbriar that he's getting out of this spying business for good.



I can read the informer's notes, and they note that ever since Sharkey's men have come up from the south and taken over, the local brigans have changed from common thieves and robbers into something like a small army. Dirty and ill-equipped as they might be, by combining their numbers they might be stronger than any of the town guards. Bree-land brigands of past time smighty have been dirty outlaws, but they were still Men of Bree for the most part, with relatives in the town and farms of the region, so they were not inclined to heedless violence. Sharkey's men have changed that, as no dissent or squeamishness is permitted, and under their brutal fists the brigands have become more dangerous. It seems Sharkey's men are gathering their forces for some important task - and it might just be taking over all of Bree-land!

The informer doesn't know much about these strange men from the south, but they are almost all ill-favored brutes, but well-armed and skilled fighters. They don't trust the native Bree-land outlaws with their secrets, but revere their leader - Sharkey - who is not yet in Bree-land himself, but who might come here someday soon. Where do these men come from, and where is Sharkey? He doesn't know for sure, for he's never traveled beyond Bree and doesn't know the southlands, but these men sometimes speak of a place called Isengard. They come from beyond Andrath, maybe as far as Dunland, and it seems they are rivals of some band they call the Iron Crown, but he knows even less about that…

I let Grimbriar know of what I learned, and he says this dire news - it was too much to expect that this would all be some minor brigand leader's dreams of lordship. Still, he can't blame me for doing what I was sent to do, it's just a pity I come with such bad news. The next step will be grim, but Grimbriar doesn't want to get the Rangers involved in this - Men of Bree are capable of defending their own lands from threats like these! He says that some of the informant's notes relay the location of the captain who led the raid on the Dogwood farm across the road, and his current location. We've got a chance to deal a telling blow against the brigands and find out more about them. The leader set up a camp in a thick copse of trees to the west, next to a little knoll. I should take him out and fetch what intel I can.

I head over, and as I approach I realize that the campsite is in a deep hole in the ground and I'm standing on top of a hill overlooking it. And I've got a bow and arrow. Time to snipe.



The guy doesn't even get out of his camp to chase me down before he goes down for the count, and his allies don't get much closer before I finish them off and collect another note from their leader's corpse. This one relays that Sharkey ordered them to step up their activities around Bree. No traders must move without paying off their people, and all farmers must give them all the food they need. They should forget about guards or garrisons - those aren't important anymore. Let the constables huddle in Bree and Archet, so long as they hold the roads and fields! Andrath's already theirs, and soon they'll have all the land between here and the encampment at Brigand's Watch. Soon, all of Bree-land will go up in flames! And one more thing. The boss is interested in some hobbit named Baggins. Riders have been sniffing around asking for that name, and the brigands should be too - and if anyone finds anything, they should let the leader know immediately!

Time to let the boss know about this, I think!
 
Saying that there's no time to do everything by the book and therefore you should go talk to Butturbur seems like it's not actually going to save you any time at all.
 
Bree-land (Part 3) - Southern Bree-Fields, Thornley's Work Site, Andrath

Bree-land (Part 3)

Grimbriar concludes that the newly obtained information proves that Sharkey is intent on establishing a stronghold in Bree-land, and also tells us of their largest encampment outside of the Vale of Andrath, at a place to the west that they call the Brigands' Watch. (Yes, one of these is misspelled.) With my help, we're drawing ever closer to shutting out this upstart Sharkey, closing in on his location and the size of his force. We also know that the brigand-captain hands out orders from Sharkey himself to his lieutenant, so he must keep these orders kept somewhere safe - a lockbox or even on his person. We need those orders, though, so I should head over to Brigands' Watch and get them…

Before I leave, Watcher Rosecane notes that if I'm going into the heart of the brigand encampment, I should search for any goods they've stolen from surrounding farms and from shipments along the roadways. While Bree isn't suffering terribly at the moment, it's only a matter of time before the stores are empty. If the brigands continue their assault then there will be no food, or ale, or anything else to appease the Bree-folk, and there will be a lot more to worry about…



I head out to find the brigand camp, which is actually pretty huge and set up on a tall hilltop that's difficult to climb, safe for the main pathway which is surrounded by palisades. Southern skirmishers and outlaws abound, but I snipe them two by two as I loot stolen goods stacked up all over the place, as well as a bunch of supply crates with random loot which I keep for myself.



Eventually, on one side of the area, I find a large steel-inforced wagon with a rear hatch, which slides open at my insistence. I find Maribell Thistleway inside.



Oh, right, that was something I was supposed to be doing. This is that camp? I guess it makes sense. Not sensing the accidental nature of our meeting, Maribell thanks me and tells me she filched the key to the cage a while ago, but was too scared to use it with all the brigands around. Now that I'm here, though, we can escape together! Hopefully before Blake notices… A bunch of outlaws rush in to prevent Maribell from leaving, followed not too much later by Blake himself, who gets an arrow the face courtesy of my bow.



Maribell is relieved that he's gone and tells me that we can get out now in the confusion left behind by Blake's demise. I only have to take out one or two more men on my way out. Maribell actually rushes away and the quest completes well before we're down to the ground floor - I can see more brigands in her way as she runs, but I guess she can handle those on her own. I continue looting stolen goods, also taking out Aldis Oatbearer, a named enemy who's part of a Captain-specific class quest. Eventually I make my way up the hill towards the end of the camp, discovering the brigand captain's tent, with the man standing right outside.



He goes down easy, and I make my way into his tent and go through his personal possessions until I find a stained letter - ew, too much information? The letter relays that it's a known fact that it's been hard to get enough men to accomplish Sharkey's plans for Bree-land and the Shire, as all of the best - writer and reader excepted, of course - are occupied in the south. What they have isn't strong enough to take on the townsfolk straight-on, but they've gotten an opportunity recently - orcs have come down as far as the Greenway! Sharkey's not on the best terms with the ones up north, but some of the orcs who've come south into Bree-land have been cut off. Those orcs might be convinced to join the cause. Sharkey knows how to deal with orcs, and these scouts are no doubt in a bad way, since they can't get new supplies or warriors. This could be what they've been looking for! The watch-captain is then instructed to treat the orcs well and to tell his men not to interfere with them, or he'll be responsible for their being dead and all… The signature is simply 'Bill.'

Before delivering that worrying note I head back to Thornley's to catch up with Kenton, who's extremely thankful that I saved his daughter from captivity. He can't thank me enough, as I've done so much for him! While I was away, he busied himself with Lofar's work, as he had to do something to keep himself from being overcome with worry. No sooner had he finished his work that Lofar came over to collect it, and he seemed pleased - even admitting it came close to dwarf-work. He promised to send more work in the future, too. He thanks me heartily again, since I saved his family and gave him hope for a brighter future. In a final bit of mockery, one of the possible quest rewards is - of all things - a sword named 'Maribell's Defender.'

I return to Grimbriar, dropping off all the stolen goods with Rosecane first. The Chief Watcher is obviously not pleased with mention of Orcs, and apparently intuits something from the notes I couldn't read which indicates that Sharkey is using 'orc-men' as his shock troops. Apparently there's a legion of half-orcs loyal to him that Sharkey is sending into Andrath - Grimbriar has doomed his men! The Vale of Andrath is Bree's gateway to the south - the South Downs, Dunland, Isengard, the Gap of Rohan - they all would be closed to Bree-land if the brigands are not stopped. It's clear that Sharkey is no mere brigand-leader, as he has employed half-breeds to fill his ranks, a wholly depraved act. Grimbriar sent his men to watch the ruins at Andrath, and he fears they might now be prisoners, or worse. He implores me to head down the Greenway, beyond the shadows of the barrows, and seeks his scouts, Oakdale and Brittleleaf. Hopefully they'll have found a safe place to hide, close to the ruins.



As I head south towards Andrath I come across a lake where a whole bunch of people are searching through the reeds. It turns out they're hunting tiny little turtles to be made into a stew - let's join in the madness! Running around bagging turtles isn't very hard since they're quite slow, so I get it done quickly.



Afterwards I keep heading south until I approach a large ruin which is populated by various southern brigands intermixed with half-orcs. Seems I found the place. Instead of heading straight in, I skirt along the sides and climb up a steep incline to a half-destroyed tower. There, on a few levels up, I see a banner attached to the wall - a sign of habitation in the otherwise pretty desolate environment.



Watchers Oakdale and Brittleleaf have found a hiding spot inside the remains of a crumbled tower, overlooking the half-orc infested ruin below. Brittleleaf acknowledges my arrival and says that clearly Grimbriar was right to send people here, but they expected more support to arrive once he realized they couldn't submit reports. My news of what's happening in the north makes it clear the brigands are moving in with the caravans they let through, though, so that explains things. Those unlucky enough to not have the coin for passage are treated without civility, murdered and their goods claimed as profit. My information confirms what they feared - these swarthy fellows among their number are half-orcs, foul beasts. The time has come to strike back for every life these monsters have claimed - I should scourge the ruins clean, and Brittleleaf will pay me handsomely for the deed! (To the sum of about 1 silver coin and 80 coppers. Yay.)

Brittleleaf notes that there's a leader among these fiends, Sharkey's lieutenant in Andrath, who he's seen passing by before - a burly fellow, not a half-orc. He makes his lair high in the southwestern ruins, and barks out orders to all the fools around here. He has to be dealt with, for without a leader the brigands will not recover, buying time for more people to join the fight against Sharkey.



Oakdale, meanwhile, says that while some caravans and drivers have enough cash to pass through the blockade, many do not and their goods are claimed by the brigands. He asks me to search the ruins and the pockets of the enemy for any these goods, since they are the lifeblood of this land, and without trade they'll begin to see true suffering.

He lowers his voice to avoid alerting Brittleleaf, and tells me that if he were to hear this, he'd probably do something foolish. You see, within the ruins he's seen another terror worse than any leader of Men… he's seen a leader of the half-breeds. He stands taller than most and is a fearsome sight to behold. Should I run afoul of this fellow, I'm advised to flee towards the hills, but if I have more spine than that, perhaps I could defeat the menace… On a more lighthearted note, Oakdale also asks me to get rid of the awful chittering insects that are giving him terrible dreams, neeker-breekers!



I start going through the ruins, picking up stray caravan goods everywhere while killing brigands and half-orcs along the way. I start going up on the battlements of the ruins before long and spend a bit of time there before returning down to challenge the half-orc leader in the back of the camp. He's tough, but I manage to take him out before his fellows come rushing in to assist. Thank Eru for their poor situational awareness. I get back up the ruins and find a secondary path I missed, at the end of which is Sharkey's Lieutenant.



After finishing him off and getting the last of the stolen goods, I head back to the impromptu campsite in the tower to let the Watchers know. Oakdale is happy to see all the goods returned, saying he'll hail the next caravan who finds their way through the gates, dispatch any brigands foolish enough to cross him, and speed these lost goods along to those in need. It might not be much, but it will surely alleviate what must be a growing problem among local farmers. He also thanks me for killing the half-orc leader, as the terrible acts he witnessed that creature perform are what consist most of his nightmares. Now, at least, he might sleep a little more restfully. Brittleleaf says that killing brigands won't bring back what they took, but at least justice has been served. Still, the future doesn't look much brighter, as even now the ones I purged are replaced by new men. Even taking out the lieutenant is a temporary fix - they'll need to seek counsel from elsewhere since Bree can't handle this problem alone.

After a trip to slay some neekerbreekers to help Oakdale's dreams, I'm ready to move on -- and Brittleleaf tells me that while his resolve won't falter, logic bids him to act quickly. He asks me to return to Grimbriar with all haste and tell him what I've seen, and implore him to see through his hatred of the Rangers and ask for their help. They might be the only ally that Bree-land can rely on in this dark time. The fortress is lost, but Oakdale and he will stay what they can to stave the tide from spilling into Bree-land before the citizens have prepared. Now, I should go before these fiends spot our location and bring about the end of the resistance before it's even begun!

On my way down south I visit Bree again to deliver turtle-bits, which is clearly a more immediately necessary task compared to dire warnings on behalf of local militia and the actual captain of the Rangers. I'm sure it'll be fine. Sig Mandrake says that the tiny turtles will do, but that he's still waiting for more people to bring him some since this is a very large order of soup. Fortunately, it seems as if everyone in Bree is pitching in. It's a wonder there are still turtles to find! He's not even begun to prepare the soup, actually, since he's waiting until he has enough turtles. In fact, he asks me if I could help out a bit more - you see, one of the hobbits up in Staddle sent word that he was eager to help gather turtles, Benegar Longbottom. He said he's been keeping them in his uncle's shed. I'm to go over to Staddle and ask Grobo Dogwort if I can take the turtles his nephew gathered for me - I should really ask him at his house first, he assures me, don't just barge into the shed without asking!



Naturally I dash out the east gate towards Staddle and promptly enter the guy's shed. Who wouldn't? Inside I find… well, just look at why I had a fit of the giggles:



I swing by the main house to speak to Grobo about his predicament. He asks me if I'm here about the… the turtles? He begs me to say I'm here about them. He breathes a huge sigh of relief when I confirm it, and he tells me that while his nephew Benegar collected these turtles, he didn't really tell his uncle - so when he came in there to fetch supplies for breakfast, there were tu-tu-turtles everywhere! They must have used their horrible little beaks to loosen the tie on their bag and scampered loose! They're crawling all around the shed! Grobo asks me to do him a favor and pick up the bag inside the shed and gather up the turtles again. He can't stand to do it himself, as he is so scared of them he can't manage.



Collecting a healthy amount of Grobo's Greatest Fear - with a quest update that says 'Made Grobo Dogwort a little happier 1/8' - I return to him with the bag full of snappy turtles on my back. He's terrified, claiming he can already hear them plotting to escape again, the tiny little monsters! He asks me to imagine how horrible it would be if they grew any larger than that? Oh, he can't bear it! They're bad enough at this size! He doesn't get what Benegar was thinking, storing these in his shed. The blighter knows what his uncle thinks about turtles! Actually, he hasn't seen Benegar since he left that bag of turtles in his shed - hopefully the boy hasn't gotten himself in some turtle-related mischief! No matter, he tells me to get that bag of turtles to Sig Mandrake and see if he's heard a word from his nephew.

Back in the city, Sig is pleased to see another helping of turtles. He's almost got enough turtles to begin making the soup now - not quite enough, but very soon it will be. As for Benegar, he did see the boy not long ago, claiming he found a place where he's sure to catch twice the turtles anyone else has caught, and he ran off to prove it. Sig told him there were no turtles to find at the place he described, since he'd only ever seen frogs there, but he insisted. If I'm looking for him, I should see for myself - he was going to the island in the middle of one of the Everclear Lakes northwest of Bree…

Since I'm heading north anyway on an important turtle-related mission, I chat with Grimbriar on the way there. He says that while Oakdale and Brittleleaf are no cowards, he can't heed their advice, as Rangers are a dangerous and wild lot and do more harm in this land than good. He won't invite them to Bree-land where they will install themselves as overlords as soon as the crisis has ended - no, there must be another way. He received other news from within the bounds of Bree-land, anyway - other citizens that need defense from the brigand menace, and he would rather see me aid them before seeking the yoke of the Rangers! He'll take the advice of his watchers under careful consideration, but I must understand Rangers are brutes in their own right and ever a problem on the borders - just ask the people of Trestlebridge or the North Downs, you'll get the same response. They can't be trusted! Since I've proven a valuable and capable ally, I should visit one of the folk who's reported brigand encounters - Adso Haybank, a hobbit building an inn along the Great East Road stretching between Bree and Buckland. He's sent a message that brigands were stealing materials and threatening his workers. If I would, I should visit him and see what can be done, while he continues to think of alternate solutions to the greater problem.

I head northwest a bit until I reach the lakes near Thornley's worksite, and sure enough there's an island entirely covered in frogs, and Benegar Longbottom kneeling next to a tree.



The brat admits he might have been mistaken - there are no turtles here. No, there is something much worse! He looks around conspiratorially and then whispers a single word: 'Murder!' Well, maybe not murder, but he overheard some people talking and they sounded serious - and he's afraid it won't be long before their plans come to fruition! He was crouching in the mud, you see, looking for turtles, when two shabbily-dressed men came wading out to the island. They looked like they didn't want to be seen and kept peering over towards Bree. He thought at first they'd also come for turtles, but then they started talking… Oh my!

They spoke of a group that had infiltrated Bree and is gathering strength, watching and waiting. When they are ready, they're planning a big surprise for the village, one the Bree-folk won't soon forget! 'Quick-wit Culver is sharpening his blade,' the seediest of them said, 'and Twisted Garrett has all the rope we'll need.' They left after that, but not before discussing the password the infiltrators use to get into their hideout. It's 'Another infiltrator is here!' and if you say it to the door-man you can get inside. He tells me to stop this before they're ready, and instructs me on where to find their secret lair - apparently these were some really chatty crooks. I should go stop them!

I head back to Bree, of course, and look up a 'seedy door' next to where Otis Woodman is waiting patiently. When I drop the password he's a bit confused - he doesn't recognize me, but the group is getting pretty large by now, so that doesn't surprise him. As many as it takes, right? They might have chosen a better password, he supposes, but at least it's easy to remember. He'll lead me inside, as lots of people are already there.



I enter the seedy establishment and spot Quick-wit Culver inside, who doesn't recognize me either. He asks me if I'm really one of them, since this has been a long time coming, and he doesn't want some outsider spoiling it. Folk won't soon forget what will happen today - not if his name's Quick-wit Culver! Which it is! You see that blade of his? He can slice clean through anything he sets his mind to, that's how sharp both edges are - the blade, and his mind! He's been cutting all morning, and he'll cut more before the day is done, see if he doesn't! He tells me to go into the main room already - Garrett is all set up, and there's not much time left.

Inside, half a dozen infiltrators are gathered around, with Twisted Garrett as the only named one. I approach him, and he complains he's not yet unpacked his ropes. They'll hold, he's certain, but he needs more time. There's still an awful lot of things to be hoisted! Oh, after all this planning, they're to be undone at the last moment by lack of time? He saw how sharp Culver's knife has become - if he doesn't hurry up, he'll use it on him next! If he doesn't unpack the ropes quickly, all is for naught! Culver runs into the room warning everyone that 'he's here!' Garrett promptly proclaims: 'Oh no! All is for naught!'



This is when Artie Root comes into the room, wondering what's going on - and the entire room bursts into cheering and congratulations. Would you look at that? All his friends have gathered to surprise him for his birthday celebration! He can't believe it! He thanks everyone profusely.



Culver says he's been cutting thick slices of crusty bread all morning, and tells Artie to help himself. Garrett was going to hang up some decorations with his ropes, but ran out of time. Artie tells him not to trouble himself, as he needs no decorations - just his friends around him is enough. Culver then says he's almost forgotten the main course - because what good are slices of bread without anything to dip them in? Everyone chipped in some coins to purchase a large order of turtle soup from Sig Mandrake's shop, and he should be here any moment now!

Sig then runs in and exclaims that he apologizes, but he couldn't do it! He couldn't bring himself after seeing all those tiny little turtles with their tiny shells and their little snapping beaks - he couldn't turn them into soup! He brought them along, though, tied up in a sack given to him by Grobo's nephew, and left it over by the door. Perhaps they can be returned to the wild and his customers will forgive him for not making good on the deal? He'll refund them, of course! Huh, do I hear something? This, of course, is when a horde of escaped turtles rush into the room and start snapping at everyone's heels, and half the infiltrators start desperately backing away and dancing out of their path!



Artie isn't disappointed by all of this - he doesn't care that much for turtle soup in the first place, and look at all those little fellows running around like they own the place! Perhaps they should! He's got a spacious home not far from here, but he understands the mayor has been known to turn a blind eye to the keeping of numerous pets within homes in Bree. He could give these little gentle-turtles a fine home! They'll stay with him!

It's decided, this is the finest birthday of them all, as he's been surprised by his old friends and has acquired numerous new ones. Elf and turtle alike! We pop over to the man's home soon after, where he's set up a little area for the turtles to inhabit and trundle around. He thoroughly thanks me once more for being part of the terrific surprise!



This questline was funny and heartwarming, a nice break from the super-serious stuff.
 
Last edited:
Yes, very amusing. Have to admit, I got taken in right until the reveal.

The entire questline had a pretty lighthearted feel, which I guess is also common in areas like the Shire. It is pretty noticeable that the zones here reflect the races that start within them - Ered Luin is all about these two peoples who are suspicious of each other, one struggling with taking responsibility for a world that's no longer theirs, the other dealing with treacherous cousins ruining what peace there might be, and their own suspicions. Then there's Bree-land, all about how Men are easily corrupted, about hordes of brigands falling under the sway of various enemy factions and laying siege on the region, and how greed and pride bring nothing but disaster. And then there's the Shire, all about how someone needs to bring the post around and someone hunt down those lost chickens! Leave the Big Folk stuff for others.

