Lone-lands (Part 5) - Talath Gaun, Harloeg
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Lone-lands (Part 5)
After a little trip of crow-slaying for Stanric I head out towards Dol Vaeg, which is located just north of the red swamp inside the ruins of an old, circular building with many pillars. I address Northric on behalf of Stanric, and he tells me that we must prepare for the dark future ahead - as his companion Cwendreda will tell me, the ruins of Nan Dhelu have grown darker than ever. His own task is more mundane, but necessary - he has to fill the water-bladders and gather food, since moving a large group of people from one place to another may take longer than they have to find the necessary provisions. To make these bladders I'll need to hunt creatures untouched by corruption, and the boars to the east will suffice… As for the water-bladders, I can get some of them filled at the north side of the eastern Last Bridge which crosses the river Mitheithel - the Hoarwell.Frideric sent me to speak to Cwendreda, who says he's a strong leader and that it was wise to send her here - she's learned much just by watching the comings and goings within the ruins. She knows that there is wealth to be gained from there as well. The Eglain always kept their distance from Nan Dhelu because the ruins have an ominous feeling to them, but since coming here she's fought against some of the creatures from there, and found they were carrying treasures that would bring much in the way of trade. While I'm fighting and purging these foes, I should loot them so we might earn some money! Figures. She admits that while she bears a great amount of pride, she's also fearful - and no greater fear comes over her than seeing the Master of the Ruins. It roams Nan Dhelu with a wight at its dide at all times, a creature extreme terror. Should I happen upon it, she suggests running - but if I emerge victorious from a battle, she'll give me a reward.
Before heading into the haunted ruins I travel north to shoot boars, as well as fill a water bladder at the side of the Last Bridge, the very edge of the Lone-lands where they lead into the neighboring Trollshaws.
I drop the water and meat off with Northrim before heading back to the Bloodmire. I actually run into some wights before I even get there, out in the hills to the east. Bile-spewers, huh? Lovely. The ruins here are expansive and kind of tough to navigate.
While it's largely linear, the actual route goes around and over itself, snaking along the entire length and requiring you to do some parkour or essentially skirt around the walls of the place entirely until you get up to a higher level where tougher enemies make their home.
The wights are easy enough, sometimes spawning intestinal worms which I then have to fight separately, ew.
It's the gaunt-men that are the real issue here - they're substantially stronger than their wight subordinates and can actually mess with me a fair bit. There's a couple other players around to assist, though, so I start sniping some of these gaunt beings down. After making a long trek around the ruin I reach the highest pinnacle, where a Gaunt Protector hides out between two shrines to Sauron which spread dread nearby. Lovely.
Actually, much of these ruins cause that effect, the gameplay integration of the Eglain feeling that this place is ominous and worrisome, I imagine. I also run into the Master of Nan Dhelu, whose pet wight goes down in seconds, and then spends the rest of the battle basically stuck on a staircase as a victim to my various abilities. Better luck next time, gaunt guy.
I drop off the valuables I looted from the wights with Cwendreda, who thinks that they can filter out the corrupted stuff and sell the rest to traders from Bree-land. She also thanks me for taking out the Master, since just knowing it was defeated brings a wisp of hope to her heart. Destroying the dead can't have been an easy task, as they are beings which inspire fear in even the most courageous heart… Without any follow-up here, I set off for my next adventure.
I head off to deliver my peace offering, and come across the beings Frideric means - large, thin, troll-like beings twice my size, dressed in little more than loincloths and furs, their faces more orc-like than human, their pointy ears poking out from a surprisingly human-like head of hair. As I walk deeper into the Tornstones, a formation of rocks similar to Stonehenge, I find their leader - his name is Kekkonen and he's wearing a pair of absolutely gigantic horns on his shoulders, poking out several feet from both sides of him like the mouth of some giant antlion.
The being addresses me, telling me I smell of meats and furs. Ah, this is a gift for the Jorthkyn? He will accept this gift, yet cannot give anything in return, for they cannot give help to others until they have no more troubles themselves. They've been chased from their homeland and need a safe place to stay!
