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Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000A7812 - '
25000A7813 - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A7814 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7815 - '
25000A7816 - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A7817 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7818 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7819 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A781A - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A781B - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A781C - Baillindiel is at Celondim, the Elf-harbour in Ered Luin.\n\nYou have been told to speak with Baillindiel, a talented minstrel who may desire to speak with you.
25000A781D - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A781E - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A781F - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7820 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7821 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7822 - 'Baillindiel is likely at Celondim, the Elf-harbour in Ered Luin. Seek her out, for she is one of few who may be able to aid so skilled a minstrel as you.'
25000A7823 - '
25000A7824 - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A7825 - '
25000A7826 - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A7827 - '
25000A7828 - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A7829 - '
25000A782A - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A782B - '
25000A782C - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A782D - '
25000A782E - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A782F - 'It is a pleasure to meet you,
25000A7830 - . It is the minstrel's lot to bring hope and light to others, and all too often is left with none for herself. In friendship, then, we find our own peace.\n\n'You are deserving of equipment that reflects the joy you bring to others,
25000A7831 - . I can help you fashion such articles, but I must give you a warning: this road is not an easy one, and you may despair of ever seeing its end. I need not tell a minstrel that the joy at the end of a long road is all the sweeter for the hardship, though.\n\n'Let me know if you are ready, and I will tell you what must be done. The tale of these items will be difficult and dangerous, but that is what will give them their strength.'
25000A7832 - Meet Baillindiel to receive further Minstrel training
25000A7833 - You inspire the Free Peoples with your songs of hope and your tales of heroism, a renowned minstrel of talent and bravery.
25000A7834 - '
25000A7835 - , you have become a minstrel of such talent that you have surpassed whatever I might once have taught you. I thank you now for the privilege of aiding you then. It has been an honour, and I will sing of you that the people will know what greatness can come from even a humble beginning.\n\n'There are few now from whom you might learn that which you do not know...Baillindiel, perhaps. She might wish to speak with you.\n\n'I have heard that she is staying now at Celondim, the Elf-harbour in Ered Luin. Seek her out and speak with her, for I am sure she would enjoy meeting you.'
25000A7900 - 'You have succeeded admirably to this point,
25000A7901 - . I will make use of these components in the fashioning of this weapon.\n\n'I also have need of the corrosive droplets of the brimstone-slugs of Angmar, claws from Wargs, such as those in Angmar and Eregion, and talons of the bats which pervade Angmar and Moria.'
25000A7902 - 'You do not have the components I need,
25000A7903 - ?'
25000A7904 - Implements of Song
25000A7905 - 'I am glad to see you return,
25000A7906 - , and with the components I need if I am to make your weapon as strong as it deserves to be. I thank you.\n\n'Your final task will be your most challenging and song-worthy! I need you to obtain for me an Emblem of Ritual from the uruk Morthrâng in Urugarth and a Rune of Winged Dominance from the merrevail Mormoz and Azgoth in Carn Dûm.'
25000A7907 - 'You do not have the components for which I asked,
25000A7908 - ?'
25000A7909 - Collected Narglup's blunted tooth
25000A790A - 'Look for the Warg Narglup in Angmar,
25000A790B - , and the rock-worms in the Misty Mountains.'
25000A790C - 'I am delighted at your return,
25000A790D - ! I know that the tale of your bravery and courage in the acquisition of these items must be a thrilling one! Allow me to make use of them in the fashioning of this weapon for you...and it is done.\n\n'I give you this weapon with the certainty that it will serve you well and faithfully as you bring hope to the Free Peoples of Middle-earth. I count you among my friends,
25000A790E - , and hope that you do the same.'
25000A790F - Collected chipped rock-worm fangs (
25000A7910 - /
25000A7911 - )
25000A7912 - 'I believe you will find everything I need in Angmar, though you may also find Warg-claws in Eregion and bat-talons in Moria.'
25000A7913 - 'You do not have the components for which I asked? Why is this,
25000A7914 - ?