I've finished my actual playthrough of Bree and am editing the various posts, and just got started on a bit of the Lone-lands, and JC, they stashed a lot of quests into the Forsaken Inn the first time you get there. Something like ten all at once, including four or five from the same guy? Plus repeatables, an instance, and five different quests leading me there from every direction. And then there's just a handful of quests up in the hills in a camp you'd never find unless you take a specific horse-ride that passes by them. LOTRO, why?
 
And then there's the Shire, all about how someone needs to bring the post around and someone hunt down those lost chickens!
And possibly also turn into a chicken.

I've finished my actual playthrough of Bree and am editing the various posts, and just got started on a bit of the Lone-lands, and JC, they stashed a lot of quests into the Forsaken Inn the first time you get there. Something like ten all at once, including four or five from the same guy? Plus repeatables, an instance, and five different quests leading me there from every direction. And then there's just a handful of quests up in the hills in a camp you'd never find unless you take a specific horse-ride that passes by them. LOTRO, why?
Yeah some areas can be very overwhelming in how they drop quests on you, though I'm not sure what the camp you're referring to is? One of the questgivers in the Inn should have directed you to it, if you mean the one at Minas Eriol.
 
Yeah some areas can be very overwhelming in how they drop quests on you, though I'm not sure what the camp you're referring to is? One of the questgivers in the Inn should have directed you to it, if you mean the one at Minas Eriol.

Nah, there's a tiny camp up in the weather hills, technically in far east of the Chetwood on the Bree-land map, but they count as Lone-lands quests. Nothing too amazing, but you pass by them if you take the horse ride from Saeradan to Candaith, though the horse doesn't stop there.
 
Last edited:
Bree-land (Part 4) - Buckland, Old Forest

Bree-land (Part 4)


Since I'm done with Grimbriar's stuff for now, and he told me explicitly not to go to the Rangers, I head west to Buckland to catch up with Lenglinn the Ranger, just like Strider the Ranger told me to.



Lenglinn seems to be wounded, and when I speak to him he refers to Strider as Aragorn - the only Ranger to consistently do so, thus far - and relays that four Nazgûl were in Buckland and rode swiftly to the east on black steeds. Lenglinn was foolish enough to stand in their way, and they ran him down. He'll heal in time, but the Riders have left a threat in their wake that must be dealt with, so he asks for my help. You see, crebain have taken roost where they used to be, not some common strain from Dunland but a new foul breed he hasn't seen before. They're likely keeping a watch on Buckland and the Shire, or at the very least Lenglinn himself, since they've taken to staring at him at night.

While the crebain may see nothing of interest, the fact that the Enemy has eyes here is dangerous, so if those eyes were to be blinded the Enemy would not be as sure in directing his efforts. He asks me to dispose of the ones nearby, and they're pretty horrific-looking things - their heads are essentially bare birdskulls with beady red gleams of light in the eye-sockets.



After I finish, he tells me that I should go check up on Buckland, since it was their horn-call that alerted him to the presence of the Nazgûl in the first place. I convey more on what Aragorn told me, and Lenglinn is confused about this 'Underhill' business since he was sent to watch over a hobbit named Baggins. No matter. It's welcome news, for his fears are somewhat allayed - he feared that Baggins had already been found when the Nazgûl came galloping along the road at night while the horn-call of Buckland sounded.

Though the ringwraiths went east towards Bree, Lenglinn muses that we might discover what they learned, if anything, at Baggins' home over in Crickhollow - this is an element from the books that the movies didn't really capture, so it's kind of neat to see this. It's a cottage surrounded by a high hedge almost directly southeast from the Buckland Gate, so I should look into that. If I find anything, he asks me to return and tell him, so he can determine the movements of the Nazgûl…

I head into Buckland and basically everyone wants a piece of me - but many of these quests are minor tasks. Ella Lilypond works for Adso Haybank and is looking to get food for Men visiting his inn from the local boar and bear population, Turmeric Ragwort is seeking mushrooms from the banks of the Brandywine river to fill and satisfy Hobbit bellies, while Ted Reedy is looking for intact animal carcasses and hides to taxidermy as decorations for around the new inn, to display the local wildlife to visitors. Nothing particularly engaging, but I'm sure I'll cut down some wild animals on my way around.



Nearby, Celandine Brandybuck is the next name on Butterbur's list and she's quite pleased to think the old codger thinks about them, even from this far away. He must have heard about troubling events in the Old Forest, she imagines, and she's happy for my help. Firstly, she wants to ask me a favor - you see, she enquire about some notes on the Old Forest from Farmer Maggot, and still hasn't received them. Perhaps I'd be willing to go to his farm and ask where they might be? Maggot's farm, Bamfurlong, is in the Marish - in the Shire, just across the nearby Brandywine river. Bucklebury Ferry would be a fast way to get there, but the Bounders are keeping everyone from using it, so I'll be forced to use the bridge (or swim.) Maggot doesn't like trespassers, but he's a good enough sort if you get to know him, she assures me.



Naturally I just swam my way across and into the Shire for the first time, though I'm not doing a sightseeing tour. Soon enough I arrive at the sizeable farm operation I'm aiming for and find Farmer Maggot and his son, Hammy. He's a bit annoyed at more blasted strangers knocking down his door, but when he hears Celandine sent me, he changes his tune. He tells me he sent the notes in question a while ago with his son Rollo, his friend Doderic, and Wilmac Brandybuck, one of the farmhands. His son wrote those notes because so few hobbits around here know the Old Forest at all, you see. He probably stopped off at the inn in Newbury just inside Buckland. Likely, all three of them are too busy partying and carousing to do their duties!



Back in Buckland, I go exploring a little and find a couple more hobbits who want my help - Brumbald Tunnelly wants me to hunt bears in the Old Forest to make sure they don't get too close to Buckland, Hodric Bracegirdle asks me to cull the Old Forest bats who have gotten a lot more aggressive lately and could become a plague, and Berangar Highknoll tells me much the same about the local wolf population. Meh, filler stuff. Toly Brockhouse makes his living off exploiting the Old Forest, and he's never had problems until recently. The forest creatures have gone strange, and the tree-roots themselves moved to trip him up, and now he's sprained his ankle! He asks me to fetch some mushrooms, some lumber from the seasoning pile in the forest, and some sap from the old maple on top of Bald Hill in the middle of the forest. He'll gladly split the fee with me in return for my assistance!



I also encounter Fredegar 'Fatty' Bolger at Frodo's old house. Fatty, along with Folco Boffin, Sam, Merry and Pippin was one of Frodo Baggins's friends, and helped move his things from Bag End to his new home at Crickhollow. He would have gone with them further, but was terrified of the Old Forest and stayed behind to tend to Frodo's things. It's actually book-canon that he encountered Nazgûl in Buckland when they were after Frodo and he sounded the Horn of Buckland, so this checks out! Fredegar is a bit out of sorts here, immediately denying having 'it' when I approach before realizing I'm not a Black Rider. He assures me that he'd already slipped out the back entrance when the Riders came, and they didn't get anything from him. Now, he had to tell the local law enforcement about Frodo and some others going into the forest, but he never said anything about the Enemy's ring!



Realizing belatedly that he probably shouldn't have blurted that out, oh dear - there's suddenly the sound of crows. A host of crebain descend and attack, and I quickly knock them out of the sky before they can harass Fredegar any further. Still, some of them got away and flew into the Old Forest - hopefully they won't come back. I figure this is enough for Lenglinn to sink his teeth into, for now. I run into Wilmac Brandybuck on the way out, one of the hobbits Farmer Maggot sent me to find. Just what he needed! As if it wasn't enough that Big Folk took everything that they had to deliver, but now Rollo and Doderic went off on their own!

I ask what's up, and Wilmac explains that some man from around Bree came to Maggot's farm demanding food, but got run off by the dogs. Rollo, Doderic and himself crossed the bridge and were waylaid by Big Folk just like him, and made them take everything from their wagon and put it on theirs, before they headed off east along the road, but not before giving a good licking to Maggot's own wagon. She's all in tatters! He knows he was lucky to get away with his hide, but without the produce delivery, his hide will be nothing after Maggot is done with it. Doderic and Rollo went after the wagon and found there's a brigands' camp between here and Adso's Camp, on the north side of the road. He'd appreciate it if he got the produce back.

I go about hunting boar, bears, and the occasional slug getting in the way of a tasty mushroom to pluck.



I eventually make my way over to the small brigand camp - it's just a few palisades around a handful of tents and cages. I take out a scout or two so I can pick up the produce without much fuss - clearly this isn't the most elaborate operation.



Afterwards I speak to Lenglinn at his camp, who's quite horrified to learn that the Enemy's Ring got mentioned - no wonder Aragorn was so secretive as to why the Enemy was after Baggins! If the crebain heard Fredegar's words, the Enemy will know for sure that the Ring is no longer in the Shire, and all could be lost! Finding those last few birds that escaped into the Old Forest will not be a simple task, so Lenglinn asks me to return to Bree and seek Aragorn's counsel as to how to find these foul creatures.

Before that vital task, I run by Buckland to deliver my various loads of meat and sundry, and Trumric notes that with all the generosity they received, they now have no practical way to get all this stuff to Adso's camp! Just outside of Brandy Hall to the south there's a stable where he's seen Toly Brockhouse, the local woodcutter, and he asks me to request a spare wagon for the trip. I also deliver the produce, but Wilmac's response is lukewarm - you see, after Rollo and Doderic got back from looking for the brigands, they headed down towards Brandy Hall to speak with Saradoc, Doderic's uncle, to speak their minds about the poor job the Bounders are doing. It's possible they ran off on some lark, but Wilmac wonders if I could do him a favor and look for Rollo at the center of Buckland. Hopefully Saradoc, the Master of Brandy Hall, will know where those boys have run off to.



I run over to Toly and ask for a wagon, and he says he can spare one and a couple mules to share the load towards the camp, as Trumric is a good fellow who would return it when finished. With the trouble brewing in the forest, it seems unlikely he'll need all his wagons in the foreseeable future anyway. He asks me to tell Trumric that he'll send along a driver, two mules, and a wagon by next sundown, and that he should have it back here within a week. Afterwards I visit Saradoc, who muses that if he's being asked about them, clearly they didn't heed his advice and went off on their own - those fools! Those tween came to him, upset about the lack of effort the Bounders were putting in with all the strange men running around, and were adamant to do something about the Old Forest. Saradoc warned them away from there because of Toly's concerns, but tweens can be foolish and they must have gone in anyway. Doderic knows his way to Bald Hill, so I should begin looking for him there…

Trumric is happy that Toly is willing to assist in the transportation, and they start preparing right away for moving to Adso's camp. They truly couldn't have done this without me, they assure me, and pay me a pittance for my travel costs and a little more. He's a little worried about Toly, though - what trouble could there be in the Old Forest that he's so concerned about? At any rate, Trumric says that I've done so much for Adso's efforts that I should meet the hobbit I've been helping, as he's a caring fellow with much on his mind. His camp is hard to miss - I already passed it by earlier, actually - as there's work happening along the roadside. When there, I should be welcomed warmly!



Since there's a bunch of side-quests to do in the forest, I wander through the small gate in the hedges to enter the border of the Old Forest. Savory mushrooms grow all over the place, and it's absolutely swarming with bats - they go down real quickly, so I basically lawnmower my way around to all the shrooms. I pick up some lumber from a huge pile, and also discovered a curious flower - Rhosthon's Flower - which is part of a collectathon thing. I soon face off with a named wolf, Shadowfoot, who thankfully doesn't hurt me much despite being at a higher level than me.



Soon enough I get myself to Bald Hill, which is pretty much void of trees save for one, hence the name. The only tree there, though, has the maple sap I need. Also nearby, hiding among the underbrush, is Doderic Brandybuck.



Doderic gets worried when I mention that Saradoc is waiting for him - that bodes ill. He wishes Rollo would just hurry things along - he can't leave until his friend returns. You see, they were chasing a brigand through here - they saw him sneaking around the gate and thought they'd best do the Bounders' job for them. Doderic confesses that he lost his nerve when he crested this hill and saw the full scope of the forest. Roll is different, always comfortable to wander through these winding trails, and went ahead. There's an abandoned cottage along the Withywindle south-east of here, and he made mention of heading in that direction, but that was hours ago. Perhaps I could find him there and tell him to hurry back already?

It takes a bit of navigating, as the map of the forest is unhelpfully vague and the various winding paths all look the same, but eventually I get to the waterside and follow the stream up to the burned-out remnants of a house, where Rollo Maggot is hanging out, standing over the corpse of a man.



The hobbit stammers that he tried to kill him - 'I'll gut you like a fish, and then your girl' he said, and 'I'll make certain you never see your lovely again.' He didn't mean for this to happen - but he threatened Celandine, and he couldn't let the man hurt her, right? All he wanted was to get the notes he wrote to Celandine from him. Mournfully, saying he never meant to hurt anyone, Rollo intends to give him an honest burial. He asks me to tell Doderic he's alright, but to avoid mentioning any of this. He tells me to take the notes to Doderic, and he'll understand… This didn't feel the way he thought it would.

I deliver the news to Bald Hill, and Doderic is glad that his friend is alright - that's such a relief. What's this, though? Maggot's notes to Celandine, with references that make it seem like… No wonder Rollo wanted to recover these from that man! He tells me to take them to Celandine, so she can see what Rollo thinks of her. (Rude!) Time to leave this place!



I head back out of the forest and deliver stuff to Toly, who realizes that the maple sap has already gone bad, the seasoned wood has rotted, and the mushrooms are all poisonous. AGH! I can be blamed, but all this is useless to him! Something queer is going on, with with the animals upset and the Forest seeming more awake than usual, so he tells me to visit a wise old forester hobbit who camps a ways into the Old Forest. I should look for him beyond Old Muddyfoot's Hill, south-east of the Bonfire Glade next to Bald Hill. Gilly might know what's going on, Gillemin Brandybuck.

I report killing a whole bunch of forest critters, but Hodric Bracegirdle notes that there's another threat that should be taken out - giant spiders, who mostly make their home in the eastern section of the forest. Until recently there were few, but they've been surging in numbers and might soon endanger everyone. Celandine, meanwhile, takes the notes from Rollo and realizes the boy is sweet on her. He's such a wonderful lad, but she never noticed his interest before, and thanks me for the delivery - she'll put these to good use! I let Wilmac know what I discovered, and he's glad that his friends are coming back soon. As for me, I deserve something in return for my work, and while it's not much I should take it, as it might be of use to me. Mostly, he just gives me food. Lots of mushroom food! (Wait, weren't all the mushrooms toxic? RIP me, I guess.)

Since the next tasks send me far into the forest, I decide to make a stop by Bree first, anticipating that Aragorn might send me in the same direction. He assures me that while the four hobbits he was anticipating are safe, the protection that Bree offers is fleeting at best, and he must leave soon. If the Enemy's suspicions were confirmed by these crebain, that what they seek isn't in the Shire any longer, then his trip will be all the more perilous. Still, the Old Forest is a twisting labyrinth that can lead even the most experienced trackers astray, so finding the crebain won't be easy.



There's one who could find these creatures for us, if we were to ask such aid - but he doesn't consider our worries as his own. He's known by many names - of old he was known as Orald by Men, while dwarves call him Forn, and elves called him Iarwain Ben-adar, oldest and fatherless. In these days, he's known as Tom Bombadil by those who are aware of him. I'm told to look for Tom Bombadil's house in the forest, at the far eastern end of the Withywindle river that flows through it. He might help me if I ask him in his name, Aragorn. If I discover anything, he asks me to address it as best I can. He'd help me in this task, but the safety of his charges must come before everything else.

Heading back to the forest, I take a bit of time exploring to find Gillemin Brandybuck there, who is happy to see Toly thought of him, and says he discovered something very odd happening in the forest.



He found a strange glade to the south-east infested with monstrous spiders the likes of which he's never seen before. Almost makes him believe those old stories that Mad Baggins spouted down in Hobbiton! The spiders made him drop his pack! Even that is not the worst, since he saw a tree walking about, all covered in scars and looking like every leaf had fallen off as in the dead of winter. Now, he's seen some strange things in the forest, but he's never seen a tree moving through the woods killing everything in its path. Even if Old Man Willow came to stalk the forest, he would not be so cruel - these are dire times!

Gillemin observes I'm one to enjoy a good tale, so he relays his experiences with the strange walking tree - it didn't seem alive, but rotten to the core and seeking only vengeance. Mayhaps it's one of the tree-tenders of the past, spooked by some feeling of dread that washed over it or some such? He knows only that it resides beyond the spiders that took his pack. It was foul and terrible to see, such a blight on the forest. If something has stirred them to greater mischief, that's where I should look. I'll need to cross the river first, of course, and search within the spider-hollow where they make their nest. I should keep an eye out for a brood-mother too - he didn't see one, but there has to be one around somewhere. If I can pick up his lost pack and thin out the spiders some, well, he's not going to say no to that either!

There's a lot of spiders deeper into the forest - the trees are full of webs and arachnophobes would be very uncomfortable, I'm sure. I make it through the underbrush and across the stream to the little forester camp Gillemin left behind, where I find another collectable flower as well as his lost backpack. Guess he never did get very far from his starting spot, huh?



I head deeper in and eventually find a gargantuan monster of a spider named Lebrennil, the brood-mother that I was warned about. She's not that tough, but even arachnophobes would probably not wanna face a twenty foot monstrosity.



Clearing out the spiders a bit I move further in, and spot the huge spindly trunk of a half-dead tree… which attacks me. Because of course it does - violent trees are legitimate canon in several varieties. These are Whomping Willow style ones, basically, smacking me around the face with their spooky branches and trunk. It also speaks. 'Death!' it declares. 'The Iron Crown brings death to ye all! Thou will be dragged down into darkness! The Witch-king's malice shall smite thee!' Apparently trees speak in old-timey English (Westron?) and are really into metal. As far as I'm aware, in canon, the Iron Crown is a reference to Morgoth, the big bad before the big bad Sauron. I presume it's something LOTRO-specific here though since the Witch-King hails from a time much more recent than that. Let's assume it's about Angmar.



After dealing with the evil foliage I return to Gillemin and let him know I got rid of the spider-queen, the evil tree, and I fetched his pack on the way there too. He's quite thankful for all I've done, and I leave him to his forestry. Toly admits he always thought Gilly was a bit touched when he talked about trees walking on their own accord, but now I tell him the same thing - worse, this one talked! He asks me to keep it to myself, lest I sow fear in Buckland. If the threat is dealt with, then all is well - he'll do his best to keep a look over my shoulder for any other trees closing in when he makes his rounds. Buckland is ever in my debt for stopping this threat from becoming too great a risk!
 
Bree-land (Part 5) - Old Forest, Adso's Camp, Northern Barrow-downs

Bree-land (Part 5)

It's time to follow the flow of the river this time, passing by an enormous willow - that's Old Man Willow, of course.



I then head up a steep slope to an inviting-looking hut which brings to mind Hagrid's own. (Or probably the other way around?)



Dancing outside among the plants and little pools is the man himself, complete with hat and yellow boots, singing about how much he likes daffodillies. It figures. They're so bright yellow all around, smiling willy-nilly! Hey now! I address him, and Tom Bombadil asks what all the fuss is about - there haven't been this many guests since his wedding! He assures me there's enough time for bird-watching later, but perhaps we should first have a song or two, huh? I should let my heart fly free and put aside my worries, for I am at the house of Tom Bombadil!



Tom explains that his Goldberry is away at her spring, and he was just about to go lily-hunting. He doesn't have time to chase birds! But hey now, what's this name you used? Aragorn? That's a name he recognizes, a friend of Old Tom's! He offers me a compromise - while Old Tom goes to look for sour crows, I should gather lilies for his lovely wife. He saw some along the river just a hop and a jump away, just follow along until ring-a-ding-dillo I find Old Man Willow! I should watch that old grey willow-man though, as he's a mighty singer, and he'll sing me down to sleep and drown me if I'm not careful…

I head back down the ramp and sure enough, even approaching the huge tree afflicts me with Drowsiness - severely depleting my regen - as well as afflicting me with a power-draining effect. I quickly grab the lilies I need from the water and scurry out of reach of the willow's grabby roots and head back up the incline. Lilies for the River-daughter!



I'm apparently stronger than hobbit-folk if I managed to out-sing the Willow-man, and not a lily was crushed or bent! Very good. Old Tom is a merry fellow, but he knows when it's time for dancing or to go a-wighting, and he's found the birds none too soon. If I want to seek them out, I should do it now, unless I wish to sleep beneath green grass! The black birds managed to get through the forest and came to rest where the restless dead walk - I should beware of old barrows, for they stir when they should be sleeping! Now, I should go up the path and follow the edge of the barrow wall until I find the crebain and their dreary lady. Now hop along!