Kekkonen explains that the Jorthkyn are pursued by their past from their home in the north and east. They fled as the darkness rose around them, and came here to find peace, but peace will not come for them, not while the enemy follows them south. They stay here now, away from forest and bog, ever in the sun to shield themselves from darkness. At night, the trolls will roam free… If they could confront the darkness and defeat it, maybe they could make friends of others who do not wish to succumb to the shadow of evil. I've helped the tribe who wishes friendship with them, so perhaps I'll help the Jorthkyn too? Would I fight the trolls for them, to make them go away? They hide in their bog, far to the south-east, at a place elves call Harloeg. I am tiny, but I should be fine on my own, yeah?
You see, the Jorthkyn left their homes in the hills and stone caves of the north when trolls stirred and took back the land. In their haste, they easily could have overlooked the leader of their tribe, but they were cautious enough to hear his name and see his appearance. He's large and thick in the legs, bearing the look of a warrior and the strength of many. He is called Galríp, and he is the leader of Harloeg's trolls - what a gift would it be to see him defeated! A gift worthy of lasting peace, he'd say, so I should search him out as he wanders the southern swamps, hiding among the trees with his brethren to stay away from the sunlight. While there, I should also look of the written histories the Jorthkyn kept on etched stones - the trolls now sift through their old homes and steal that history…
Before heading anywhere I revisit Radagast the Brown to let him know I destroyed a bunch of wights, but he says there's more to do. The sheer number of wights in Haragmar indicates the presence of gaunt-men, vile necromancers who serve the Dark Lord. Yea, no shit! In ages past they dwelled in the Witch-realm of Angmar, but the White Council believed them all destroyed. Clearly, they were wrong. Only the strongest of gaunt-men, Gaunt-lords, have the power to summon the spirits of the Shadow Realm. The war-singers carry the sigil of their lord, so I should search the ruins I already explored and defeat these gaunt creatures and bring their sigils here to learn which Gaunt-lord they serve.
After a quick revisit to the ruins to re-murder some of the gaunt-men with little issue, I give Radagast the sigils. He recognizes the markings as those of Ivar the Blood-hand. He's a powerful lord of the gaunt-men, and a dangerous and vile creature. It is he who must be behind the corruption of the Red Swamp. Why would a creature like Ivar travel so far from Angmar, though? Power, perhaps, but what drew him specifically here?
This land was the site of many battles in the past, and some say the swamp takes its name from the blood of fallen Men that stained the earth red, but Radagast's knowledge of the place is limited. He does know of a man named Aric, a wise one among the Eglain, who might know more. He's a Stone-speaker, a scholar who studies the stones and collects knowledge from their markings. Aric knows much local lore, so I should travel to him and ask for help. He currently dwell south in Harloeg, and may prove the information I seek.
Frideric the Elder tells me that there's a man I should speak with - and it's Aric again. Thanks, game. He explains that the man is currently keeping vigil at a place inhabited by the cursed shades of Men, over in Harloeg. The shades there are not like the old wives' tales I might have heard about ghosts, though - for one, they seem to have no ill intent! I head all the way south, carefully making my way through the swamps without attracting too much attention from the vermin infesting the place.
I soon get to a bunch of ancient ruins in the south, where I find the man everyone's suddenly insisting I speak to. What's up, Aric? How's this particular damned spot of earth today?
Aric bids me welcome after hearing I was referred to him by several important people, and explains that this is a strange place - the shades of the long-suffering dead walk in the ruins, but I need not fear - they won't do me any harm. Indeed, they may be able to teach me much about this land! Aric knows plenty, of course, but only because he learned from the dead - they hold great secrets, terrible secrets. Ones that they clutch to their chests like fire on a winter's day. Memories keep their hearts warm, you see? No, perhaps I don't. I shall see, though, oh yes!
He says I can learn many things from them, but there is one troublesome shade called Emelin that resists all attempts at communication. Perhaps I'll succeed where he could not? Emelin is difficult, as he's bound by pride and deems the living beneath contempt. If I can prove myself, maybe he'll grant me enough status in his eyes to lend aid. I should beware - the shade will try and win my trust with pleasant words, then send me to my doom. I'll find him at the ruins of Ost Haer.