25000A7915 - Collected corrosive droplets (
25000A7916 - /
25000A7917 - )
25000A7918 - Narglup roams Fasach-larran in Angmar. Rock-worms dwell in the Misty Mountains.\n\nBaillindiel asked you to bring her chipped rock-worm fangs and the blunted tooth of the Warg Narglup.
25000A7919 - 'The uruk Morthrâng dwells within the walls of Urugarth, and the merrevail Mormoz and Azgoth can be found in Carn Dûm.'
25000A791A - Collected splintered Warg-claws (
25000A791B - /
25000A791C - )
25000A791D - Collect grisly bat-talons (
25000A791E - /
25000A791F - )
25000A7920 - Baillindiel is at the Elf-harbour of Celondim, in Ered Luin.\n\nBaillindiel is waiting for you to return with the first set of components.
25000A7921 - Collected grisly bat-talons (
25000A7922 - /
25000A7923 - )
25000A7924 - Collect Emblem of Ritual
25000A7925 - Brimstone-slugs can be found in Angmar. Wargs can be found in Angmar and Eregion. Bats can be found in Angmar and Moria.\n\nBaillindiel asked you to bring her corrosive droplets, splintered Warg-claws, and grisly bat-talons.
25000A7926 - Collected Emblem of Ritual
25000A7927 - Collect Rune of Winged Dominance
25000A7928 - Baillindiel is at the Elf-harbour of Celondim, in Ered Luin.\n\nBaillindiel is waiting for you to return with the second set of components.
25000A7929 - Collected Rune of Winged Dominance
25000A792A - Bring last set of components to Baillindiel
25000A792B - Morthrâng may be found in Urugarth. Mormoz and Azgoth dwell in Carn Dûm.\n\nBaillindiel asked you to return with an Emblem of Ritual and a Rune of Winged Dominance.
25000A792C - Collect Emblem of Ritual
25000A792D - Baillindiel is at the Elf-harbour of Celondim, in Ered Luin.\n\nBaillindiel is waiting for you to return with the last set of components.
25000A792E - Collect Rune of Winged Dominance
25000A792F - Collect Narglup's blunted tooth
25000A7930 - Collect chipped rock-worm fangs (
25000A7931 - /
25000A7932 - )
25000A7933 - Bring first set of components to Baillindiel
25000A7934 - Collect corrosive droplets (
25000A7935 - /
25000A7936 - )
25000A7937 - Collect splintered Warg-claws (
25000A7938 - /
25000A7939 - )
25000A793A - Collect grisly bat-talons (
25000A793B - /
25000A793C - )
25000A793D - Bring second set of components to Baillindiel
25000A793E - Collect corrosive droplets (
25000A793F - /
25000A7940 - )
25000A7941 - Collect splintered Warg-claws (
25000A7942 - /
25000A7943 - )
25000A7944 - Baillindiel has agreed to help you craft a weapon that will help you fulfill your duties as a minstrel of great renown.
25000A7945 - 'The way of the minstrel is not free of danger,
25000A7946 - , a truth that you have surely come to realize. To combat that danger, you need a weapon that you can rely on. I can fashion you such a weapon.\n\n'As with all tales worth hearing, the tale of this weapon will be fraught with hardship and toil. You will look back upon the road you have walked, when all is done, and know that it was worth the journey,
25000A7947 - . Of this, I am certain.\n\n'I must ask you to gather the items I will need to make this weapon and to give it the strength to counter our hated foes. The first set of components I will need includes the blunted tooth of the Warg Narglup, who ranges Fasach-larran in Angmar, and the fangs of the rock-worms of the Misty Mountains.'
25000A7A00 - Narglup's Blunted Tooth[n]
25000A7A01 - Narglup's tooth was blunted on the armour of some forgotten warrior, long ago.
25000A7A02 - Narglup's Blunted Teeth[n]
25000A7B00 - Chipped Rock-worm Fang[e]
25000A7B01 - The fangs of rock-worms are occasionally chipped on the bodies of their enemies.
25000A7B02 - Chipped Rock-worm Fangs[ps]
25000A7C00 - Corrosive Droplets[ps]
25000A7C01 - This liquid burns to the touch, and glistens even in the dark.\n\nThis trophy is sought by Minstrels and Rune-keepers.