Leaving the melodious weirdo behind, I depart the forest only to come across a camp full of people at the edge of the Barrow-downs - and I pass them by for now, since I'm (for once) not going to get immediately distracted. Which is, of course, a complete lie. I head down south out of the area and make my way to Adso's Camp at last, since it's a lower level area than the one I just left and I want to tidy things up there first. Almost immediately I run into Gytha Lainey, the hunter trainer I was asked to meet a while ago.



Sheasks for proof that I've chosen the right calling. Perhaps I'd make a better Minstrel, or maybe a Burglar like that hobbit back there with his eyes on Adso's roast? She decides she'll be the judge of my bona fides, and challenges me to hunt a mighty wolf which stalks among the leaves of the Old Forest, but displays unusual cunning for her kind. Yellowfang! Uh, I killed Shadowfoot a while ago, does that one count?

Before I do her bidding, I make a run of the town. I speak to Adso at last - I've been sent to him from three different directions at this point. He's dismayed that Grimbriar sent no one else than me, but hopes I can do all the things that the Chief Watcher claims I can. He's also already heard of me from his associates in Buckland, and they speak highly of me, so he's glad we can meet, at least. He hoped circumstances would be better, though - but no reason to bother with that now. This place, once finished, is a dream he's had for years - it's supposed to become an inn which would attract Big Folk and hobbits alike. My work in Buckland helped with that, so he's appreciative. He pulls me close and tells me that since I'm not from here, that's a good thing in his book - these louts around him can't be trusted with something this delicate. His attempts at making a place in the world for himself took an unexpected turn recently, and he's loath to tell his workers what happened, but he hopes I can assist.



Adso offers a satchel containing the final payment he needs to make to ensure the safety of the folks here, and the sanctity of the soon-to-be-splendid landmark that is his inn. I should just take it to Old Sweetgrass Farm, a little way to the north-east, and give it over to the man who answers the door there. It may be Bill - Bill Ferny, that is - or one of his helpers. Bill said he'd only be there at night, so I shouldn't waste my time hanging around during the day to catch a glimpse of him. Just knock on the door or ring the bell and hand over the satchel, yeah? Bill, huh? Didn't I read a letter from this guy? Oh, right. Brigands. So this is an old-fashioned mafia scenario, right? Protection money?

I swing by Gytha to complete my hunter quest and I'm told that my goal is to defeat Yellowfang, but there are two warnings to keep in mind - firstly, the Old Forest is a confusing place for the unwary, and it seems like the trees move when you're not looking, so even if I've been there before the paths might seem unknown to me now. Basically, the instance map is different than the one I can visit directly. Secondly, Yellowfang is no fool, and she won't challenge me unless I can somehow draw her out of hiding. My combat ability as well as my skill at tracking will be tested here. Soon enough I'm in a glossy-filter instance of the Old Forest where I snipe various snarling forest-hunter wolves until, some fifteen or twenty wolves in, I activate my tracking skills.

That brings up a little window displaying nearby foes and gives me the ability to tag them, which lights them up on the minimap with a direction indicator. With that it's not long before Yellowfang appears and I wind my way around the confusing rows of trees to find him. As far as I can tell he's just as weak as all the other wolves, so he goes down fast.



Back in camp, Gytha admits I surprised her with my skill, and apologizes for not believing in my capabilities. I'm a hunter of great promise, she says, and well on my way to learning an important technique on my own - the ability to more quickly let fly my arrows. I am rewarded with a really ugly helmet (which is an upgrade, so time to hide that thing) as well as a title - Swift Arrow! Sure, thank, wonderful. I'm never going to use all these random titles I'm collecting, am I? They don't even do anything, I think, they just look fancy?

I set off on my horse towards Bill Ferny's place, and smack on the bell there. Bill comes out to take the payment, and declares that soon Sharkey's Men will have all of Bree well in hand. With cowards like Adso under heel there's no question about that! He tells me to relay to Adso that his payment has been received, but he'd better have another ready by next week, or it'll go badly for him! I figured as much.



Adso is aghast at the mention of another payment - this was supposed to be the last! He'll be driven to ruin! But enough of his blather, he shouldn't burden me with all his problems. No, he should thank me for my help. Truth be told, he was a bit frightened to go out there by himself. He's not sure what to do now, however - the brigands told him to pay three equal payments to spare his workers and himself. He held up his part of the bargain, but now they want more, and he doesn't have any money left after sending workers to Buckland for supplies, and the meager rewards he can offer me for helping out here and there. He can't allow his workers to suffer for his mistakes, though, and may need to stop work on the inn entirely. Still, Grimbriar is working on the brigand problem… Would I be willing to help send a message to the brigands? He heard I already did some good work against brigands elswhere, so if I am willing to help, he asks me to return to Old Sweetgrass Farm and send a message - via murder! It's just a short distance away…

Nearby, Roger Hawkling asks me to collect some boar-heads for a stew, and when I've done that he sends me after wolf-pelts next - they're easy to find since they're only a few steps into the Old Forest from here. Buckley Sheppard asks whether I could steal back some coin-purses from the brigands who took over the farm, as well as tools belonging to local workers - they need those to work! Sure, pilfering loot is in my job description. I quickly start thinning out the brigand presence, picking up tools and coins all over the place.



When I return, Adso is all out of sorts - one of the brigands came here, and Adso stood up to him, but now he fears that might have been a terrible mistake. He tells me that while he was talking to the man, some of his compatriots bullied the rest of the camp and made off with some goods - could I get those back? Thanks. Also, you know, that brigand he stood up to, Dirk Hawthorn? If it's not too much trouble, could I dispatch him too? Boy, this hobbit ain't screwing around. Jolly tavernkeeper, merciless employer of contract killers. (Wait, what does that make me?)

After I return and deliver the supplies to Adso and Buckley, they thank me - and the latter tells me that the nails are running low, since the brigands took even those! Can you imagine? These are thieves of a different sort than he's ever seen. Still, with the cost of iron as it is, he has reasoned out a better solution - it just lies to the south side of the Old Forest. In the shadows of giant trees, there I'll find roots, massive tendrils poking out from the earth with the strength of ages. If I can get some tough vines from them, Buckley can craft strappings to tie the crossbeams together and save the remaining nails for everything that needs to be built. What say I? Do I have the heart to face the dark and gloomy place again? Sure, it's right over yonder.

Graham Larkspur asks me to have a look around for a spring that one of the hunters found - it's a strange thing in such a wretched place to find a beautiful, refreshing source of clean water. The camp could really use some more of that before they run out. Oh, and Roger Hawkling wants bear-pelts, because of course we need yet more generic filler quests involving gratuitous animal murder. After I hunt some juvenile bears and kill the hell out of a whole encampment full of southern import brigands, I also take down Dirk Hawthorn in a blink-and-you'll miss it moment. He wasn't that tough, but had a lot of backup.



Adso figures that with Dirk gone, he only has one more favor to ask - and it's a terrible thing that fills him with shame to request. You know that Bill Ferny guy he paid off before? Well, the brigand sent a message telling him that one of his henchmen, Brunmor, would be going after Adso. He went as far as to say the knave is at a place called Outlaw's Haven to the north-west. It seems all of Bill's big talk is backed by this guy - and if he comes here, the scant crew present would be useless against him. But me? I've proven myself time and again. If I drive him off, maybe Adso can find a way out of this mess. He'll pay me well for the hit, too, he promises! Here I go, killin' again…

I head over to Outlaw's Haven, which is set up pretty similarly to various other bandit camps on hills.



Brunmor is just sort of… there. He dies without any fuss whatsoever in about three seconds, and I do a 180 turn and immediately go to tell Adso.



He thanks me though he wishes he didn't have to ask me to do it. He should have done it himself, but he's such a small person in this big world! (Boohoo, you're responsible for a lot of bandit slaughter by enabling me.) Still, since I did everything he asked of me, I'll always be welcome at Adso's new inn - if it ever gets built! (It's been 15 real years, nope.)

I trek into the forest again to check off a few last boxes there - hunting some wolves, collecting some tough vines from the base of some mad huorns, angry trees...



Plus, tracking down the spring that was mentioned. That's of course where we can find Goldberry, wife of Tom Bombadil and maiden of the river. She observes that I've come a long way for water and into danger I don't know about - it's true that the water in her pool is sweetest, and she'll gladly share it, but the forest is wild and untamed, unfriendly to those who don't belong. She tells me to take the bucket she has with her and draw from the pool - unless my friends drink too greedily it should last far longer than Bree's well-water. I should be wary on my way back to the road, though, lest the forest trap me. Tom is the Master, but he is about his business and may not come to save me.



Taking the hint, I turn in the quests at Adso's camp and set off for other places.

Now that I've finished up here, I head back to that little group of people hiding out near Tom Bombadil's place, on the edge of the Barrow-downs. Reginald Sickleweed says that the constables warned them of reports of evil swelling and pouring out of the Barrow-downs, but they didn't really listen. Here they are now, holed up in a hollow with a foreboding forest in one direction and unknown terrors in the other. Perhaps it's fortune that brings me here, then? My arrival seems providence, though it seems as if the passage of some shadow has stirred the land and surrounded it in evil. He urges me to take on these forces, slaying wights wherever I can find them to keep Bree safe. Also, the howling of the Barghests is a terror to the people there, so they ask me to quell that noise by kill the beasts so they might have rest again before their perilous return to Bree.

Tobold Leafcutter tells me that before the ill-fated journey to the Barrow-downs, he did some reading to learn about the area. He learned about the barrows of three Men of Cardolan: Taradan, Orron, and Ringdor. He would have really liked some evidence to keep of his journey to those places, and asks me to do so by digging at each entrance towards the north-east of the region with his trusty blunted pickaxe. He's also a bit of a budding historian in his old age, having joined the trip to find some keepsakes, but things went pear-shaped. Still, he remembered seeing interesting markings around, particularly near the so-called Dead Spire, and requests that I collect stone-fragments from there to learn a bit of history.



Sal Haywood explains that while they were pushing through the fiends and the fog, they lost a few people - some headed deeper into the mists of the Barrow-downs, and hopefully they survived to reach a safer location down south. Others were stricken by a terrible pox - one of these was not as ill as the rest, but being sick he offered to take word back to Bree and request help. Sal worries that the disease comes from the grave-crawler worms and the rats that infest this land - if true, then we should cut a path through the area so we have a safe path out. If I'm willing, he asks me to kill the vermin to prevent the ailment from spreading.



As for the last member of the part - that's Bob, who came to find his missing daughter Lalia, who's been going on about the 'Last Prince', one of Butterbur's tall tales. One of the better ones, for sure, but without the ring of truth. Lalia's been gone for a while now, so her dad fears she came down here to search for this 'prince' of hers and gotten lost - but now he's done the same! In the story the prince's barrow is between the northern one and the Dead Spire, near a large stone, so I could start my search there.

I go around the barrows slaying rats and creepy crawlies, and soon run across little Lalia, who is very hopeful that the Last Prince will come and save her soon, as she's very scared!



When I find her, she's happy that there's someone to help her - but where did she leave her cloak again? That way, or the other? She starts wandering around trying to find her lost belongings while I hold off the local threats, including a cadre of wights, some angry dogs, and a whole bunch of rats. Eventually she finds her cloak - right on top of a bunch of angry skeletons, of course - and I take them out. Eventually a Wight-prince spawns, who Lalia immediately dismisses as not 'her' prince, and he takes a bit more work to kill.



I lead her out of the barrows from there towards a cleft in the hills in the direction of Bree, and she happily runs off. As she leaves, though, I spot a corpse on the side of the road - some other traveler wasn't so lucky.

The dead man is clutching a letter in his hand - it was sent by Bob to his boss, Barliman Butterbur, summarizing him being stuck at the edge of the Old Forest after a failed attempt to find Lalia, and requesting help from the city's Watchers. Unfortunate fate for you, my man… I turn back and go towards the tallest stone, the Deadspire, to hunt for carved stones to satisfy Tobold's curiosity.



While I'm near there, though, something catches my eye - a damned, spectral figure floating sedately around the barrows and stones, a conspicuous golden ring hovering over its head to signify it'd be willing to speak to me…



The wandering shade, remarkably enough, speaks entirely in poetry:

'All was silence;
now the sound of steel
rings from battles past
long beyond the laying of bones;
stirred by evil's passage
my brother walks again,
so too our foes.

Duty-bound we stand as one,
lost as he may be.
A lord he rose and, solemn,
buried me.

My shield calls to my arm,
my ring calls to my hand,
my sight departed as my life,
our oaths bind us still;
protect and serve this land.'

Cryptic, but from what I can parse the shade is looking for something related to its brother - another shade, I presume, or a wight. The mention of a ring is a bit ominous in the context of this entire game, but perhaps it's one of the minor rings of power, or just a family heirloom of no magical qualities. It has a bit more to say, actually:

'Long did I rest,
now awake, as vengeance claims trinkets
to call a curse upon our bones.

As it was in life,
so too in death.
His curse on us still
as we yearn for sleep.

My ring, forgotten,
may still be found.
Speed along, living,
to a tomb of ground.'

So I'm looking for a particular barrow, where the wight's ring might be found which seems to be the 'trinket' which is responsible for its undead state. 'Evil's passage' caused them to wake, which I'm presuming here is when Frodo and company brought the One Ring straight through here and interacted with the barrows and one of the wights. Interestingly, the shade implies that he was cursed in life already, presumably through the ring, which implies this is one of the lesser rings and the shade might've been involved in the wars surrounding the original Angmar, back when this place was still Cardolan...

Let's go find that grave...
 
Last edited:
Bree-land (Part 6) - Northern Barrow-downs

Bree-land (Part 6)

After a bit of searching I discover a barrow entrance which is covered by a large stone slab. I try to move the barrow door to get access, and almost immediately a wight takes offense and pops out, declaring - apparently to the wandering shade rather than to me - that his master, the Bone Man, has made a thrall of his shield-brother. The wight then turns to me and declares that I'm a living fool who shall soon be dead, as he will send me to the shadow world too!



Naturally this devolves into combat, and after I thoroughly ransack his bones, I retrieve the lost shade's precious ring. 'Help my hand, now to his arm, lost too, lost too,' the shade cries when I bring it back.

'Sundered and shattered,
metal and bone,
life bled onto the ground.

In shade of stone,
a south facing wall
wherein the earth
slept once the dead.

On cold hallowed ground
where dead lay asleep
woke they to greet
our treasure reclaimed.

There, by our honored,
sleeping and gone,
my brother bid me farewell.

Now, the dead rise,
stirring the earth
now cursed where I fell.

Our curse recalled;
we shall walk
until the dead
are quelled.'



The shade, again cryptically, indicates a particular location and the fact that the undead have taken up the place where he died, preventing him from finding rest until they are banished. When asked for a bit more detail, I get this:

'Against many did we fight,
for a treasure, which we stole.
Rise they from the ground
at his call
his cackle,
cough and cry.
Fighting at the edge of stone
in a hollow where we lay the bones.'

Deciding to keep an eye out for a hollow full of bones at the edge of some kind of stone, presumably near a treasure, I set off again. Before that, though, I finish off the last of the vermin and wights and head back to the lost party of travelers. Sal is pleased that I took out a bunch of disease-carriers to make the passage home more easy.



She notes that, as mentioned before, a couple of their people headed south into the mists and disappeared after the party was beset by wights, barghests, and other fell things. There's a place where the hill rises high and separates the north and south Barrow-downs called Dead Man's Perch, and he prays that the name does not hold true. It overlooks Bree and is flat enough to camp on, so he hopes that I might find the others there.

I let Bob know that I found Lalia and escorted her out of danger, and he's very relieved - though since she did go after that 'Last Prince' of hers, he's a bit cross with her. Still, hopefully she learned her lesson and won't be this foolish in the future. He knows he certainly won't go here again! Hopefully she can survive her tweens to get some hobbit-sense in her, maybe! Tobold is surprised that fell creatures showed up when I gathered stones for him - he knows where he is, right? Unfortunately the stones didn't reveal anything new - each gives a bit of an account of the man who was buried there, but there's nothing to reveal why terrible creatures have taken to living in the barrows. That's quite a mystery! I also let Reginald know I killed a bunch of wights and dogs, but he doesn't have much to say beyond 'good job!'

I return to the shade to report my success, and it ominously says that since he still lingers, one foe remains:

'In the south he rose
from an earthen grave.
Once flesh and whole
now bones, depraved,
By spirits seeking a home.

A man of Bone
slept 'neath Cardolan stone.
Rising once, struck low,
by oathed brothers
now sundered twain.

Brothers, cursed,
return again
to face this foe
From whom they stole.
For deeds most noble
in intent.

Whilst evil walks,
so too will we.

Seek you he,
beyond the border
south towards stone
the land of Cardolan
His Bones there still roam.'

And here we get the whole tale - this shade and its shield-brother once stole an artifact from what was presumably already a wight - a Bone Man - and ended up cursed to wander this place after their demise, separated from each other. Now, they have returned to face the same foe again, but for more noble intent than thievery. If I want to find this foe and release the brothers from their curse, I'll have to head to the southern Barrow-downs and find him there.

'A Man of Bone,
from 'neath Cardolan stone.
Seek him now to lift this curse,
e're we Brothers wander ever more.'

I'll keep that in mind when I head down there. For now I head east to find Dead Man's Perch, a stone's throw away from the high hill which separates the two halves of the Barrow-downs. There's several people there, who did make it across - Addie Wheatley is happy to see me but is worried because she hasn't heard a word from her two sons in a while now. You see, it started with Malin, who was sure there were treasures to be found here and left seeking fortune. After he didn't come back for a few days, she sent his brother Amlach out to bring him back, and now he's missing too! So she followed them herself to find them, since Amlach claimed he'd camp at Dead Man's Perch - but he wasn't here when she arrived. The others think they must be further south, so… could I go look?

I report the survival of the other half of the party to Edith Sweetrose, who is filled with hope at the news, and decides they must focus on helping them, so they can all escape from this accursed place. (She also offers a bunch of repeatable kill-quests, but I'm not interested.)



Bob Redthistle, meanwhile, is worried about the wildlife around here - he discovered there's a lot of diseased bears down south, infested with large barrow-crawlers, and begs me to put them out of their misery and destroy the infectious monsters inside. The corrupted trees there must also be purged - but if I could fetch some of the seeds that would be helpful, as that could be used to determine if they may yet return to the natural fold in time. Uh, sure, I'll get right on that…

Since I put the epic quest off long enough, I next hunt down the most distant corner of the northern Barrow-downs before heading further south, and discover the crebain roosting near a barrow - surrounding a red-clad servant of Angmar named Andraste. (Hey, aren't you supposed to be in Dragon Age?) When I approach, she cries out that I'm a fool - did I think her pets would not learn that the Ring travels east in the hand of a hobbit named Frodo Baggins?



I have failed utterly, for when the Master of the Nine returns to Othrongroth, he shall learn of this and of my untimely death! She sends out her birds which fall in quick succession, and this sends her into a rage - her beautiful birds! I will die for this! She dies for this. With the immediate threat gone, I figure I can let Tom Bombadil know.



After belatedly going to various barrows and digging at their entrances, I retrieve a bunch more lore for Tobold to have a look at. The parchments are troubling, since they were written by men of Cardolan and speak of a kingdom falling into ruin, and those that remained falling victim to some great plague, but that's all. That doesn't answer why such fell creatures came to the Barrow-downs, so he fears these papers only led to more questions, rather than answers.



Still, it seems this is not the first time that such terror plagued these lands, since the lore also indicates that two brothers fought to recover a great treasure of Cardolan and brought it here to the northern Barrow-downs. There's mention of a fortress named Ost Gorthad, and the men of Cardolan took many who fell sick to the plague there. The ruins of that fortress still stand today in the south - it's from there that a terror rose and cursed the brothers for their theft.

If I'm willing, Tobold suggests I seek the treasure, or the history of that treasure, at the Northern Barrow, not far to the east from where I am. Perhaps more can be learned about those men and how to stave this evil from spreading beyond the bounds of the Barrow-downs. I head out and pretty quickly I spot an ancient chest near the barrow, surrounded by half a dozen wights which I quickly destroy. I bring it back to Tobold, who notes that while many pages are missing, perhaps he can glean something from what remains in this chest. Ah… but this is almost too terrible to read!



The author, a man of Cardolan, tells how those few who remained died in the Great Plague, borne along by dark clouds from the east. Soon after, fell spirits swept down from the north. The man writes of tormenting dreams that followed, of a place called Angmar. Soon after, the dead walked the land once more. In the last entry, the man writes that he fears he too will succumb to the plague, but that his body will never rest. Ah, how Tobold wishes he remained ignorant of these cursed lands, yet now he must know more! He asks me to look for pages of this journal and bring them to him, as perhaps in this knowledge, a defense against these fell spirits can be learned.