I head deeper into the ruins and come across the shade of Emelin there, who speaks in old-timey thee-and-thou English. Not in poetry form unfortunately, but I guess these shades are from another culture entirely. 'Thou drawest breath and yet thou dost wish to speak with me?' I'm not like Aric, he recognizes - he's stone-wise and knows the secrets of this land, but even he is despised for his warm flesh and bright-eyed stare. Wisdom will be mine if I prove myself worthy. He asks if I would dare to face his warriors? If I succeed, then he shall help me on my quest. If I fail, I won't see the light of another day… Almost the moment I agree several more spirits spawn in and attack, and since I'm still on my horse it takes a second to get off and grab my weapons while they wail away. They're pretty weak, though, so I prove my worthiness with a negligent slap to the incorporeal bastards.
After defeating his men, Emelin tells me that since I still draw breath, he will speak to me. He's done terrible deeds in the name of kings of old, he says. While evil corrupted this land, he and his men stood by and did nothing, ignoring their charge. Now the Red Maid serves Angmar - something they sword to prevent. Iarwain Ben-adar cursed them to live as half-dead, such was their failure. Do I understand? He'll help me in order to break the curse, but I must do yet more to secure his aid.
See, this land was corrupted by the war that was waged here. Blood, much blood, spilled into the springs of the Lady until all went red, and the springs became a swamp. The Lady, whose name is not remembered, became the Red-maid, a creature lost and corrupt. Ivar the Blood-hand came not long ago and awakened her again and claimed power over her. Now, Ivar is a greater threat than he ever was before. I must strike against him to restore the balance between man and nature. Until the Red-maid can be redeemed or destroyed, Emelin and his men are doomed to this wretched ghostly state. I must travel west to destroy the wight-lord Brudhaw and his soldiers who serve Ivar!
The shade Narthan asks me to look out for a wight named Gostoth. They were lost to Narthan through death, but the shadow in this land has returned Gostoth to life - but not as they used to be, not really. There is no memory there, no knowledge of what came before - his body rose as a wight, and must be laid to rest. The thing which inhabits his corpse now wanders the depths of the ruins west of Ost Haer. I should destroy it! Also, I should look around for something Narthan lost in those ruins when he yet lived, the last remembrance of his wife - a ring. Should I enter that place, I should search for that ring. Though it cannot end the curse, perhaps it will recall the joy that once filled his heart. He fears that even now it is on one of the bloated creatures within the ruins or the surrounding bog…
I head out into the ruins to the west, sniping various bog-wights from afar, as well as parasitic flies and other unpleasantness. High up on one of the hills in the back I find Gostoth, marching around with purpose, and slay him once again.
Further in I run across a Bog-lord and a bunch of noxious wardens which like to spray gross explosions of bile and dread in equal measure. I decide, here and now, to employ some of the tricks I gained form leveling my scholarship a bit - I got myself some fire oil! I set my weapons on fire, and I'm pleasantly surprised that the game updates all my skills to have appropriately fiery names and includes the new special traits gained by employing the flame - it's very cool. Even the sound effects change! Fire is effective, and I start mowing down a whole bunch more of these guys with decidedly less effort. See, between this and the hunter class equipment I crafted, the specialization already paid off!
Up an incline after the Bog-lord I find a pair of Arthedain shade guards near Brudhaw the Wight-lord, though he's not currently a viable target. As I approach, the wight declares that these cursed men are his, and none shall break them from Ivar's will! I object and slay Brudhaw with fiery doom, and he cries out in anguish that he has failed as he crumples to the floor.