25000A7C02 - Corrosive Droplets[ps]
25000A7D00 - Splintered Warg Claw[e]
25000A7D01 - This claw has been partially splintered, revealing a fleshy substance within.\n\nThis trophy is sought by Champions, Minstrels, and Beornings.
25000A7D02 - Splintered Warg Claws[ps]
25000A7E00 - Grisly Bat Talon[e]
25000A7E01 - The talon of the bat is covered with some evil-smelling substance.\n\nThis trophy is sought by Captains, Guardians, Minstrels, and Beornings.
25000A7E02 - Grisly Bat Talons[ps]
25000A8000 - 'I played quite a piercing dirge in the woodland the other day; it scared a squirrel right out of a tree!'
25000A8001 - Minstrel Trainer
25000A8002 - The dwarf hums a somber tune as he waits for fellow minstrels to instruct.
25000A8003 - Reykur[mn]
25000A8100 - Simple Lute[E]
25000A8101 -
25000A8300 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8301 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8302 - A Minstrel's Hope
25000A8303 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8304 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8305 - 'Are you ready to go? If we can bring hope to these people, your journey here will have been of great worth. I know we can defeat the Orcs, I do...but sometimes it helps to hear someone else say it. They must come to the town, or I fear that cave will be their tomb.'\n\nThis is a Solo quest, and cannot be completed with a Fellowship.
25000A8306 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8307 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8308 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8309 - Leigh Putnam is in Trestlebridge, in the North Downs.\n\nLeigh Putnam has sent out a call for minstrels to aid in lightening the mood of the embattled populace of Trestlebridge.
25000A830A - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A830B - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A830C - Leigh Putnam is in Trestlebridge in the North Downs.\n\nLeigh Putnam is waiting to speak with you about travelling to a nearby cave to bring hope to the refugees hiding within and perhaps convince them to come to the relative safety of Trestlebridge.
25000A830D - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A830E - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A830F - Leigh Putnam is in Trestlebridge.\n\nLeigh Putnam is waiting to speak with you about your recent adventure at the cave of refugees from the North Downs.
25000A8310 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8311 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8312 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8313 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8314 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8315 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8316 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8317 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A8318 - Talk to Leigh Putnam and travel with her to a nearby cave
25000A8319 - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A831A - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A831B - 'Leigh Putnam is in Trestlebridge and has sent out a call for minstrels to come to the town to lighten the mood of its embattled residents.'
25000A831C - 'I thought we were doomed,
25000A831D - , but we made it through.'
25000A831E - 'My brother was wounded in the fighting, but he will be all right.'
25000A831F - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8320 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8321 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8322 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8323 - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8324 - 'A minstrel! I am so glad you have come,
25000A8325 - , for the mood here in Trestlebridge is bleak -- and with good reason, for we are hard-pressed by the Orcs. Severin does what he can, but true guardians are few and the Orc raiding-parties are many.\n\n'I was about to bring word to a group of refugees who have taken residence in a nearby cave. It is not safe, and I hoped to convince them to return to Trestlebridge -- I know that you will be able to lighten their spirits,
25000A8326 - , and perhaps convince them that the town is a safer place to stay. I fear that if they stay in that cave, the Orcs will fall upon them in the night, and there will be none to help them survive.\n\n'Let me know when you are ready to go, and we can travel to the cave together.'
25000A8327 - 'I must admit to you,
25000A8328 - , that I thought we were done for when the Orcs attacked -- but somehow we made it through the battle, and I know we owe a great deal to your kind words...even when hope seems lost.\n\n'I thank you,
25000A8329 - . I am glad you were there, for I fear to think what might have happened to the Beechers and to Lind Newell if you had not been. They have come to Trestlebridge now. As long as the town stands, they will be safer than they were in the cave....as long as the town stands.'
25000A832A - Even when all hope seems to be gone, a worthy minstrel keeps his friends going despite the danger.