Funnily enough, I already picked up those diary pages a while ago - they're all random drops from enemies in the Barrow-downs, and I've been killing a lot of enemies around here. The complete lore-dump you get from them is this:

Page 5 tells of the time not long after the Fall of Cardolan, when the remaining Dúnedain in Cardolan banded together to bring some measure of order and leadership to the lands of the north.

Page 7 tells of the advent of a great plague that issued forth from Mordor in the year III 1636, claiming the lives of many men in the southern kingdom of Gondor. Page 15 tells of the coming of the Dark Plague from the south some years after the fall of Cardolan. Many of the Dúnedain who remained in Cardolan were slain or weakened by its evil.

Page 16 describes the funeral rites of the Dúnedain of Cardolan, who founded the Barrow-downs as a place where their fallen might be interred. Many Men were buried there during the time of the plague.

Page 22 tells of an attack upon a funeral procession within the Barrow-downs by dead spirits that crept there out of Angmar. The remaining Dúnedain of Cardolan were greatly angered that the resting place of their ancestors should be defiled in this manner.

Page 28 tells of the gathering of the remaining Dùnedain of Cardolan to drive the wights out of the Barrow-downs and restore the sanctity of their ancestors' burial grounds. The final entry at the bottom of the torn page is stained with blood and illegible.

The Barrow-downs are fascinating, and the fact that the game is suddenly showering me with lore-dumps about the history of this place and the reason for its cursed state is a nice surprise. While there's hints of lore in item or location descriptions elsewhere, I haven't yet seen this degree of attention to canon details of the lore alongside more original work. I guess I am just really vibing with Tobold here, huh?

I head back to inform Tom Bombadil of my success since I'm around the corner anyway, and this time I actually have to go find him inside his house, rather than dancing about outside. He asks me if I'll stay awhile this time - or am I still in a hurry?



When I relay Andraste's mention of a place called Othrongroth, he recognizes it as a dark place full of wights - there's no need for me to go there. Though… if I must, I must, and he won't stop me. Very well, he'll tell me - it's the name of the Great Barrow, and it's not a place for the weak of heart or frail limbs. Wicked wights and evil lords make merry in their terror there, though they've never caught Tom and never will - he's the Master! If I want to go, though, Tom will take me…


Instance: Othrongroth

Tom Bombadil has brought you to the barrow named Othrongroth. A servant of the Nazgûl, Andraste, said that the Lord of the Nazgûl would be found here.

I go along with Tom to the southern Barrow-downs, and get dropped off right in front of the entrance to the largest of all the barrows in this place, a huge burial complex probably chock-full of the undead.



As I approach, however, I spot something else - Dourhand dwarves. They're flanking the entrance, and between them stand the Witch-king of Angmar, Lord of the Nazgûl and Skorgrím Dourhand. The former tells the latter to come, and they disappear into the barrow. I quickly snipe the Dourhands before creeping closer, apparently dumb enough to follow them into a cursed tomb by my lonesome. This is one case where it makes sense to have a large fellowship around to take it on, you know…



Inside, I actually mostly fight Dourhands - there's not really much skeleton activity at the start, just a bunch of nasty dwarven traitors and rebels. Eventually I fight my way through and get to a large door with a pretty dramatic skull ornamentation on it.



Inside several Dourhands rush over to fight me on Skorgrím's behalf, and soon after their captain joins in, who's very confident I won't kill him too. I go to kill him too. Before he dies all the way, though, he stumbles over to a nearby wall shouting that he can't be defeated, since Skorgrím promised them! There's a sudden noise and the wall behind him crumbles as a deadly barrow-wight breaches through and kill him. The dead suffer no intruders! As dreadful fear sends me reeling, the fight begins in earnest!



I head down the newly opened path, now facing mostly the undead, including some which are missing their head and arm but are still dangerous anyway. In the distance the Witch-king turns a corner and declares that Ivar awaits them. I slay the last few wights and get to a larger chamber, where I'm overlooking the meeting between the Nazgûl, Skorgrím, and Ivar Blood-Hand - haven't seen him in a bit. Their one-way conversation gives some indication of what they're up to, so I haven't come here for naught.

The Witch-king is the only one speaking, telling Ivar that there's need for his ward in the east, as they must counter the loss of Amdir. Skorgrím's dwarves, meanwhile, should focus their efforts on the north and east. The Witch-king's own champion has not yet finished her task. Great rewards await the other two if they both succeed at their assigned tasks. The Ring, meanwhile, moves east - to Imladris, no doubt. Once the others complete their tasks, Mordirith awaits them both in the north. They should pay no heed to the twice fool, Saruman, for their plans in the south are reaching fruition…



This is about when the Witch-king notices my presence, and angrily proclaims that he shall suffer my presence no longer, as I have hounded his steps for too long! And now the Dead shall take me! The three evil bastards depart as I am overcome by pure dread, my minimap turning into Sauron's eye again as I cower in terror, losing a quarter of my morale by sheer proximity to a pissed-off Nazgûl.



In his wake, cursed barrow-wights rise and start attacking me, though I get one down before it can even move. 'As the great king commands, only the dead shall pass…' I head down the passage anyway to hunt down the trio of baddies again, but as I get to a lower chamber I am met with something else - a Wight-Lord named Sambrog, who seems to be waiting for me as he sits on his throne. Interestingly it's not straight into combat here - I can actually talk to him, though approaching him still sends a chill of dread down my spine. It tells me that if I wish an audience, I should approach.



Sambrog declares that his Master sends greetings, and he will grant me the boon of an audience before he kills me. I seem to desire knowledge, so he shall give it to me - for I won't be relaying any of this when I'm dead! He cackles, then says that his Master seeks a great power for the Dark Lord, but the Dark Lord has more designs than this. Skorgrím shall go to the north and gather an army in the name of Angmar and the Witch-king. Ivar, meanwhile, a great power in himself and to whom Sambrog owes his form, goes east - in Agamaur he shall awaken a power tha tiles sleeping in the waters. With her under his command, the skies will turn to blood and all shall despair! Now, the audience is at an end, and my death awaits me…

Sambrog is not actually terribly difficult to damage, but as soon as I get him down to low health, he simply regenerates and lays into me again, slowly whittling down my morale. He summons some lesser wights to help him, and as I get him down to nothing again and he recharges once more, there's a sudden… song. 'Hey dol! Merry dol!' The wight declares that it cannot be! As the door at the far side of the room slams open, Tom Bombadil dances in while the wight clutches at its head. Tom tells it off for walking around - that's not what the dead ought to be doing! He tells him to vanish into sunlight, and leave his barrows empty! Sambrog promptly dies, falling apart on the spot. Well, damn.



Tom asks me if this was all worth the trouble - did I learn my lesson? I should leave the dead to sleep their dreamless sleep and walk myself up to the green grass under the sun! I follow his advice and run up the stairs he came down, towards a door that's lit from above by a ray of sunlight breaking through the cracked stone.





Back outside, next to Tom's house, he tells me that with the darkness behind us in that dank and dreary tomb, we now make our way back into the light and feel the sun on our faces once more. He explains that old Barrow-wights came from Angmar, disturbing the peace and troubling folk who wander through their mounds. He says again that I should let the dead sleep - they'll keep their troubles inside the earth as long as nobody wakes them by dancing on their roofs! At any rate, I should linger no longer - it's time to get back to Bree and meet with a friend there who awaits me!

Taking this advice, I head for Bree, only to discover I've got mail - it's from a Ranger named Saeradan who notes that Strider tasked him with watching my progress in these lands. My efforts to thwart the brigans might appear to have ended, but he fears he has to disappoint me. He requests I visit him at his lodge so we can discuss this in depth. To be specific, the depths to which Bill Ferny has sunk… Something to keep in mind.

I head inside and let Barliman Butterbur know that I visited all his suggested locations, and he says he looks forward to hearing my stories. He's a bit busy right now, though, but says I am welcome in the Pony whenever I want, and my reputation around town is surely increasing by the minute! Good job, and good day! I head to Strider's room next, only to discover it locked.



Heading back to Butterbur, he informs me that he was distracted by a new guest - he was really worried that the man would sour his beer for letting Strider leave with Mr. Underhill and a few friends. Which man, I ask? Why, Gandalf of course! They say he's a wizard or such, and there must be something to those tales, for his beer has never been better! He was so pleased! Also, he tells me to visit Gandalf, as he requested anyone looking for Strider to be referred to him instead.

Gandalf is in the room one over from Strider's old one, around the corner. As I enter, he wonders if I'm lost, or are seeking him out with intent? By the look in my eye, he gathers it's the latter, though he presumes I sought another - Strider, perhaps? Then we've both gotten here too late, as our mutual friend left with a terrible burden. He introduces himself as Gandalf the Grey, a friend of Strider's, and if Aragorn set me a task, it could not be much less urgent than his own! So I should tell my tale, and he'll relay it to Aragorn. I tell him about Angmar's resurgence, and Gandalf agrees that it's grim news, but he's not surprised. Still, he can't turn aside from his own task, since the fate of Middle-earth hangs upon it. This burden is placed on me instead, in the name of the Free Peoples of Middle-earth. I am to hinder the Witch-king's plans, whether that be east or north.



I have done much good for the people of Bree-land, Gandalf says, but the shadow out of Angmar spreads far and wide. He's learned from Gwaihir the Windlord that another of his order has found corruption in the Lone-lands, east of Bree. It might even be related to the dangers I encountered in the Great Barrow! Unfortunately, Radagast is given to wandering and will be difficult to find, so he asks me to enlist the assistance of the Rangers in finding his location. There's actually one here in Bree-land right now, Sheridan, who will be able to aid me, up north along the Greenway. (No kidding.)
 
Last edited:
I really am impressed at how much work is being put into these areas. I've never really played MMOs so I can't say how this compares to WoW or TOR but it seems quite densely packed with content.
 
I really am impressed at how much work is being put into these areas. I've never really played MMOs so I can't say how this compares to WoW or TOR but it seems quite densely packed with content.

Yeah, I'm not sure how much it applies to every map, but so far most quests are part of some narrative - only exceptions tend to be somewhat lackluster 'hunt some wild animals for supplies' type ones. Others contribute to local stories, at least, even if they're not directly related to the Epic Quests.

Also, if you want some idea of how freaking big this game is at this point? Here's the overall map:



Some of these are deceptively small, like Moria. That place is a pretty sprawling space with a lot of verticality.
 
Last edited:
Bree-land (Part 7) - Northern Bree-Fields, Southern Barrow-downs

Bree-land (Part 7)

With two possible follow-ups now - the southern Barrow-downs and Saeradan - I decide to dither about a bit and check out the quests in Bree I passed on before. Lily Sandheaver explains that she's an upper class hobbit, and collects pottery as a sign of her standing, in order to have a greater and higher quality collection than that dreadful Mirabella Underhill, her rival. The man from whom she purchases the pottery is named Candac Brightwood, but she hasn't heard from him for a long time, and she's worried about his well-being. She needs someone to carry a letter to Candac at the Forsaken Inn in the Lone-lands, east from the Midgewater Marshes. Mirabella will visit soon, and if she doesn't have anything new to show, she'll look like a fool! Wouldn't want that, right?



Elsewhere, Thomas Thistlewool says I look like just the type of guy Tad Leafcutter is looking for - he's been searching for adventurers throughout Bree and asked Thomas to send any he sees his way. Tad should be near the southern gate of Bree. I should make sure to tell him Thomas sent me, of course, or he wouldn't get paid for the referral! He also tells me he made an error in judgment recently and put himself in a difficult position. He employed a man from the south to collect rare finds from the ruins of Arnor, and the man used Thomas' name to rack up expenses, and now owes a great deal of money to the proprietor of the Forsaken In in the Lone-lands. He asks me to take a letter to Anlaf the Forlorn at the inn before word reaches the guilds in Bree. We won't allow one indiscretion to ruin his good name!

I go to Tad Leafcutter near the south gate, and realize he's one of the people offering various repeatable quests - most of them are about exploiting the Barrow-downs and its variously sized dungeons, some of which are intended for large groups of players. Normally, the Great Barrow isn't something you can solo unless you're terribly overleveled, but the instance version is different. At any rate, he asks me to explore the barrows and get some treasure from there - this one isn't repeatable, though, as it's more an introduction of the concept of treasure-hunting around here. I take a bunch of the repeatable quests since I'll be heading to the barrows again at some point, and I might as well get some bonuses out of it, right?

Before that, I head north to visit the Ranger Saeradan, a bald guy who hangs out near a stone house not far beyond Thornley's worksite.



He's pleased to meet me, as he knows I've done a fair amount of good in Bree-land recently. He tells me that my reputation precedes me, and the Rangers of the North thank me for all I've done. He wonders, though, if I'm willing to do more. Am I willing to stand up to foes which have long risen up against the Men of Middle-earth, threatening to tear them apart by their roots and make this world a grim visage of evil? Yes, he thinks I'm willing and able, and says that for this reason I should make my way further north along the Greenway to a place where a pass cuts towards the eastern hills. There, in the ruins of a fort, I'll find another Ranger. His latest reports tell him of a great danger growing out of the north, and he's in need of much assistance…

He also tells me that I could head over to the Thornleys, farmers and workers of these lands for generations, as words has reached Saeradan that the patriarch of the family has gone missing when he went to deal with foes from the north. If I'm willing, I should ask Rose Thornley after his well-being. When I ask about Radagast, the man admits he's not sure where the man was headed when he left here, other than eastwards into the Lone-lands. He does know he was very concerned with lightning which he saw on the peak of Weathertop. One of Saeradan's kinsmen, Candaith, has already journeyed there to investigate, and perhaps Radagast has joined him there. If I wish, I can borrow Saeradan's horse to ride straight to his camp!

Rose Thornley is waiting outside her home, and explains that Robb has gone missing, yes, but how did I know about that? Am I one of those southerners looking to steal the place? No, I'm not, right? Sent by a Ranger? She never did trust them much, skulking about in cover of night, never talking in the proper ways, but she admits to feeling some gratitude lately. Robb went out with his father's sword to try and scare off those brutish men from the north, but hasn't come home. She's running out of excuses to tell the workers, so she asks me to please track him down.



Other workers around the place ask me to hunt bears, wolves, and boar for them - nothing exciting there. The Old Greenway Fort is hard to miss, a large ruin just off the beaten path. I run into Morley the Fierce there, another named enemy for a Champion quest, and while he whines about how weak I am, I defeat him while barely taking any damage. Splendid.

I go through the place killing beasties until I run into Andreg, the Ranger I was told about, who is glad to see Saeradan is a man of his word, as my arrival comes at a critical moment. There's much work to do and too few men to complete all that must be done. Perhaps our combined efforts can slow the progress of our foes - or that's his hope. See, he's been watching the movement of orcs crossing into Bree-land from the North Downs, and he fears that before we can help that area, the borders must first be strengthened here. Orcs make their way south through the pass near Trestlebridge to small encampments on the east side of the Greenway. It's there that I must go to fight back against the enemy and lay them low. He also asks me to complete a grisly task while I am there, and search the orcs for signs of struggle against the people of the North Downs in the form of cloth made by Men. Should I find anything like that, I should return it to Andreg at his post.



I ride north and soon find an orc encampment built against the walls of an old ruin, and go about killing a whole bunch of Tarkrîp orcs. I also come across a hilly area where I spot a bunch more orcs down below - an old favorite sniper spot. Among them, though, I spot a tied-up Robb Thornley. After taking out the orcs I free him of his bonds and escort him to safety, making sure to slay a variety of orcs and gather strips of cloth from their remains. Robb runs off soon enough, asking me to tell his wife he's alright if I happen to see her before he does. It seems he's still intent on the original business he was supposed to be doing before these orcs kidnapped him and interrupted his schedule…



I return to Andreg to let him know about all the orcs I took out, and he's worried about how many of them are pushing through Trestlebridge and surrounding areas. They must not be allowed to encroach any further! The strips of cloth I discovered make him yet more concerned - it's bad news for the North Downs, though the focus must remain, for now, on protecting Bree-land. There are many lives to save here too, so a bulwark must be established against the orcs. He tells me that the outriders I dispatched were just the first of many foes that made their way south. He'd hoped that the message I delivered would have been clear enough to force some orcs back north, but they've organized and built a fort on the western side of the Greenway, so they need to be driven out, and quickly. I should head to the Orc-encampment named Cirith Núr and strike at the heart of the orc-forces to break their will, and retrieve what supplies I find.

I inform Rose of her husband's rescue and she tells me he's resting inside and asked her to give me a reward for my efforts. He's also asked for something more, of course… He said he can't sleep thinking about those accursed orcs that ambushed him. When he was captured, a large orc came over to torment him from a camp to the west, one that's behind a wooden stockade. He says the other orcs called him the Red Reaver, and Robb wishes revenge on this orc, but he'll be glad to give me some cash if I can take him out. Rose isn't too comfortable with bloodshed, but figures taking out her husband's torturer is worth some money. It's actually not terribly hard to find him, and the Red Reaver is history pretty soon after - Rose's husband sends his thanks, of course, along with a decent reward.

After ransacking Cirith Núr for a bit and retrieving supplies, I make note of a cavern in the wall that's not open at the moment, and make my way back to Andreg.



He concludes that the cave explains a lot - that must be where Ferny is headed! My earlier bandit-hunting in the south yielded information about Bill Ferny, who was working with Sharkey's southern brigands and trying to make a deal with orcs from the north. Such an alliance would pinch the resources to Bree-land from both directions and spell doom for her people. Now, due to my help, the orcs up here are diminished. My recent discovery of the cave leads Andreg to conclude that it will serve a terrible purpose as a place for Ferny to meet with orc-leaders and formulate a joint plan to invade Bree.

It seems now that I've been chosen to avert this invasion and shatter this invasion once and for all - I'll need to get back to that encampment and enter to cavern to disrupt any alliance forming inside there, so evil men and orcs do not succeed in their fell plans…


Instance: Broken Alliance

"After learning of a plot by Sharkey's Men to forge an alliance with the Orcs encroaching into the northern Bree-fields, the Ranger Saeradan sets into motion a plan to break the alliance before it can be established...."

This cavern instance is actually pretty straightforward - I run around killing southern warriors, poachers, and other bad folks until, eventually, I track down the one path leading to a larger indoor area. There I spot both Bill Ferny - that bastard - as well as the Tarkrîp Orc chieftain. Bill is busy trying to convey the deal to these orcs, to see if the orcs can be convinced to team up with Sharkey's brigand forces from down south to take on Bree together.



Impatient, Bill notes that the orcs would get half - half - of all the loot taken. They'll also be given White Hand gear and all the food they want, since the farms around here are feeding the bandits if they don't want their farms burned. Also, Sharkey will protect the orcs from the Iron Crown - which, I'm gathering from context, is a reference to the rulers of Angmar, the Witch-king's subordinates. Bill reminds the orc chieftain that he's cut off from Angmar, which doesn't care what happens to them anyway. But Sharkey's men can help! This is about when Bill realizes I'm listening in, as usual, and tells the chieftain this will be his first test - he's to deal with me and they can talk again after!

The Tarkrîp chieftain takes me on, shortening his lifespan to mere seconds, while Bill runs the hell away and flees from the map.



After I'm done making orc-kebap I head after him, exiting out of the cave through a secondary exit. No Bill in sight.



I head back to Andreg to report my findings, and while I didn't capture Ferny, at least the threat of the orc-bandit team-up is defused for the moment. This will surely please Saeradan, and I should hasten to inform him of my deeds. Since he's not that far away I run to the Ranger's cottage and let him know. Saeredan muses that catching the coward Fenry and presenting him to Grimbriar would have established greater acceptance between the two of us, he's still pleased to know that the orcs have been stifled for the moment. Still, he can't be sure that the orcs' efforts have stopped altogether, so he must ask me to continue my efforts for a while longer.

The next place he sends me to is further north, towards the Hengstacer farm - recent events there have reached his ears, and speak of a dwarf coming under attack by orcs while looking for assistance from the farmhands. I'm asked to speak to the owner, Éogar, about what he might know. When I arrive, it turns out there's a whole bunch of people who need help.



First I chat up Éogar, who dismisses the notion of orcs as nonsense, claiming I must've spoken to that dwarf who came by recently. He'll tell me the same he told that dwarf - speak to Cam Applewood, his farmhand, and leave him alone! Cam Applewood wonders if I'm there for the farm's famous horses, and tells me they don't loan them out to just anyone. These horses are built for speed, not labor - in fact, that reminds him of something. A weird dwarf came to the farm and requested some horses recently. Not sure what he wanted them for, but by the looks of him he needed some pack animals. He told the dwarf that Hengstacer horses weren't for hire, and he left in a huff. Seems a bit peculiar, that - he didn't seem quite right in the head. If I have time, maybe I could check up on the old fellow? He wandered off towards the ruins to the southwest of the farm…

Elsewhere on the farm, Emma Rosethorn requests help tracking down ingredients for her famous snapper-turtle-soup - hey, haven't I done this before? Apparently it's made with meat from the large snapper-turtles that live in a lake to the east, and while she usually sends a farm-hand to fetch the meat, they've been busy. She'd feel awful making them fetch dinner, no matter how slow the source might be. She could also use more snapper-shells to make soup-bowls out of them. Better not to waste, right?