With that success under my belt I head back to town, letting Emelin know my success. Since I kept up my part of the bargain, he says he'll speak of the past and of what is to come, now. Ancient Arnor stood here long ago, then was sundered into three nations - Arthedain, Cardolan, and Rhudaur. Arnor's light was dimmed as a result, and the hearts of Men are easily tempted to do dark deeds…
Rhudaur turned against the kingdom of Arthedain, Emelin's kingdom, for there the Dúnedain had been overthrown by an evil chieftain of the Hillmen in the service of Angmar. The warning had come much too late - for the maiden, and for Emelin. The subsequent wars corrupted this land, drowning it in the blood of the innocent. The Lady drowned as well, choking on death and evil while Emelin and his men did nothing to save her. Twice they failed their duty and seven-times cursed were they by the one the elves call Iarwain Ben-adar… Tom Bombadil. When the Lady became the Red Maid, she brought further ruin to her own home, to the land, and to beasts. She was terrible, and the men dared not face her. When there was no more living blood to spill, she slept - until Ivar woke her once more. That is the sad tale - now I should go and return to my master, and speak of the secret past. And remember the fate of the men here, and never fail in my duties…
I next let Narthan know I destroyed his brother Nostoth's shambling wight, and he muses that he's happy his dear friend can rest again - rest at last. With effort, the rest of the shades shall soon join him and know the peaceful slumber for which they yearn. Thanks to my work, he says he's drawing closer to release - and he knows that it is by my hand that this opportunity for freedom was given. I should know that the shades here will be eternally grateful in their eternal slumber. Were there warmth to one such as he, he would know it again thanks to the ring I brought back to him - he will treasure what I have done for him, and recall my efforts always. Aw, Narthan, I wish you the most restful eternal nap you could ever hope for, you nice soul, you.
I head eastwards to the wooded part of Harloeg, as there's trolls in them thar trees. Balt-ologs to be precise, which are substantially larger than most enemies and have more hit-points, but are pretty easy to take down with my current tool-set - my fire arrows are still active for part of the fights, and it does seem to help a fair amount, preventing some of the trolls from even reaching me between the DoT damage and the slowing effects of my arrows combined with kiting them.
Honestly, I remember this being a lot tougher when I played this game years and years ago - maybe a class difference, maybe later patches caused the XP grind to be less steep so you're no longer constantly underleveled and struggling. Regardless, they go down hard.
Galrîp patrols around the middle of the forest, and he looks cool - he's got spiky red-tinged armor and a cool bloody helmet on top. In terms of how tough he is, though, he's only marginally more so than his brothers, if at all.
With the last taken down, I return to the Jorthkyn camp at the Tornstones and let them know I tore the troll leader a new one. Kekkonen is glad that while their homes were lost, the creature responsible for their exile is no more, and they can find peace here in new lands. Wargs and orcs will prove more of a nuisance than a danger, really, compared to mighty trolls. When I let him know I slew a bunch more trolls too and gathered various historical artifacts from their remains, Kekkonen says I possess strength beyond what he believed little people were capable of, and I have earned their trust and given them hope.
Kekkonen decides to accept the offer from the Eglain because of my assistance, as I have shown the Jorthkyn that there is strength in the little people too. I should return to my folk and tell them that they might come to the Tornstones and speak with the Jorthkyn and be friends. I let Frideric know, and he's thoroughly pleased - the Eglain have found new allies in this world, and they'll work with the Jorthkyn to form a bulwark against the evil creeping here. Now, it's time to focus our attention towards the Red Swamp to the north!
I return to Radagast in his tower, relaying the tale of the Red Maid, and he laments that it's a terrible fate for anyone… and this Ivar is a fearsome foe. He prays those youths are found safe and sound… What's that? Ah, but I don't know what's been going on, do I? While I was in Harloeg, two bold Eglan youths set out to save Ost Guruth, ignorant of the dangers they would face. They have to be turned from their quest - pride and honor might compel them, but only death awaits! Else and Eriac entered Agamaur with a small company to find the power behind the threat to their people, but if the Gaunt-lord Ivar has come to Agamaur, he fears they face a power they cannot overcome. They need my help!
The Red Swamp is divided into two regions, Radagast lays out. The southern marshes, Haragmar, are familiar to me. Elsa and Eriac entered Agamaur, the northern marshes, through the Red-pass which separates the two. It's a passage known only to the Eglain people… and Radagast himself. He'll accompany me there, for the shadow that has come to Agamaur is too powerful for me to deal with alone. There's no telling what evil awaits us in the swamp, so I should return to him when I am prepared to leave.