Gil Sandheaver saw something remarkable, though his neighbors say that he's off his rocker. He was alone in the far north of the Far Chetwood near Nen Harn when he saw something moving through the trees. No, that's not quite right - it's more that the trees themselves were moving. Something big and terrible is in those woods, and he's afraid of what it might be. There's a group of hunters who make their camp on the western edge of Nen Harn, and he was up there delivering his wife's snapper soup when he got a bit lost - that's where he saw it. He asks me if I could talk to Walt Whitrose and see if he's seen the same things before? He should be in that hunter camp.



I head towards the ruins to find the strange dwarf first, and soon run into Oddvarr, who apologizes for his poor eyesight and says he could use a bit of help. You see, he's come here from the Blue Mountains too, and he's here in Bree-land on very important business. The only problem is that he misplaced his pack! Now, he's to investigate the old dwarf-ruins that are rumored to exist here, as he's sure there's important discoveries to be made, and he's the one to do it! He's a famous explorer, you see. But he digresses - if I could help him find that pack, he'd be indebted to me. If I start looking up north, he'll search the south, and if either of us find anything we can meet back in the middle, alright?

I find Oddvarr's pack some distance away among a bunch of orcs who've taken over a small ruin, and return his provisions to him.



He thanks me profusely for his provisions, then realizes that his notes are missing - those damned orcs must have thought they were valuable and absconded with them! That's not good - in fact, it's downright terrible. All his work is gone just like that, quick as you please! Drat and double-drat! Oddvarr tells me there was a band of orcs from Cirith Núr to the northwest of there who come sniffing around these ruins every so often, that's why he left his pack behind in a hurry. He's in no shape to take on orcs, as he's an explorer, not a warrior. But I could go over there and retrieve those notes, right? It'd mean everything to poor Oddvarr…

After a quick trip to the orcs to yoink the papers from a relatively higher-grade orc - it's a random drop - I return them to Oddvarr, and he curses that he hates the orcs. Why would they run off with his notes like that? He'll tell me why - just to get his beard in a snarl, that's why! Now that these notes are safe, he can continue his research, and Lofar will be pleased that his work continues unabated, thanks to my help and that of the Rangers. Because that's who ultimately sent me over here, right? Well, he should thank them, but now that he's got his notes back he wants to continue working. He asks me if I would be willing to tell Andreg that he's very grateful? I might want to mention the orcs skulking around the north, too…



Andreg doesn't recall hearing the name of the dwarf, and says that if the dwarf is forgetful, maybe he actually intended to send his thanks over to Saeradan instead and got the two of them confused. Either way, the other point about the orcs is more worrisome. I should head northwards beyond Hengstacer farm and through the lands where hunters go to make their living. Since I encountered a small group of orcs just outside the farm and even more on the southern edge of the gorge, he fears a larger encampment may have found its way to the ruins in the east, near the northern lakes of Bree-land. I should go there and seek out the orcs' leader and his minions, and defeat them if I can, then return to tell of my victory. If there's a camp there… then we know for sure that the North Downs has fallen.

I ride north-east for a fair distance until I discover a set of old ruins inhabited by a strain of hardy Tarkrîp bowmasters and bone-smashers, prioritizing the former while taking out the latter as they come too close. Their leader is a fellow named Gazbúrz, a red-colored orc who wanders nearby and takes a bit more effort to whittle down, and his big axe does some damage.



Passing beyond the area I arrive at Nen Harn, the second-largest lake in Eriador. There, between some ruined walls, I find Walt Whitrose, and I tell him that Gil Sandheaver sent me over to inquire about this moving tree business, but he says he's never heard of any in the Chetwood. Still, if Gil sent me over, it's fair to think he had himself quite a scare. He tells me to search the area in the northeast for signs of Gil's mysterious walking tree. Either I find something, or I give Gil peace of mind…

Since I've gotten to the lakeside, it's time to do an old favorite - hunt down slow-ass turtles and kill them for their delicious meat. These turtles are substantially larger than the ones from up north, though, so they actually put up a slow, deliberate attempt at a fight. Since I attack at range, it's kind of unfair, really.



I also scout the area and find an unusual enemy - it's Tarbúrz the Wood Troll, a ghastly-looking thing which seems to be a mixture of an orc-like being with tangled roots and branches growing out of his body and twisting around his limbs. Seems I found Gil's scary tree-monster! When I tell Walt, he's aghast that Gil was right, and wonders what queer things are happening in Bree-land these days. Orcs moving day and night, woodland animals spooked from their homes, and now tree-people! I should let Gil know what I discovered.



Back at the farm, Gil says he gets chills every time he thinks about how close he came to that thing, that wood troll - he's sure glad it's gone! He'd hate to imagine what it would have done to him or his horses. No, he'll take to the comforts of the farm for a while before venturing back into the woods. If it's all the same to Mrs. Rosethorn, adventure like that is not truly his desire - he'll leave that to the likes of me. I also deliver the snapper turtle remains for the soup, and get a whole bunch of it to take along on my journeys. Yum?

Andreg despairs at the fact that I did find a whole bunch of orcs living near the ruins - it means the North Downs are finished, having overrun the valleys and breaching the borders. A warning must be sent to his brethren Rangers, far and wide. Sheridan must be informed that though our efforts here were successful, we can't know the breadth of the invasion southwards. He must also know that the Rangers to the north have been unable to prevent the spread of the orc-tribes. I head down to tell him, and he admits that while I stopped the incursion into Bree-land, the north is still lost - worse yet is the news that not all orcs were prevented from moving through Bree-land, and he fears for Rangers watching the passes and roadways down south, too. He says he'll have more work in the future, but for the moment this is where we go separate ways…

With the fate of the North Downs looming, I head in the entirely opposite direction and make my way to the Barrow-downs again, as I have some leftover threads to pull, there. I start climbing the paths to the south from Dead Man's Perch, only to discover the corpse of Amlach Wheatley not far up, surrounded by wights. I take a journal off his body and return to his mother. She recognizes it as her son Malin's journal, which he never let out of his sight. What evil has befallen him? When I break the news that her other son Amlach is dead, she begs me to return and find Malin before it's too late. If the journal is correct, then Amlach still believed there was hope for his brother, though her heart fears the worst. I should search the barrow over the mire where Amlach writes he heard his brother's voice, and bring him back safely.

I spend some time running around the southern Barrow-downs until I find the Bone Man in one of the ruins, and take him on. He's relatively tough and there's some barghests nearby which are a hassle, but he finally explodes - quite literally, as dozens and dozens of spirits erupt from his form and flee in every direction, shouting: 'Free at last!' They're all labeled 'Shield-Brother's Shade.'



I also head further southwest towards the edge of the Old Forest, near where the spider-area was, and find more corrupted trees like the one I fought in there. I start hacking them to bits, as well as the diseases bears nearby and the monstrous worms which infest their insides. It's a disgusting business, but someone's gotta do it. Nearby I also discover the corpse of Malin lying on the ground next to a barrow. When I approach, however, the body stirs and rises as a wight. 'Bent and broken... sundered and torn… So I am ... So shall you be…' Unfortunately I'm forced to put him out of his misery one last time. Damn, poor Addie…



On my way back I visit the Wandering Shade, who asks me:

'Hear you this brother?
Hear you absolution?
Rest now, brother,
test as we were
as we shall be.'

Pleased with the end of the Bone Man and the release of many other shades, this one has one last task for me…

'Duty done, again,
to rest at last
I yearn.

So too my brother,
wandering by night.
A spirit lost
brings naught but fright.

Provide this ring,
show him it is done.

Then we rest
'Neath Moon and Sun.'

It's time to bring the brother's shade to rest as well - and it's haunting Bree! I remember coming across an ancient burial place there before, in the part of town that's built around some ancient ruined walls, and that's where I'll find the long-lost brother of the Wandering Shade, to put it to rest.

I return to Dead Man's Perch and give Bob Redthistle the seeds I found on the undead trees, and he notes that some of them are not destroyed, nor marred by corruption.



It's possible they will grow strong and true and return to nature one day. He thanks me for getting rid of the corruption in the trees and the bears both, and hopes that someday the area will return to normal life. After that, I head for the more difficult talk - Addie Wheatley. I inform her that both her sons died in their quest, and she declares them both fools. They meant to find riches among the dead, but the dead kept their own and claimed her sons! Shall she join them now for her own foolishness in coming here? Please… I should just leave her to her sorrow.

After that downer, Edith Sweetrose mentions that Addie deserves better than the news that I was forced to deliver her. She asks me, if I'm willing, to attempt to finish what her sons could not. Addie is poor, and the group took her along thinking that they could do a good service, only to end up in this tragedy. Her sons came to try and change her fortune, only to meet their end. She's certain that they were searching for the rumored treasures of Cardolan. She's often heard stories of these riches held deep within the ruins of Ost Gorthad. If there's any truth to them, then it lies in the deepest parts of those ancient ruins, in the hands of a terrifying creature…

I head back to the south to track down this ruin of Ost Gorthad, tucked away in a far corner, and that's where I spot my foe - a Wight-Lord of Cardolan standing on a circular patio next to his ancient sarcophagus. I face off with it, and soon it falls to my arrows and gives up its precious Cardolan treasure. I bring it back to Addie, who is amazed that I would just give this to her, with the blessing of the guides who brought her all the way here. This is the treasure her sons sought to make sure she would not die penniless, so she shall keep it always in memory of their sacrifice. As I leave, a bit of questionable programming causes her to spout out earlier lines about the fact that her son Malin might still be alive - I read it as denial, and leave her to her stages of grief.

Heading back to Bree once more, I search out the tomb on the northwest side of town, and summon the Lost Shade from it, brother to the Wandering Shade from the Barrow-downs.



This shade, too, speaks in poetry:

'Shining and gleaming,
I hath seen this before
on hand of my kin
as death pulled him forth.

In the stone alcove,
where life ebbed away,
we had hid treasure
and summoned forth death.

Now shall I rest,
as my brother the same.
At last at peace,
at last to dream.

Seek the black rock…'

With that, the quest ends - and what's that last line about? There's two ways to read it - either it's a reference to an older, defunct version of this quest which was patched at some point to exclude the black rock in question - or it's a reference to the Stone of Erech, a large unearthly black rock upon which the king of the mountains swore an oath to Isildur. When they betrayed that oath they became shades and haunted the mountains for thousands of years, until Aragorn eventually called them forth to fulfill his oath towards the end of the Return of the King. Seems like a pretty obvious connection to make, what with the shades and all. Since that stone is actually in LOTRO, I'm sure I'll get around to fulfilling this final request…

I also get a letter from the mayor of Bree when this quest ends, which asks me to visit him at the Town Hall at my earliest convenience. He wishes to thank me personally for attending to an issue that has long plagued the folk of Bree - he heard it was by my hand that the haunting of his town was ended, and he wishes to see Bree's hero for himself. When I come to his desk, he admits he thought reports of the haunting were drunken ramblings, so imagine his surprise when he was approached by the gate Watchers at the south gate about me quelling the spirit who once wandered the alleys of Bree. For that he is in my debt, as is the town, and I shall receive payment for my deeds which so far had gone unnoticed.



The Mayor then asks if I heard about Trestlebridge to the north - its location makes it a target for orc raiders and brigands, so my assistance there would be appreciated. I should seek out Guardman Otley when I arrive at the North Downs and do what I can to help. (Yea… maybe later.)

With that, my time in Bree-land comes to a close. I am left with the choice of heading for the Lone-lands or the North-Downs, but since the epic quest wants me to go east first, that's where I'm headed! I'm kind of tempted to visit Yondershire, but since that's pretty closely tied to the Shire proper, I'll leave that for some enterprising hobbit to explore. Or maybe I'll get around to it some other time, as a more lighthearted romp.
 
Last edited:
With two possible follow-ups now - the southern Barrow-downs and Saeradan - I decide to dither about a bit and check out the quests in Bree I passed on before. Lily Sandheaver explains that she's an upper class hobbit, and collects pottery as a sign of her standing, in order to have a greater and higher quality collection than that dreadful Mirabella Underhill, her rival. The man from whom she purchases the pottery is named Candac Brightwood, but she hasn't heard from him for a long time, and she's worried about his well-being. She needs someone to carry a letter to Candac at the Forsaken Inn in the Lone-lands, east from the Midgewater Marshes. Mirabella will visit soon, and if she doesn't have anything new to show, she'll look like a fool! Wouldn't want that, right?
Now there's the rich, bored English countryside yeoman to go with the poor, diligent English countryside workers that make up most of the Shire.

Cam Applewood wonders if I'm there for the farm's famous horses, and tells me they don't loan them out to just anyone. These horses are built for speed, not labor -

Hengstacer horses weren't for hire,
So if they don't sell them and can't use them, what are these horses good for?
 
Lone-lands (Part 1) - Weather Hills

Lone-lands (Part 1)

I'm off to the east! Or, more specifically, I go to Saeradan's camp to catch a ride - I borrow his horse to automatically get transported to the Ranger Candaith's Encampment near Weathertop in the Lone Lands. It takes a while to get anywhere, since the Chetwood is a large area that is, as I recall, mostly related to early human quests - the horse takes the long way around it, more towards the area where I recently hunted turtles, before turning further southeast. A good ways in the surroundings start becoming a bit sparse - there's more bare earth, fewer trees, stale pools with sickle-flies. Then, as I pass between some tall rock cliffs, the green grass of Bree-land starts making way for tufts of tall yellow grass instead, marking my passage into a new area, the Weather Hills…



As I pass by some wild craban and tall hills - taller than most anything in Bree-land - I see some massive ruins on a nearby hilltop, though checking my map confirms that's not actually Weathertop yet - just one of the other rather large Rhudaur ruins strewn around this place. Then, quite by surprise, I ride by a small group of people camping up on those hills. My horse just wants to keep going its route since I haven't gotten to Candaith yet, but I hop off and let it ride off on its own, as I've got people to talk to!



Dale Sageford is a traveling supplier who tells me that he's been tracking wolves and other prey for the greater part of his life, but recently he spotted something that he'd never seen before, something which he never hopes to see again. It stood nearly the height of a man at the shoulder, with jaws twice the size of his head! Worse, it was led around by orcs. Orcs! He'd never had the misfortune of seeing any before. Now he's had the displeasure of doing so, and a distressing lack of supplies to show for it. He's asking humbly if I could offer assistance to the group which recently saw its fortunes dashed, and hunt wolves around these hills so the supplier can sell their pelts in Bree and recoup his costs. He'd be willing to pay an up front sum of part of the profits. Sure!

Sam Thistlebur says he'd hoped they'd spend a few days at the Forsaken Inn down south, eating some of Old Mugwort's stews, but now they're just hoping that the strips of dried meats they have left will last. That is, unless I'd be willing to help them get some meat? Beggars aren't choosers, and he'd be pleased to get even the stringiest of wolf-meat, though he'll share a secret- there is choice meat on a wolf. If I'm hunting them anyway for Dale, could I collect some of the best cuts so he can slice them into strips and treat them so they'll last the whole way back to Bree?

Nearby, Aggie Honeysuckle complains that Dale and Sam are too busy whimpering about losing their traps and hunting equipment, but they're fools. What they really need to do is gather up weapons and trudge back to Bree. They've lost traps before - in fact, usually a few are lost against prey that is worth hunting. They're poor, sure, but they should have enough to survive. But not without their weapons. The orcs made off with everything of value - and while Aggie is willing to part with some of that stuff, things like her bow, Sam's halberd, and Dale's mace they cannot go without. The journey home is treacherous and knives won't see them through that journey. She doesn't have much to trade, but she says if I can assist them, I'll get what she can share.



There's plenty of wolves in them thar hills, so I start sniping them from afar, and quickly get enough to last me. LOTRO is nice enough to usually give you one item per kill for these quests - so ten wolves is enough to get me ten pelts and ten cuts of meat. There are some orcs wandering around nearby, so I hunt them down to, and these have random drops - the three items have pretty high drop rates though, since I get two of them from the very first orc I kill, and it takes like two more to get the last one, the mace. That was easy!

I head back to the camp and drop the meat off with Sam, the pelts with Dale, and the weapons with Aggie. They're quite appreciative, telling me they're in my debt for saving their little expedition in these dire straits. Now, if only Aggie can get the other two to stop licking their wounds and gather their composure, they'd be halfway to Bree already. She could use a good sleep in a real bed. Before I leave, Sam says he has an odd request. See, there's an inn on the border of the Midgewater Marsh and the Lone-lands, the Forsaken Inn. It's operated by a man named Anlaf, who was holding rooms for the group to stay a few days before they'd head back to Bree. With all that's happened they won't be making the journey south to visit, so he asks me to deliver their cancellation notice. I ask Dale where to find Candaith since I let my horse go, and he's not familiar with the name, but he did see signs of a camp when they were hunting near Weathertop, and suggests that might be the place I'm looking for.

I head eastwards on my own horse, fording a stream pretty close to some kind of orc encampment, scaling hills to reach my destination. There it rises, at last, in front of me - the ancient fortress of Amon Sûl, known today as Weathertop, the southern-most and tallest of the Weather Hills. The remnants of an ancient watch-tower still poke out on all sides, reminders of ancient kingdoms of another time.



On the lower slopes of the hill I spot a campsite with a horse and a Ranger sitting by a merrily burning fireplace. Seems Dale was on the money! And the horse I used before is just hanging out there, eating a barrel full of apples for his trouble. Feh.

I say hi to Candaith, explaining that I was sent over here by Gandalf to talk to his wizard buddy Radagast the Brown. Candaith hasn't seen him nor know about coming anywhere near these lands, but there's a cold and shadow that has come here in recent times. Saeradan's warnings come late to the Lone-lands, but if Radagast has come, perhaps not all hope is lost for this place. Candaith explains he only recently returned from a journey to lands far to the east, lands held firmly in the grip of evil. When he returned, he learned to his dismay that evil does not stir in the east alone! Goblins roam to the south, while their larger and more ferocious orc cousins spread through the Weather Hills like a plague. He must find the main body of the orcs - if I would assist him in driving back the Enemy here, he'll begin his search for Radagast the Brown. Deal?



He also warns me that there are other ways the lands have become darker in recent days. Since his lone wandering in the eastern stretches of the Lone-lands, a dark shadow has flocked down from the sky - craban now patrol the western lands as well and search for something for their unseen masters. Vile creatures they are, with a gift of intelligence greater than they ought to possess. We have to do what we can to thwart their efforts, so Candaith bids me to kill them and collect their eyes - the only way to ensure that they cannot return the information they have gathered to their masters.

I head out into the hills for some casual hunting - the crebain are still easy to take out with one or two shots, while the orcs are pretty squishy too, though at least they're closer to my level now, and no longer straddling the lower range of acceptable targets. I can't actually find any ranged orcs nearby, so head south and find a couple up on the higher hills - it makes sense. I swing by the camp with a string of crow eyeballs, and Candaith explains that this wasn't just a bit of pointless messiness, but that this ignoble task was necessary - the crebain are spies for eyes from afar, and they seek some great prize here. With all that he's seen in these lands of late, he fears that there is some great wheel turning, and he can only hope to slow its progress.

As for the orcs, Candaith admits that his thanks are tempered with concern, as he's never seen a force of orcs like this in Eriador until today. They're organized and well-provisioned. They hold an encampment in an outlet within the Midgewater Pass, he explains, and they bear a strange image on their banners and shields, one he hasn't seen before. Their numbers at the camp are great, but the day may come when we can yet drive them howling from the Lone-lands. Not today, he fears, but maybe it's not far off. There's another matter that demands his attention, though - an urgent matter - so we'll see about destroying the camp in the Midgewater Pass later.

Candaith explains that when he began his search for Radagast in my absence, he came close to the Midgewater Pass and witnessed an Orc-messenger depart with haste. He followed quickly and trailed him eastwards along the hills and then south, but his search was interrupted. He couldn't follow without crebain spotting him, and being discovered would do greater injury to our work here than he could permit. Once again, he must call on my aid - the messenger likely carries orders to the outlying camps, so if I could intercept one, we might learn the nature of those orders, and will be better equipped to deal with the threat. I should search among the orc-camps in Glumhallow to the west and return with the orders these messengers carry around, while he searches further for Radagast's passage.

There's actually a messenger I spotted not two minutes away, up on a hill, during my earlier killing spree. It's more hardy than most orcs, but it's stupid and brave enough to take me on solo, and he goes down to a Bard's Arrow, which sents it screaming so it gets a quick shot in the back for good measure. Sweet!



I grab the orders off his corpse and run back to Candaith. The orders are written in Black Speech, a language the Ranger never desired to learn, so we can't actually learn something useful immediately. Meanwhile he looked in the hills for signs of Radagast, and realized he was not alone in this pursuit, as a patrol of orcs happened on his location and he was forced to break off his pursuit, losing his bow while evading the orcs in the eaves of the woods. He got lucky, a close encounter that yielded insight into the orcish leadership.

Candaith explains that he would have easily evaded the orcs if not for the War-Master that traveled with them, Uzorr. They gave him what respect their kind reserves for their strongest and fiercest warriors. It's likely Uzorr returned to Bleakrift within the Midgewater Pass, which is likely his domain. He has to be slain, and whatever orders were given to him should be recovered. Bleakrift is to the northwest, on the edge of the Midgewater Pass surrounded by a shallow body of water - I actually passed by it on my way here.



He also asks me to look for his lost bow, as while it wouldn't be difficult for him to craft a new one, he's loath to be parted from it, as it was passed down from his grandfather to his father, and then to him. One of Uzorr's archers took it for his own, so I should search for ones bearing a mark depicting a white hand in Bleakrift and loot their remains. While I'm looking around, I should be on the lookout for any lockboxes or anything else with an appearance of value that the orcs have stolen, so they can be returned. If his hunch about Radagast is correct, then this will prepare me for the future ahead, as well as the possibility of dealing with a variety of people in the Lone-lands. He'll say nothing more for now except that they are private people, and it's not for him to reveal their secrets…

I head over to Bleakrift, which is clearly marked with huge banners depicting the White Hand - it's not been established yet in-game, but it's the sign of Saruman's forces. The entire area is very vertical, with various rope bridges connecting tall hills with steep sides to each other, and a very thin layer of water down below. Don't try to break your fall by aiming for water - you shall only break your ankles, possibly more. Trust me. On my way up the slopes I grab some lockboxes conspicuously stored around the place.

I also start shooting the archers from afar - one of them has Candaith's bow, which I quickly tuck away. At the very top I run into an empty orc camp with some orders laying on a table - it seems another player got there ahead of me. I grab the papers, then wait a minute or two for War-Master Uzorr to respawn so I can mercilessly kill him within 0.5 seconds after being born.



I head back to Candaith's side, and it turns out he's been crafting a new bow in my absence, and when he's reunited with his own, he gives me the spare to use as my own. It's pretty decent! When I give the orders I found to him, it gets almost comedic when he complains that it's written in Black Speech again, so the meaning evades him just like the last time! These orders, though, bears the mark of the White Hand. He has to know what it means, but that's not a task for me - he's finally discovered information on the whereabouts of Radagast! But… there's something I should see, first. As he was returning from the east, the night sky over Weathertop was lit by bright flashes of white light, akin to lightning, yet no clouds darkened the sky and there was no sound of thunder. He thinks it was no ordinary storm that visited Amon Sûl, so he asks me to check the ruins up top and see if there's anything to find.

The trip up Weathertop is long and circuitous, entirely circumnavigating the outside while slowly going upwards, passing by enormous statues of armored men with long swords.



It's not very dangerous since there's not much in the way of mobs, but you can see why this place would be defensible - any attacker is taking forever to get anywhere, and they'd be a good target for arrows the entire trip. Eventually I make it upstairs to the flat top, and in the middle of the desolate place I find a large, rune-covered rock.



On it are the runic letter 'G' as well as three scratches - if you read your Lord of the Rings, this entire sequence should be very familiar. Gandalf wuz here!



I let Candaith know, and while he recognizes the runes as common, he doesn't know what they might signify. (Gandalf, 3rd of October, iirc.) It doesn't tell him much about the lightning, but perhaps it denotes the source - likely it was the same person responsible for sending me to him! Gandalf! He then tells me that he has news of Radagast, but he once again has to ask for me for assistance first. See, the letter I recovered from Bleakrift spoke about the orcs' true goals - taking control of Amon Sûl! Orc-forces are to move towards the crest of the hill under cover of night, establishing small units along the paths to protect their larger force. Candaith notes we can't stand against the force when they are all assembled, but they can once they are splintered. They wish to establish a base that gives them a vantage point over the entire region, so we must foil their plans. Let's take them down while they make their move and are vulnerable!


Instance: Retake Weathertop

"Weathertop... once a watchtower of the Dúnedain, now a refuge for Orcs. Candaith the Ranger strives to break their foothold in the Weather Hills...."

As we arrive at the base of Weathertop, Candaith tells me that we must make haste - we have the leaders of these 'Uruk-hai' cornered like rats upon the slopes of Weathertop. If we can defeat them, we might yet break the will of the war-band and drive them whimpering to their masters in the south! We should be prepared for anything, though…



As we head up, a whole bunch of conscripts charge, and Candaith warns me that there's unlit campfires around, and torches - if I were to light a torch I could cause a distraction and split the enemy forces, making it easier to take them out piecemeal. It's basically a way of artificially aggroing only some enemies so you have to fight only two or three at once, not five or six.

With a Ranger as distraction already, I barely even need the torch to take out these low-level flunkies, and we slowly make our way higher up, lighting bonfires to lure a couple in at a time and then mercilessly mowing them down. It's one of the more enjoyable instances I've played in recent times, as it really tosses a whole bunch of them at you at once and you're constantly moving up further - and the goal looms ever closer as the ruins above come closer. This has a nice natural conclusion to it, no random final room stuff here. I know where the boss will be. Anyway, halfway up Candaith opens a locked gate to get us higher up (and preventing me from sprinting too far up and missing his quest update.)



We come to a divergence in the road - there's a lower road to the left, a higher and traditionally impassable Ranger one to the right. If all goes well, we'll meet up again on the peak of Weathertop. He tells me I should wait until he's passed from sight before I proceed. Remember - our goal here is to defeat the leaders of the war-band to discourage the rest of the orcs.



Now on my own, the fighting a bit harder, so I use the torches more, lurking lookouts away from the main force so I can quickly blast them before they can even get near me. Things never get truly dire though, probably because I have a level or two on these guys which gives me a tiny bit more survivability.



As I reach another blockage higher up the path, an orc leader shows himself - it's Bûb-hosh, who wonders what all the ruckus is about, curs? He warns that Sharkû will hear about this - oooh, reveal of where Sharkey is derived from - and then attacks me when he realizes I've been slaying his people. He yells for the orcs to avenge him as he dies, but he's the only one left. See, that's what you get for fostering a hostile work environment!



I take another few orcs down afterwards on something of a side-path that veers around the other side for little while, and there I run into Warg-keepers and their pets - a sign I'm on the right path.

Sure enough, I spot Muz and his warg pet Throk-goth and make quick work of them too - success! Candaith, eat your heart out, I'm taking down all the leaders on my lonesome!



Since we agreed to meet up on the crest of the hill I keep heading upwards, taking down more wargs and some annoying sappers along the way who set me on fire. Oy! Soon enough I see the familiar symbol of the flaming ring - it's Candaith! And he's pretty hurt, apparently, judging by the way he's stumbling. He sees me in good health and comments that clearly I did better than him on the way up - Uruk-hai and orcs nearly bested him, and his wounds run deep. I shouldn't concern myself with that, though - beyond the next gate is the Uruk who leads this force, so I should pass through and defeat him so the orc hold here will be broken once and for all.

Since he's more severely injured than he expected, Candaith decides he'll break open the gate to the top of the hill for me, then act as rearguard to stop the enemy should they decide to flee. I quickly agree and hesitantly step into the obvious boss arena.



I spot the leader quickly enough - Rigûl of the White Hand, a well-equipped Uruk commanding a host of orcs. He's telling them to pick up the pace, while they wonder what the haste is about - they took the hill, right? Rigûl snarls that's only half their orders - Sharkû's waiting. He commands the orcs to get down the hill and start dragging logs up here for a pyre. One of the bowmasters notes that they don't have anything to use to get logs up here - he talks too big. Rigûl responds that he needs to use his head - just get Olog-snaga down there and put him to work! Suddenly one of the orcs says he smells something in the air - Târk! Man-flesh! Hey, get it right, I'm an elf! Right, they're probably smelling Candaith cos he bled all over me. Wonderful.

I start wiping out the surrounding orcs with a surprising amount of efficiency, then take on Rigûl himself. This was a good order to do things, since he drops to one knee when at low health and declares that he'll not be beaten by me - he has a nice little surprise! He first sends another wave of orcs...



Before following that up with the real threat - a full-grown Mountain Troll, the aforementioned Olog-snaga. I saw Elrond solo one of these in the introduction, but this is the biggest thread the game has thrown at me thus far. The troll is tough, and it has several times the HP of previous enemies - but due to 'inspired greatness', a special buff I got for taking this place on solo, I get a nice boost to my stats to compensate. Rigûl is also still around since he didn't fully die before, and I have to take them both out before this fight is done. It's entirely doable, but it's definitely a cooler setup than some of the previous boss encounters.



After I finish off the troll and its master, Candaith stumbles into the clearing and tells me I did very well. He also lets me know that while his wounds are grievous, he's confident he will recover in time. Come, it's time to make our way back to his campsite!
 
Last edited:
This sounds like a cool instance, but I'm surprised that they didn't have you fighting alongside Gandalf against the Nazgul. Seems like the just barely off-screen thing to the books that the game likes.
 
Lone-lands (Part 2) - Forsaken Inn

Lone-lands (Part 2)

Candaith catches his breath at his campfire after the weathertop affair, and says I shouldn't concern myself with the orcs that remain. This far removed from the south-lands, they'll soon dwindle and become only a small danger to travelers through the Lone-lands. We've won a pivotal battle, and I've earned some rest, for the great threat posed by this war-band is finished! Now, let's get back to Radagast the Brown. Candaith managed to track him south and met with friends, the Eglain, who made some ruins in the Lone-lands their home. They're solitary and quiet people, shunning societal obligations for a simple life eked out here. The few who venture towards civilization are still different than most you'd ever meet. Because of their nature, the Eglain are wary of anyone who wishes to interact with them or their allies, but it seems Radagast enlisted their aid not just now, but at some point in the distant past. He fears I'll have to somehow earn the right to speak to him.

Candaith has done what he can, so he tells me to take his horse and head south and west to the Forsaken Inn. There, I should seek an audience with Gadacric Munce, who will recognize my name. I don't actually take him up on his offer, riding south myself, and spot the rather ruined building that is the Forsaken Inn down below - it looks pretty ramshackle, especially the big hole in the roof, but there's a bunch of people loitering around the place. Looks… homey? Not really.



Constable Bram Ashleaf greets me at the door, and explains his role here. While his body is too old for adventure, his mind is young enough to know there's work to do around here! Up north, beyond Weathertop, there are wolves and orcs in the Midgewater Pass - no kidding - and there's boards scattered around the inn which are causing no end of trouble. He's got a proposition for me. If I clear out these threats and bring him proof of my noble deeds, he'll see to it that I get a fair reward. Sure, I suppose I can head back up that way a bit and clear up, but this is a decidedly unexciting introduction to the questhub…



I head inside the inn, and holy shit. There's a ton of people in here, and there's a bunch of quest-givers among them, scattered to all corners of the room. I count like six or seven! Granted, a few turn out to dish out generic repeatable quests, but that's fine, it's still a lot. Not sure why they're all hanging out in a tavern without a roof, but sure.



I walk up to Gadaric Munce, a blond guy with tired eyes, and let him know that Candaith sent me. Gadaric responds that the Ranger is a good man who took a chance by giving the Eglain his word that I can be trusted. For his sake, and for their continued friendship with the Ranger, he hopes I'm worth the risk. He explains that the Eglain are a simple people who wish to remain apart from society, but there are efforts that they must undertake to survive that way. I have toiled on their behalf when helping Candaith, and appear to have the best intentions towards their people, so they're willing to grant my request. (Well, that was easy. So much for earning a way in, huh?)



I have to understand, he says, that the Eglain are a solitary people, so they hold their friends dear to us and protect them as much as they can. Radagast is such a friend and here in the Lone-lands at the behest of their leader, to aid them with a terror emerging from a long slumber. He's taken residence in the ruins of Ost Guruth, the place the Eglain call home. I am welcome to make the journey east - the ruin is north of the Great East Road before it snakes between the northern and southern swamps. I should seek Radagast within the tower - perhaps there is a way that I can aid him as much as he will surely aid me?

If I'm not so eager to head out that way yet, Gadaric has other requests - for one, he trades artifacts found in the Lone-lands to collectors in Bree in exchange for food and necessities. Until recently trade has been brisk, but darkness has come to these lands and the Eglain face starvation and have to deal with murders. Goblins have crept into the Lone-lands and made trade difficult, attacking and murdering many Eglain and seizing trade-goods. Ruins of ancient Arnor overlook a large valley to the south-east, he explains - Minas Eriol it's called, and it was long dear to the Eglain people. If I could go there and retrieve trade-bundles from the crates that remain there, could I return them? They're all that remain of their last collection of artifacts. HE goes on to explain that the Eglain suffered from such horrors as wargs when they tore through the ruins because of the lashes of their masters. Ferocious and unyielding, the beasts devoured many of the tribe, even as they lay dying. The beasts must be punished and his people must find strength again. The wargs now dwell among the ruins of Minas Eriol, the home they stole from the Eglain, and I should humiliate them and take their tails to show they are weak. I should also hunt down the goblins that live there as vengeance for the fates of their victims, for they must pay for their vile treachery!

Leaving Gadaric to fume in peace, I head over to Anlaf the Forlorn - reassuring name, huh - to tell him Sam Thistlebur's party canceled their reservation, and also to deliver artifact trader Thomas Thistlewool's letter of credit. Anlaf is a bit confused at the latter, as he wasn't asking for money in his message - but he'll take it. Actually, since times are troubled here, Thistlewool's man could be in a heap of it. See, the Munces deal in artifacts, and they're good folk, they don't steal. They got run from their land by goblins or something? Anyway, since the Munces had no more artifacts to trade with Thistlewool's man, the fool decided to go trade with the goblins directly. Anlaf sent Thistlewool a note from the goblins! Well, like they made Thistlewool's man write it - he's been captured. If he's still alive, he's likely to be in the north-east in a goblin camp. I look like the sort to go rescue him…



Actually, about that, there's something else - Anlaf has been sending supplies from Bree, and the cart hasn't arrived back yet. He sent it out a week ago, or even earlier - he's not sure anymore. But he did send a cart, he knows that, so where is it? It was traveling westwards to Bree and should have come back by now, so he wants to know what happened to the supplies he sent and to the cart's driver. Hopefully it wasn't the goblins, as there's so many of them here now… Would I help? I'd just need to head west and keep an eye out.

I next walk to Candac Brightwood, and deliver a letter from Mrs. Sandheaver, the upper class hobbit from Bree. He complains that she doesn't really understand what is happening here. He explains that he makes money by trading with the Munce brothers - one of them is in the inn, actually - who find relics among the ruins in the Lone-lands and trade them to him and others who visit this place for food and supplies. For years that went uninterrupted, but recent events have caused trade to cease, and there's nothing to sell to collectors in Bree-town. The Munces can't reach the ruins anymore, and everyone's livelihood is threatened - but all Mrs. Sandheaver sees is that she won't have a new Arnorian collectable with which to impress her friends, while people here may lose their lives…



Candac decides to tell me of his troubles, to see if I can lend assistance. The Munces supply him with pottery and other trinkets from ruins throughout the land - they count themselves as folk of these lands, the Eglain, and depend on such trade to live. Goblins have overrun the ruins where they're accustomed to gather these pieces, and without access there's nothing to deliver to anyone, and thus he won't get paid. There's a valley beneath the ruins of Minas Eriol whee wolves have been known to prowl, and there may be shattered bits of pottery there - perhaps some whole pieces as well. If I could bring Candac some of them, he'll see that I get paid for my efforts, and he can make enough money out of the trade to survive.

Arinora in the corner complains that there are too many travelers, even through this remote land, and the nearest water sits foul and stagnant. There's a well, of course, but water is rationed among guests and doesn't go as far as you'd think. Blankets need making and mending, but there are no hides to be found except those of wolves. The hides of wargs are too coarse, but a wolf's fur can be made soft with a comb - so if I have the time and a good heart, I could slay some wolves and find proper hides for use as blankets. There's some in Minas Eriol to the south, though it's also crawling with wargs and goblins. Alternatively I could head for the Weather Hills to the east and north, or all the way at the Midgewater Pass - but there's even worse things there…



She explains that ever since Gadaric showed up, she's had no rest - normally there's no guests for months on end, but glut has stretched her to her limit! Analf is under strain and takes his worries out on her, driving her harder to see the chambers are cared for, the workers watched, and the guests fed. She's just not able to do it all! One thing she still needs to check off is replacing the pillows. All the stuffing has gone missing with the use they're getting, and she needs to fluff them back up. There's no ducks nearby, but the crebain around here might do in a pinch, so if I could strip a few of their feathers that'd be nice. There's plenty circling on Weathertop and the vales surrounding it. Also, she fashions herself a cook - could I get some pork feet and bones - she won't share her whole recipe, but apparently the marrow from the bones will make the teeth more appetizing somehow.

Falster the Fox stands near the front and explains that he makes a living by trading with the patrons of the Forsaken Inn - or he used to, at any rate. The presence of goblins strikes fear into the suppliers and made trade impossible, but that doesn't remove his obligation to his employer Ollie Redbrush in Bree-town. He tells me to head to the vale underneath Minas Eriol, where I was sent to get pottery shards, and to search for Arnorian coins and heirlooms which he can sell and trade. Wolves inhabit the valley, so he'd be fine with a delay if I make sure I fetch some pristine wolf teeth from their carcasses so he can add them to the shipment as a nice bonus. If I assist in the collection, I'll get rewarded for the favor!



With a huge laundry list of stuff to do, I start hunting - wolves first, as they are in high demand, and anything else which happens to cross my path. Before long I pick up a shiny pendant - polished and not goblin-made, someone must have lost it, so perhaps someone like Candaith or a patron of the inn might know more? Regardless, I start hunting anew, taking down goblins, wargs, and wolves alike while I make my way southwards towards Minas Eriol, the hub for most of my tasks here.



It's a large, somewhat vertically spaced out ruin full of goblins, but I quickly spot trade-bundles everywhere to grab.



While doing that, I get into scraps with entirely too many sappers and wargs, but eventually make my way out the other side and down an incline to an inner courtyard area of sorts. I probably took the long way around, but there's Arnorian rubble here! While wolves continuously show up - spawning in or decloaking, who knows - I go around digging in Arnorian rubble for coins and relics, and soon enough I also spot ancient pottery shards. This place is just full of goodies, huh? Deeper in there's just stuff all over the place, though wargs wander the ruins where all these riches are held instead of just wolves. Before long I've gathered enough of everything I could possibly need and make my way out, hunting a couple more animals like boars and crows for the various bits and bobs people at the inn might need. Efficiency!



With the immediate Minas Eriol quests complete I head west, passing by the inn entirely to search the road to Bree. Some distance on the Bree-land map I see a crashed supply cart to the side of the road. There's signs of assault, as spear-marks are visible - probably goblins.



I find the cart driver a little ways away, propped up next to a tree. RIP.



After slaying the last few crows I need I make my way back to the inn of way-too-many-side-quests and say hi to the Constable on my way in. I killed boars and orcs for him, and he compliments me for my warrior skills. Besides, the people at the inn struggle enough without worrying about the wildlife and evils spreading unhindered. Ever since those weird lights appeared on top of Weathertop, there's been one trouble after another with no relief in sight…

Since I handled myself well against orcs, swine, and wolves, Bram thinks I can assist his deputy. He headed out to the camp on the far eastern side of MInas Eriol to watch over one of the workers there, and the brother of that ornery fellow Gadaric. If I'm interested, he says, I should seek him out. Maybe later. I head inside and drop my gathered furs and feathers off with Arinora, who prepares to fashion blankets and pillows out of them right away. She's also get started on making her unique dish - the Boar Surprise! Yeah, I'll make do without pickled pig feet, thanks.

I head back to Gadaric and let him know that I took back a lot of the trade-goods the goblins stole from his people. He is pleased, recounting that long ago his people left the bustle of city-life behind and chose to live in the place of their ancestors. They took the name Eglain - Forsaken - and lived here in peace with nature, taking only what the ruins offered them. There was peace, and they did not think to fear for its end. But then a Ranger and some others crossed the Last Bridge to the Trollshaws, and evil spread in their wake. From the north came goblins and dwarves that were in league with orcs - unheard of, but true. From the south came orcs bearing the symbol of the White Hand, and all of these foes ravaged the land and drive the Eglain from their homes.

The Eglain are not warriors - they're gatherers and craftsmen, and many are old, sick, or very young - not all are as capable as Gadaric or his brother. They were sent out in the Lone-lands to search for aid. Candaith is of no use to them, as he sits and watches orcs and crebain even while goblins slay people here in the south. I have done much to earn his trust, though, so he shall speak well of me to his brother. I'll find him by following the road eastwards to where it begins to rise, then head to a vale to the south on the back side of Minas Eriol. He's encamped there with others. I should pass hist test, and perhaps I'll earn his trust and passage to speak with people who know much of what transpires now in these lands.



I drop off the coins and relics with Falster, and the pottery fragments with Candac. With these, he says, he can continue his trade - both he and his customers, including Mrs. Sandheaver, will be happy. He does fear for the Eglain, though. Scavengers they might be, but they have a right to make a living as they see fit, and the increase in danger in the Lone-lands threatens that right. If need be, he could return to Bree and take up his father's axe to become a woodsman. For the people living in this unforgiving stretch of the wild, there's no such work to be found…

I let Anlaf know that his missing supply cart was raided by goblins and the cart driver murdered, and he's aghast. That's no good at all! How is he supposed to feed his patrons? He asks for a moment to think about it. He tells me to pay no mind to the name of the inn - not everyone who passes by here never returns - just the ones who wander off the road and find themselves taken by goblins. Bloody creatures deserve a good beating, he reckons, and I'm the able-bodied sort. Why don't I go show those brutes that they're not wanted here? The hills are crawling with them, target rich environment! People scare easily, see, so with the goblins creeping about the ruins so close to the inn, he'll soon need to bar the doors with the word falling from the roof. He needs help!

After quickly taking down a couple of the little buggers and returning, Anlaf suggests I speak to his cook Old Mugwort and to Lieva Dourley, his server. Mugwort strongly dislikes goblins, see, and Lieva has been working on a scarecrow meant to ward them off! Lieva explains that she hates the skulking thieving goblins, since they sneak about in the night to pick the best herbs and mushrooms, and they'll soon pick the Lone-lands dry. Not that there was much to begin with! She made a special draught for them, to make them sluggish and unruly - maybe enough to fight among themselves. And if not, well, it'll have other effects that might make them change their minds about staying here. I should take the draught and pour it into barrels located in the goblin camps around Weathertop. Also, since I'm heading into the goblin-infested hills and vales, I should keep an eye out for wargs among them - Old Mugwort hates them fiercely, just like she hates goblins. I ought to watch out for pack-master Lûz, though, basically the worst of both worlds.

I head northwards to the goblin camps, spotting a camp with a bunch of goblins, a food-barrel… and a man tied to a stick.



I kill the baddies and poison the barrel before moving to the poor victim. It turns out he's Pengail, and he's the owner of the pendant I found earlier - the goblins took it from him even after they had agreed on payment. He's learned his lesson on dealing with these creatures. It seems I've found Thistlewool's man! Pengail asks for a hand, since these goblins captured him after an honest attempt at trade. Oh, he knows it was wrong, but a man's got needs, and one of them is eating! He hasn't had a square meal in ages! If I don't help he'll be lucky to last the night, as these goblins kept saying they wanted to trade him to the orcs at Midgewater Pass. He asks for a little help getting to the Forsaken Inn…

As I escort Pengail away from the camp, he says the goblins beat him up, but he'll try his best to keep up. He'll need to fetch his sword, though, or he'll be useless. He goes to check a few locations, and I hold off goblins as he discards crappy swords looking for a good one. His sword is an heirloom, you see, but he can't seem to find it. Before long he has to rest, searching every crate we pass by while shouting he wants revenge against the goblins - but I'm the one who has to dish it out.



He gets slower as his wounds catch up to him, and he searches one last stash - and finds his father's sword inside. Thank god. He thanks me for his assistance in escorting me, and says to tell Anlaf to give me what he's keeping in his room when I get back to the inn. Sure. I finish up poisoning barrels, then run into Lûz out on a stroll and quickly finish him off too. Boy, that was easy work!



I head south, searching for the valley next to Minas Eriol, and realize I basically have to run under a bridge before going up a staircase on the other side and wrapping back around to a little camp up there. I see Deputy Osmann and let him know the constable sent me, and he explains that he's watching over this hobbit, Old Mugwort, who is proving far more difficult to watch than he likes. He also wanted him to make certain this fellow Hunulf was kept safe. Then he received a message from him that he wants all these other problems handled too, and… well, at least I'm here now.



Osmann explains that goblins swept in from the north and took over Minas Eriol, and were then pressed into service by the strange orcs in the north. Their leader, a cunning little runt called Nishrûk, hides in the darkest reaches of the ruins. Bram sent him here to see the leader destroyed, but he's not capable enough - but I could handle that, right?

Nearby, Old Mugwort says that the folks at the Forsaken Inn are not the wealthiest sort, barely making their lives comfortable as it is. WIth goblins overrunning the eastwards stretch of road, the inn is lonelier than ever… Fortune is about to change though, as Mugwort has devised a way to make the road safe. Kill the creature at the top, and the rest will turn aside! He needs help to make this work, though. I should head north into the brush and get him some lynx-meat, as everyone knows dog-things like to eat cat-things. I should get enough for a warg or two. When asked for an explanation, Mugwort just tells me to get to it already - we'll be killing two lynx or wargs with one stone! Ha ha ha!



Oh, and he nearly forgot! Anlaf wants him to offer better blankets to guests from Bree - better blankets, can you believe it? You come from town, and you get a better blanket? He asks me, is that right by any measure? It isn't! Arinora had no choice but to see to it, though. My earlier blankets are good enough for those used to the harder life, but their betters need something better according to Anlaf. So Mugwort figures he can help her while he works to frighten off the goblins - when I'm killing lynx in Nain Enidh, north of here, I should tear off their hides too! Their fur is soft and well-kept, so they'll make for good blankets to send over to Arinora.

I walk over to Hunulf Munce next, brother to Gadaric.



He explains that when the goblins came into Minas Eriol there was panic, and many ran towards the savages, while others fled through the valley beneath the ruins, hoping to escape the spears and teeth of goblins, only to fall prey to the giant spiders beneath. Those that entered the valley but did not emerge have to be burned - it's only fair to spare their remains from the terror that awaits them. If I'm willing, he asks me to destroy the corpses of the fallen. He also says that over the years the Eglain studied and collected items in the ruins, and if I'm entering anyway I should keep an eye out for any valuable treasure to reclaim. I'll likely find them wrapped in thick webbing across the valley floor. Cut through, and get the loot inside! Oh, and kill a bunch of spiders too, of course.

Beyond that, Hunulf would like my assistance in a matter of great importance. As the goblins tore through the ranks, the Eglain salvaged one find and hid it deep within the ruins of Minas Eriol, at a place called Ost Laden. It's a statue retrieved from marshy swamp-land, and they hoped to keep it safe from harm, but a recent visitor to Ost Guruth mentioned that the statue lay at the heart of the problems facing them. If I'm willing, I should collect the statue from the goblin camp to the east in Minas Eriol. He fears the goblins have already retrieved it, so I should also search any goblins to see if they're carrying it around with them.

Boy, this zone really loves to front-load lore and quests, huh? Well, nothing for it...
 
Lone-lands (Part 3) - Minas Eriol, Iorvinas

Lone-lands (Part 3)


With yet another laundry list of quests - this area is really heavy on preloading me with everything instead of handing things out piecemeal - I return to Minas Eriol for some more slaughter. This time I head in from the east, which gets me to a part of the ruin I didn't even visit the first time around.



One of the first goblins is carrying the statue - not exactly hard, that.



There's a bunch of Eglan corpses strewn about everywhere which I start to burn. Heading down to ground level, I keep running into giant brightly colored spiders, but they go down quickly, so I can focus on tracking down Eglan treasures and anything else that strikes my fancy. It takes a while, but it's not really difficult. It's just a fairly sizable area with a bunch of similar-looking webbed passages and dead ends.



On a hill nearby I spot a person - it's Leofwenna of the Eglain, who's been trapped up here for weeks, wounded and unable to make her way out of goblin territory on her own. She explains that when her people were overrun and forced to flee, she defended them as best she could, saving some who reached the archway to the west. Unfortunately her wounds were grievous, and she found a hiding place to lick her wounds, but now she was stuck behind enemy lines. She's been lucky that the goblins which went missing due to her blade were not missed, and that they had food on them, though it wasn't very edible. She's still weak and can't make it back on her own, so she asks for my help - she only needs to get to the western archway.

Leofwenna takes a very circuitous route back, crossing over much of the map and through most of the ruins to get back to the western exit - which I don't really mind, since that means plenty of target practice.



When we finally get to the other side she thanks me for securing her freedom, then tells me to let Gadaric Munce know she survived this ordeal. I head back in for a bit longer, tracking down an ominous-looking camp where I take down some ridge-fighters as well as an Nishrûk, who is hanging out right next to a scary shrine to Sauron which creeps me out standing next to it. Even debuffed, I am too much for him. With the last of the tasks complete I head back westwards in the direction Leofwenna went, and report to the people at the camp there.



Hunulf thanks me for taking care of the deceased, saying they will not be forgotten. The goblins wrought much pain on his people, but not as much as others. The spiders in these lands are filled with true malice and an intelligence unseen. He explains that his brother and he came west in search of help, as the Eglain are in grave danger - already there is one person who visits them, following Black Riders out of the west, but even he has been given pause upon seeing the red waters of the swamp that borders their home. They face a greater danger than orcs, goblins, and evil dwarves put together. He will leave the rest for his elders to explain. For now, I have earned a reward.

I hand over the Eglan treasures and he says that while they don't seem to be more than old tarnished coins, they are actually valuable to many collectors. Customers from Bree will purchase them in exchange for food or other goods, and any soul diligent enough to seek through these ruins will sooner or later stumble upon many of these coins. The half-orcs in the north scour ruins even now in such an effort. He also takes the statue I found and comments that she has not seen such beauty among men or even elves - Aric, another Eglain, claims that she's a maiden separated from her sisters. He doesn't know if the tales woven by their stonespeaker are true, but he does know this statue shows a female of unearthly beauty, and he thanks me for the recovery. ...No comment.

Osmann tells me I've done very well in taking out the goblin leader - heroes come from unlikely places, it seems! Were he braver, he'd have waded into those goblins himself… While a blow was dealt to goblins here in the west, it's unlikely the tribe will scatter to the wind, as they're well-organized for goblins, as if there's some purpose to their actions. Something tells him the Lone-lands are in for bad times… worse than usual, at least. They'll survive - they always do - and thanks to me, they may be able to handle the goblins near the inn. He promised me a gift, and gives me something that was his when he was still young enough to use it - may it treat me as well as it did him! Strangely I just get a choice of various loot items, and none make total sense with what he's saying. Later patch change, maybe?



With that finished, Hunulf has more for me to do - before this whole mess with the goblins at Minas Eriol happened, half-orcs raided Naerost to the north, which put the Eglain in such dire straits in the first place. They don't know why, but half-orcs collected many relics within the ruins and have packed them up for delivery to the south. I should enter Naerorst and seek the hirelings who guard the relics and kill them, then bring back their loot. These half-breeds bear a standard with a white hand on it - ordinary brigands and ruffians don't do that. They serve some greater master. Whatever their purpose, they can't be allowed a foothold in the north, so I should slay their leader Hontimûrz inside Naerost, as well as his guards. Maybe the rest will flee afterwards? Hontimûrz became known to the Eglain because he sent them gifts of the dead with crudely written threats. I should avenge them!

He also tells me that there is something else he wishes to share. In the east there's a ruin which dwarves have long pilfered, and the Eglain stayed far away from them as they have often been filled with ire and anger. Not long ago, a contingent of dwarf-king stopped in Ost Guruth for the briefest of time. Maybe Glóin and folks on their way to Rivendell? Some, enthralled by tales of the dwarves in the ruins, asked to remain in these lands to investigate. Since that time they've found an underground ruin where they say they're closing in on secrets about their cousins living there. If I'm interested in aiding them, I'll find them at a place just north of the ruins to the east, in a cave mouth cut into a tall mound.

Before going further I head back to the inn, letting Gadaric know that Leofwenna survived. He's overjoyed at the news, declaring he'll never forget what I've done for him, and gifting me with his sword. I also let Candac know that I found the missing trader, and he laughs at the fact that Pnegail got himself captured by goblins. Fools running off to make deals with them deserve what they get! I rescued him, though, so that makes me a better man. Candac emptied the man's room when he didn't come back, and that goblin note showed up. He took what he was owed, and he'll give me the rest - such a good person as me ought ot given something for helping a fool like him! I also let Lieva know I killed the goblin pack-master and delivered her draught. Unfortunately the latter had no effect - no surprise, she reasons, since they'll eat just about anything and everything! Ah well.

I head eastwards this time, murdering a dozen lynxes for meat and skins, until I arrive in front of a mound flanked by a dwarf. This is Refr Quicksilver, the one Hunulf sent me to find.



Refr says Hunulf is a good man, and explains that the two dwarves inside the mount did indeed recently come from the west. He himself came here long ago, seeking for a life of adventure - but found himself lost, and then found again among the Eglain. Still, duty tells him to come with these cousins of his and aid their search. Hunulf was right to send me, though, as something is amiss, though they're not entirely sure what. He hears rumors of dwarves working with orcs to despoil the tombs beneath the ruins of Thandobel to the south, and he wishes to know what kind of dwarf would tolerate orcs, much less deign to work alongside them. I should go to Thandobel and fetch one of their banners to try and identify them.

From one of the half-orcs roaming around I get a tarnished necklace. Upon inspection, the worthless jewelry turns out to have an inscription engraved on the back. 'I will ever and always love you - D' Beneath it is carved a symbol of the Eglain. Perhaps one of them can assist me with finding the owner?

I head towards the nearby ruin, only to run into a familiar clan of dwarves - there's Dourhands here!



I take a couple of them down and steal one of their banners and hurry back to Refr with it. He knows that blazon - his father told him of a revolt and a bottle long ago against a host of elves over in Ered Luin. (You don't say!) Skorgrím, a leader of the Dourhands, to whom this blazon belongs, led an assault and drove the Dourhands to near destruction. He was buried beneath the mountains by the quick actions of the elves' leader, who sacrificed himself to deny Skorgrím victory. Heh, it's almost funny that he doesn't realize he's talking to an eyewitness. Also, Talagan wasn't really the elven leader, but I guess it sounds more impressive. At any rate, Refr is not pleased with the thought that Dourhands and orcs are working together now…



Refr is not one to brook betrayal, and he knows now that Dourhands are betrayers of all the Free People. Consorting with orcs deserves only one punishment. He's not pleased with the situation, nor will he look at an opportunity side-long when it stares him in the face. Dwarves or not, Dourhands need to be dealt with, and I seem suitable to the cause. He has a request, then - I should return to Thandobel and wreak vengeance upon the Dourhands in the name of the Free Peoples. But I should let something good come out of this evil - I should bring the axes of the Dourhands, for metal is not evil, and it can be used for the benefit of everyone.

I next head into the cavernous entrance next to Refr, entering the underground area of Iorvinas.



There I encounter the two dwarves who hail from the west. The first, Henir, says that there's something within these walls, something of value - he can feel it! Orcs likely can too, and of course the Dourhands know, but they seem more interested in the northern and western ruins.



The orcs are fine at making weapons and crude tools, but if his feeling is right, they require specific ones. He bets that's what the Dourhands are giving them. I should hunt down the orcs to the east and see what they're getting from the Dourhands, and return with evidence that there's something going on between the two factions in this ruin.

The other dwarf, Loge, acknowledges that Refr outside is no Longbeard - but no Dourhand either. Loge knows only that he's a dwarf, and an honorable one. The Dourhands can no longer be considered part of the greater dwarf-kingdom, though, for falling low enough to live with orcs without the sound of battle. He explains that he and Henir left their dwarven expedition moving towards the east to investigate what the Dourhands were doing in the Lone-lands. They've seen both dwarves and orcs in this place, and nothing here makes a dwarf feel welcome! Their fears are that the orcs and Dourhands are trading with one another, working together, supplying one another with materials, tools, and weapons. They must put a stop to it! I should go into the ruins below and see if I can find any orc-weapons on the Dourhands in the section to the west, and return if I find any. That'll tell us plainly what we're facing.

Heading down through the tunnels I come across orcs and Dourhands aplenty, along with some doors which lead out to the ruins above ground.



After a fair amount of killing, during which I gather various orc weapons and dwarven pick-axes, I stumble across some named enemies but intuit that I probably need to get back here and take those guys out in like five minutes, so I hurry back outside. I actually take a door to the ruins, then run back down to Refr. He takes the axes I gathered and says that while they're not as comely as others, they're still made by dwarf-hands and crafted with care. He'll smelt the ill deeds off these weapons and craft them into new arms and armor for all to use. I shouldn't see shame in what I've done, but gain strength in the knowledge that I've stopped the spread of evil…

Refr says that somewhere within Mithrenost, one of the ruins, there's a dwarf who oversees the labors of the Dourhands. Though they have gone against their nature by consorting with orcs, all hope for them may not be lost - I should find the overseer and defeat him, as this defeat may break the resolve of his followers, and they may well turn away from the dark path upon which they tread. I should bring evidence of this overseer's downfall, so I can be honored for my efforts on behalf of the Eglain people. He warns me this overseer will surely be savvy and strong, however…

Inside, Logi can hardly believe what he's seeing when I show that Dourhands are running around with orc weapons - dwarves and orcs are enemies, so this is not something that should ever have happened. These cousins have fallen far in these long years, and now it's clear their leader must meet his end. He's willing to bet someone is calling the shots and directs the Dourhands to deal with orcs, and he's a cur who needs to be removed so that dwarves everywhere can hold their heads up with pride. This is his task - to find this leader, likely in some hidden passage or lair within Iorvinas, and eliminate him. Henir, meanwhile, sees the pickaxes wielded by orcs and concludes their leader needs to die too. He wagers a larger orc is hiding in the ruins - he's heard the name Gnâshrakh - and he must be destroyed.

After finding and killing the Dourhand overseer entirely by accident, I retrace my steps to find Angar Irongut, the Dourhand leader, at the very end of a passageway.



Gnâshrakh is even easier to find, as he's just standing outside in one of the more open areas, not even among all his troops.



Some of these rooms are not easy to navigate without aggroing a dozen enemies at once, sometimes. After making quick work of the two I head back, and get my rewards for quelling the fell alliance within these halls. Outside, Refr takes the medallion from the overseer and tells me that Hunulf and Gadaric did well in choosing me. He laments how far his Dourhand brethren have fallen, but he's pleased to have gained my kinship. He took some liberty with the metal I gathered earlier and made a little something for me - a quicksilver mace, in this case. Neat!

After hearing about what I discovered down below, Refr is disturbed at the fact that orcs are working with Dourhands - orcs are recent arrivals in these lands and have been busy digging at a ruin in the east. They have slain many Eglain and taken another of the ruins that they once claimed as their own. Could it be that the Dourhands assisted them in this? He asks me to make my way to the east, as some way down the road I can find the ruin of Ost Guruth, where I could find the leader of the Eglain, Frideric the Elder, and tell him all I have discovered here.

Instead, I head back to deliver some lynx parts to Old Mugwort, and he takes the hides for the purposes of blankets, and puts the meat in a stew. Some are a bit tough, some a bit tender - they'll all go in the grinder together! A pinch of sickle-fly eyes, a dollop of crawler-flesh - really taste things, crawlers! (If you say so, blegh.) Mugwort tells me it'll take a while to get the special meal ready, so while he's doing that I should go hunt some wargs. See, they're smarter than your everyday wolf, which means they can get angry. And when they're angry, they can make mistakes. The logic of that works out, he's sure, so I should go east and hunt wargs near Ost Cyrn to get them good and angry, so their leader is sure to come forth, hungry to taste some of my flesh!

I make my way to the north next, to the ruins of Naerost, while taking out any warg I happen to run across. Naerost is pretty huge and full of half-orcs, but due to some other players actively grinding some of these guys, I get easy access to ancient artifacts strewn across the floor, as well as a bunch of stolen crates.



I discover Muntimûrz and his entourage at the end of one path and accidentally aggro them all at once, and I'm forced (probably for the first time) to use one of my emergency health buffer bubble skills to get out of a sticky situation. Still, I take them down, checking off another box. Time to report in at the camp near Minas Eriol!



Hunulf takes the relics I gathered and says he'll ensure that none were taken from the tombs of the men who perished within the ruins in ages past. If not, they will be used to feed and clothe the Eglain. If they prove to be stolen, they will be buried once more to honor the fallen. The stolen goods will fetch enough food for many families in Ost Guruth - so many people perished in the half-orc attack that it's painful to recall, but my assistance is much appreciated. I also report killing Muntimûrz, and Hunulf is disappointed the other half-orcs didn't flee - no matter, the grip of the White Hand has loosened, so he thinks they won't trouble the Eglain again thanks to my intervention. My efforts will be remembered!

With Gadaric and Hunulf both agreeing that I am a proven ally, the latter reason that while there's always things to do here in the region, he would ask that I find my way east, where others of his kind would want to speak with me. Where Nain Enidh meets Talath Gaun I should look north to find Ost Guruth, the home of the Eglain. (Yes, I know, I've been told. Like twice now. For secretive loners you're not very secretive nor alone.) He explains that his people aren't accustomed to visitors, and they won't treat me in a manner I'm used to, but I shouldn't be deterred by their hesitancy. They are just unused to outsiders, but they have a need for adventurers like me willing to help them with their troubles. I should speak to Frideric the Elder and tell him of the deeds I have performed on half of the Munces, and he will explain the threat facing the Eglain.

I return to Old Mugwort as well after killing a bunch of wargs for no adequately explained reason. The little hobbit says he finished cooking, he thinks. Maybe not quite yet, but he's sure his concoction will draw out the warg leader, or leaders, and then… Well, then I'll defeat them and make the road safe to travelers and there will be more guests at the inn! That's that! I feel like you and Arinora should confer on whether or not you have enough guests, my little man. Mugwort instructs me to head to a signpost on the road through Nain Enidh, and follow a path southwards from there. If I follow it as it slopes into a mild depression, I'll find a stone structure - an ancient table or a flat section of some ruin. I should bring the prepared gruel there and pour some on the stone. Certainly the warg leader will come running to the food, thinking it some foolish elf eating in the wild. (Oy!) Then I should kill it!

I head over to the ancient stone table that I ran across on an earlier occasion while hunting wargs - it's a hot spot for them in the western part of the map, so it's not hard to find. I spread out the food and wait around. That lasts a while so I think the quest is bugged, until I finally spot a named warg descending from a hill - not any bigger than the rest, but it's named Shadepaw so I guess that's who I'm here for.



He goes down pretty easily, and I head back to Mugwort to report success. The hobbit is happy and says that wargs will think twice about chasing down anyone now that I've slain their top dog! We'll be heroes at the Forsaken Inn for sure! He owes me, so he gives me a weapon from his collection. Aw, I kinda hoped for a sillier ending to this adventure…

I put it off long enough, but I finally set foot towards the next major quest hub, Ost Guruth, the ruin-city of the Eglain people. It's a massive complex that sits on a hill, with long staircases leading up to it, a large tower in the back, and a bit of a tent city set up all around the ancient walls. Hippie sovereign citizen commune town full of voluntary wildmen, here we go.

 
Lone-lands (Part 4) - Ost Guruth

Lone-lands (Part 4)


Welcome to Ost Guruth - and old ruin with a bunch of tents and a lot of hungry loners who are grumpy. Yay?



Frideric the Elder, my main contact point, hangs out near the front as I enter and gawk around. Frideric is an elder, though he doesn't look that old, and he's familiar with my deeds already - seems some friendly folks spread the word. I mention Refr's conclusions about the dwarf-orc alliance, and he's worried , as the only thing he knew was that those orcs came from the north and west under cover of night, lit fires in the ruins, then slaughtered everyone there. Since then, they've turned their attention east and south to the mire, leaving the northern swamp for the dead… Ominous much?



Gadaric and Hunulf already explained to me that the passage of Black Riders from the west brought a shadow to this place, Frideric says. Orcs came from the north afterwards, careful not to cross paths with orcs from the north and their dwarf-allies. The half-orcs have long been a threat, as well as the spiders, but the wargs and the crebain arrived along with the orcs and goblins. Worse, still, there's a kind of troll around too - Jorthkyn, or Earth-kin as they call themselves - who sought refuge from the Trollshaws by crossing over the Last Bridge. They're not violent, but they have trailed evil with them. There's also another matter, but he won't yet speak of that to me - in time, perhaps, I'll learn about the greatest danger to the Eglain. Stingy.

In order to assist them, Frideric tells me I have to know what has transpired thus far. Hana, a girl within the encampment, visited the swamp to the north and east, and discovered an ancient relic lying out upon one of the ruins. The Eglain people collect that which the ruins offer, so she thought nothing of the consequences since they've never seen reprisal. On this day there was something different in the swamp - something stirred and frightened the girl so much that she now has fits in her sleep. He fears for her, and asks if I could find Hana and speak to her about what visions plague her dreams. He also mentions that a hunter named Trumswith will want to speak with me about my craft, as he's sure my gifts will be a boon here at Ost Guruth.

Frideric also warns me about a place I should be aware of, full of great corruption and grave danger. It's called Agamaur, the Red Swamp. The water of that place is red like blood, which leaks from a wound called Garth Agarwen. Yet there are those who have dared the heart of Agamaur. Perhaps I'll be able to aid them - some of his Eglain kindred have encamped in the midst of the darkness, and he would bid me to go to their aid when I can. I should speak with Eriac the Strong there, and he's sure he'd have use for my strength. The swamp is east of Ost Guruth, and north. I should find the Red Pass in the Haragmar swamp, and from there find my way inside. Yeah… that's a definitely later.

Following up on Frideric's suggestion I find Trumswith, who explains that the Eglain have lived in these wilds for many a year, and the ways of the wild are their ways. If I seek to learn of secret paths through the Lone-lands, then I'm right to come to him! He can show me the signs that will allow me to make my way through the place at great speed, leading the way for my fellowship who are not as skilled at navigation. He'll do this if I can prove to have the necessary skill. His sister, Hogahild, left Ost Guruth this morning. If I can find her trail and follow it until I meet her, I should ask her the name of the only beast Trumswith has ever hunted and yet spared, and he will teach me what he can. He gives the hint that I should talk to the stable guy outside, but that's it.



I wander on, speaking to Daegwalt, whose face contorts briefly in a look of anguish when he recognizes the tarnished necklace with the love note I found. It belonged to his late wife. He gave it to her before they came to lie with the Eglain, but it was lost when she was killed at Naerost when the half-orcs invaded. He's thankful for giving him something he cannot truly repay, but in return he gives me something of import to him, his shield. It's actually pretty gorgeous - a golden horse emblazoned on the wood with a golden exterior as well, very much in the style of Rohan, which might be where this guy is originally from.

I run around the corner to find Tortwil. He asks me if I've seen the spindly crawlers weaving their webs and trapping their prey, which happens to be anything with life in its veins? He's talking about spiders. Monstrosities are what they are! Nothing good can come from them, and he's seen too many people fall pretty to their nests. These foul vermin do not deserve to live, so I should take vengeance! There's a whole variety of them too, so he tells me to slay the elders of this vile brood, those to be feared most. They can be found at Amon Ros he explains, the ruin to the west! His wife and son fell to these spiders, but they were hardly the only ones to fall victim - the Eglain have lost many over the years. I should also crush the egg sacs to prevent more evil from entering the world! Okay, calm down man, no need to triple up on your quests just to get me out there…



His buddy Stanric backs him up, explaining that while the Eglain have done well for the years they've dwellen in Ost Guruth, the current events are something they've never seen before. With the elders working to defend against the evils in Agamaur, it falls to the rest to see the other defences. This is where I come in - since the Eglain are few in number, those capable of wielding a weapon are best kept close to the city, but I am able to walk freely through the land and assist in ways they cannot help themselves. In the west, beneath the shadows of Amon Ros, there lie great nests of venomous spiders, and some are more potent than others. The Eglain have passed down ways to distill the venom of the lesser spiders and make a medicine which helps cure poisons, but if the venom is too potent it won't work. He needs me to collect venom from hunter and ambusher hunters specifically.

Close to the Lore-Tower, the biggest remaining structure in Ost Guruth, I find Hana the Young.



Frideric sent me to listen to her speak about visions, and she muses that the old man worries too much now that her sister is away. Ever since Hana took the statue of the lady they've treated her differently, she explains. Even the visitor in the brown robes - Radagast - treats her differently. They fuss about her, saying that they must protect her. She's not sure how they're supposed to protect her from dreams. It's true that she's frightened in the morning, since she hears the swamp calling her at night. The Woman makes the nerbyg in the swamp sing to her, you see, trying to bring her there - that's why her sister left, to find the Woman and stop her. The Woman is a bad person, and Hana knows she means harm because her song sings of blood and death. It's the nerbyg who sing it for her. She doesn't tell anyone this, but she can hear them sing her name even now…

Hana explains that they came upon the maiden in the waters north beyond the wall. She was draped in vines and tattered robes and smiled beautifully before she cringed and shook the water apart and drove them from the swamp. She cornered Hana, though, for only a moment before her sister found her, but she saw the hatred in the lady's eyes. She meant harm, and sent the nerbyg to call to her. Would I help her, she asks? Can I? The nerbyg live eastwards in the Bloodmire, rubbing their legs and singing the song she sang, calling for her to come. Please, I have to help - I have to bring her their legs, so she knows they will no longer sing her name! She's also offering a quest to visit the region of Evendim, but I'm putting that off for now.

You know, this description brings to mind that odd statuette of a lady I picked up from the goblins back in Minas Eriol - the one allegedly retrieved from the swamp by some of the Eglain and considered one of their greatest finds. It was specifically described as the statue of a beautiful lady of unnatural splendor who was also specifically not an elf. What are the odds that Hana is describing the discovery of that very statue, and she's either delusional about this statue being cursed in some way, or she's right and going around grave-robbing in a place described as being haunted by the dead by Frideric might have been a bad idea? Just a thought. My current guess about this lady is that it's depicting one of the Maiar, or perhaps a swamp-spirit akin to Goldberry the river-spirit?

I enter the Lore-Tower and the base level is pretty gnarly, with a scuffed up floor and a bunch of barrels and other random debris strewn about. There's a spiraling staircase up, though, and on the first floor I find the man himself - Radagast the Brown, one of the five wizards in Middle-earth. Fittingly given his moniker he's wearing an orange-ish brown robe with purple and gold segments, and a burlap sack for a hat, pretty much. The Lore-Tower is an appropriate name for this place too, as the walls are full of various bookcases and reading stands, and Radagast has a table full of various books in front of him.



Radagast is pleased that the Eglain let me in, and says he's been expecting me, though sooner rather than later. I have in fact taken my time! Yup. He asks me what I found on Weathertop, and studies the rubbing of the rune I found up there, recognizing it as the G-rune, a mark often used by Gandalf the Grey, another of his Order. He guesses from the description of the three lines that he must have been at Amon Sûl on the third of october, only a few days ago. Radagast saw the strange lightning on the hill too, and fears that Gandalf found trouble there - he has not seen his fellow wizard since they parted at Sarn Ford, so he can tell no more of him or his travels. Of Ost Guruth he can tell me much, but he can't make sense of most of it.

The very land appears to be turning itself against them, Radagast explains, and he doesn't know the reason why. Even the shepherds of the trees are twisted shadows of their former selves - he speaks of bog-prowlers, which we'll see soon enough. If he can discern what is twisting these creatures, he might be able to determine what is fouling the land. I should bring him moss the bog-prowlers use to line their nests so he can give me more detail. Remember - he does not wish to harm these shepherds, no matter how confused they appear, as they are innocent victims of corruption and don't know what harm they're causing…

I head out to the front of the camp, and Frideric has more to add. There's something he'd like to ask of me - a favor that might prove dangerous. See, Eglain trades weren't limited entirely to Bree-town in the west, as they have on occasion also traded with an elf from the east. When the raids in the west began, they sent some of their kindred eastwards to rekindle trade with that elf, but they returned after seeing great, lumbering creatures near the road there. These creatures did not attack and acted in an intelligent manner, so Frideric hopes to gather goods for them to offer as a promise of peace. If I'm willing, I should get meat from the boars roaming to the east and fur from nearby wargs to make a peace offering.

To satisfy the arachnophobes in town, I first hit east and explore the spider-infested ruins to the west of town. They're actually pretty harmless - running around Amon Ros most of these spiders are spaced fairly well apart from each other, so it's a matter of circling the chunks of wall and the web-covered walls to get at the more unique varieties of arachnid.



These odd ones are mostly identical, at least in practice, to the normal ones - if they're different due to some abilities, resistances, or whatever, I don't find out before I kill them from afar with a barrage of arrows. The route I end up making is a bit all over the place since I fail to find one of the unique spider types until I reach the far end of the area and climb a ruin there. After nuking the place from orbit - it's the only way to be sure - I head back to town with my spoils.



When I return, Tortwil admits he has not been wholly forthcoming with me - but he was afraid I might not be as honorable as rumors say. He'll now tell his tale, so that I might understand his hatred. He was at Naerost when the goblins came. He fled with his son when the wargs and goblins poured into the ruins, slaughtering all who could not escape them. His son stumbled at the edge of a ruin and slipped into the chams below, and while Tortwil struggled to reach him, there was no hope. The spiders were upon him nearly as soon as he touched their webs. They took his son away from him just as they took his mother, many years back. His heart is heavy with shame for not telling me the truth… I am a bit confused, since he told me this with earlier quests. I suspect some quest rejiggering took place here and the other quests used to be available later - presumably you had to run back and forth. Nowadays you can do the quests concurrently which means less tedium, but also some of the sequencing of story beats doesn't make sense anymore.

I let Stanric know I gathered his toxins too, and he's got a new adventure planned for me - this one's heading south. I should know by now that orcs hold vigil in the ruins there, where Men once stood proud, and foolish. Now disease threatens to spread from Ost Cyrn, as these orcs have no concern for what they breed in their filth. Meat is left to rot and spoil, and the innards of the fetid dead bloat and give birth to all manner of corruption. We must seek to curb this plague before it spreads, and so he turns to me - there's only one way to destroy the filth left by the orcs - fire! I should take his tinder and flint and make my way to the ruin in the south and set fire to the bloated corpses and barrels of offal before it'll ruin us all. Lovely. I need a bath already.



Around the corner, Grimdeal the bowyer says my early efforts against southern orcs have proved I'm capable, and already he's seen some faces throughout the camp bearing smiles when once there were none. He's grateful for my assistance, truly, but would ask me a favor now. The orcs train beasts of war which have discovered Eglain scouts, injuring some and slaying others. These stalkers strike fear into the hearts of his people, and if we can show them courage, we can further the work I've begun. He speaks of wargs, of course, roaming the lands south and west of Ost Guruth, especially around Ost Cyrn. These orcs mark the beasts they favor by scarring their paws. I should gather such scarred paws from this foe, so we can show the Eglain there is little to fear from this enemy.

This threat so close to Ost Guruth shakes the confidence of his people. They've suffered so much recently that the rise of these ravening orc hordes has upset them greatly. I should head to Ost Cyrn and wage war upon the orcs to show that there are still folks willing to aid them! I should assail Ost Cyrn and tear their heart from them. Within the walls of the ruin there's a taskmaster who drives the orcs with fear and strength of arms. His evil knows no bounds, and his reign is unyielding, but the Eglain have learned that his force is limited in arms, and if I can defeat him and steal enough weapons, they might collapse in on themselves…

With my new goal in mind, I head towards Ost Cyrn, killing scarred wargs along the way. The work is awful, as I have to scour the place for bloated corpses and barrels full of rotten meat, all the while dealing with groups of angry orcs assaulting me while archers plug away from the battlements.



I climb all the way up the ruins and find a 'Nasty Tarkrîp' there who is not, in fact, the boss mob I was looking for - he's just behind there, the Slaughterer. After finishing him, I discover there's an odd invisible wall near him, just in the middle of nowhere - presumably some kind of design oversight, but it's no big deal.



I head back down and spend entirely too much time looking for the last bloated corpse.



Before heading back, I swing east and hunt some boar.



Then I head back northwest towards Ost Guruth. There I spot the Bloodmire, the spooky-looking reddish swamp area filled with neekerbreeker-variants - nerbyg - and other weird foes.



Since I'm looking for my hunter trainer and the last tracks I saw were a ways back, I just start randomly wandering to find another, killing bugs for their legs and raiding their nests for Radagast.



The actual owners of the nests show up too - bog-prowlers are odd plant elemental creatures, more like super-long legged turtles with a shell that's made of a tiny tree, or a clump of weeds and dirt. It's hard to describe these things. They're not very hardy as they try to smack me with their root-limbs for daring to go through their stuff. Sorry Radagast, this one looked at me funny, it dies now.



In lieu of doing actual tracking, I soon discover Hogahild 'hiding' halfway up a hill to the south. When she hears why I'm there, she scoffs at her brother - another one of his ridiculous challenges? Well, she offers me congratulations, even if she doesn't appreciate the stream of hunters who he always sends following her on her errands. He insists he doesn't do it to keep an eye on her, but she knows better. Trumswith once hunted Trampletusk, a great aurochs, but when he finally encountered the beast he was so struck by its majesty that he spared its life. The beast has left these lands now, but she doesn't know where it might've gone. I should return to Ost Guruth and let her brother know I've heard about Trampletusk - that should tell him I've done my job correctly. Hopefully he'll soon cease with these silly challenges, as hunters have enough to do without stalking her!



Back in town, I let Stanric know I took care of that whole burning the bloated dead thing, and he tells me that death, pestilence and terror stalk us - two have been dealt with, thankfully, but the third still soars above us with watchful eyes. It's the eyes that he wants, now - he speaks of the gore-crows, the black birds with sharp beaks and piercing eyes, crebain. They are spies along the road, and they are ever vigilant. I should take their eyes so they cannot see, and what they cannot see they cannot spread to their masters, the orcs and half-breeds.

Furthermore, Ost Guruth once had a pen of boards, poached now by orcs and spiders in the west and south. Frideric means to make peace, but the town's stores won't last long, and they need meat and water soon, or they'll face famine. In the east, north of the road, I'll find Dol Vaeg and a small encampment of Eglain. I should speak with Northrim at this camp and assist him with his task so the city will be well-prepared for the future.

I return to Grimdeal to show off my scarred paw collection, and he says it'll surely inspire his people. They will know that this foe can be brought low, and that I am the hero who has done so. The road will be somewhat safer, he thinks, and perhaps they can send some runners to Hunulf and Gadaric with supplies for trade. With a bunch of orcs dead and their taskmaster slain, we'll see if the orcs regroup - or if they will falter, as hoped. Regardless, this is a great victory. My deeds shall be recounted throughout the Eglain, and I will be known to all! Also, I get gratitude and some money for my troubles.



I let the hunter trainer know I've heard about Trampletusk, and he is pleased to hear I've completed his test. I've followed the trail of his sister (not really) and proven yourself of worthy skill. He'll now teach me what I must know to find my way in the Lone-lands, so I can show my group the quickest path to return to Ost Guruth. I've earned his respect! I get a Guide to Ost Guruth, which basically means I can teleport to this town at any point without dealing with the game's internal limits on how often you can 'port to some places without taking the long, horse-travel methods. As a hunter, I already get a bunch of these skills as I level up, so it's easier to get around the world. Later on, having an easy way back to complete deeds or revisit places for one reason or another will be invaluable.

I tell Frideric that I gathered the ingredients for his peace offering, and he says they'll do nicely. By parting with some of our meat and furs will hopefully prove that we share a common enemy in the orcs, and keep the peace. I should take salted meat and warg-furs to these gangly creatures in hopes they're not hostile. Still, I should be cautious, because this could prove dangerous. Nobody knows what these creatures are, just that they're not trolls. I should search south of the Great East Road and a little east of here, near the Tornstones, and speak to their leader. Also, Frideric says, there's another thing. Some time back, before the darkness spread from the east and north, the Eglain witnessed the arrival of the Dead at Nan Dhelu. They've often stayed afar of that place as something was always uneasy about it, but now the evil emanating from there spreads fear among the people. Frideric dispatched one of the Eglain's strongest kinswomen to watch the ruins, and she's there now with a companion on behalf of Stanric. Should I wish to aid further, I should head over to Dol Vaeg.



I also run north to visit Hana, who looks over the norbog legs I chopped off, and casts them into the fire. They're silent now, she says, and she can no longer hear them chirping. For my help, she hands over something precious of her own - a fancy earring, as well as my choice of her old gloves or helmet. Inside, Radagast says I did well in the Red Swamp by gathering bog-prowler moss. This is the first step in determining what caused the shepherds to become confused and irrational. There's more still to do, though. He can smell death in the moss, as if it was plucked from some ancient grave. The stench of decay and evil is not natural - he believes wights are to blame.

Wights are the bones of the dead, he explains, stirred by fell spirits from Angmar and old Rhudaur. The wars here long ago made Haragmar as ripe for wights as the Barrow-downs in the west. I should get back to Haragmar, the red-tinged swamp, and destroy these foul undead monsters. If there are wights, he fears that there are other fell creatures haunting the swamp as well, but for now I need only concern myself with these specific foes.
 
Last edited:
Back
Top