25000A832B - 'Leigh Putnam of Trestlebridge has sent word from that embattled town seeking all those who can lighten the spirit even in the darkest of times -- a skill in truly great demand for the unfortunates who live under constant threat of Orc raiding-parties across the North Downs.\n\n'Travel to Trestlebridge and see what you can do to aid in shoring up the defences of the town and lightening the grim mood of its people.'
25000A8500 - 'I don't think it's a good idea to go to Trestlebridge, and Ford agrees. We're safer here.\n\n'Thank you for your concern, but I think we're going to stay where we are.'
25000A8501 - 'The Orcs are searching for survivors from their initial raid,
25000A8502 - , but if we stay hidden for a while, we should be safe. I hope they didn't follow you here.'
25000A8503 - Instance: A Minstrel's Hope
25000A8504 - 'This is the cave,
25000A8505 - . Let us go quickly -- I want to convince these people to come to Trestlebridge. The town may not be safe, but it has to be safer than this cave.\n\n'Let us hurry -- my brother will warn us if any Orcs come too near.'
25000A8506 - 'That was too close for comfort,
25000A8507 - . We have lent the aid we could, and it is past time we returned to Trestlebridge. Perhaps now these people will listen to reason.\n\n'Let me know when you are ready to return to the town, and we will be off.'
25000A8508 - You have failed to prevent the Orcs from reaching the refugees
25000A8509 - 'The Orcs know about this cave now. We have no choice but to go to Trestlebridge. I thank you for your help, but I wish it was not necessary. When will this land be safe once again for good folk to live in peace?'
25000A850A - 'Let us return to Trestlebridge,
25000A850B - . This cave is no longer safe, if ever it was.'
25000A850C - 'Is nowhere safe from these vile creatures? Why can't they leave us alone!'
25000A850D - '
25000A850E - , it's too late -- a party of Orcs is on its way here! Lend us the aid you can, for they will be here in moments! If Edward and I fall, you and Leigh will be the only defence for the people here -- do not let the Orcs reach them!'
25000A850F - Leigh Putnam is just inside the entrance of the cave.\n\nYou have travelled with Leigh to the cave where refugees are seeking shelter from Orc-attacks.
25000A8510 - 'This band of Orcs thought to have no trouble rooting us out, but Captain Wheeler, Edward Putnam, and yourself showed them their error. I applaud you, friend minstrel!'
25000A8511 - 'Yes, sir! Leigh, be strong.'
25000A8512 - 'I cannot go on! Resist to the end, my friends!'
25000A8513 - The refugees are hiding in the back of the cave.\n\nLeigh Putnam has asked you to try and lift the spirits of the refugees hiding in the cave and to convince them to come to Trestlebridge.
25000A8514 - Severin Wheeler has arrived in the cave with grim tidings.\n\nYou have tried to convince the refugees to come to the relative safety of Trestlebridge, but they refused.
25000A8515 - Leigh Putnam is inside the refugee cave.\n\nYou have aided in the defence of the refugees, and now Leigh wishes to speak with you.
25000A8516 - 'Quickly, we need to hurry!'
25000A8517 - 'Stand ready. The Orcs approach!'
25000A8518 - Talk to Leigh Putnam
25000A8519 - Talk to the refugees hiding in the cave
25000A851A - Talk to Severin Wheeler
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000A851B - Prevent the Orcs from reaching the refugees
25000A851C - 'My wounds are too severe!'
25000A851D - 'There they are, Captain!'
25000A851E - 'We're safe enough here, Leigh. You and your friend have wasted a trip.'
25000A851F - You have travelled to a nearby cave with Leigh Putnam to help raise the spirits of the refugees seeking shelter within and convince them that Trestlebridge would be a safer place to hide.
25000A8520 - 'Thank goodness you're safe!'
25000A8521 - 'Edward,
25000A8522 - , we must keep the Orcs from reaching these people!'
25000A8523 - 'We're safer here than we'd be in Trestlebridge, anyway!'
25000A8524 - 'We've done it! Tell my sister of our victory!'
25000A8525 - 'I hope we're not too late.'
25000A8526 - 'Who's there?'
25000A8527 - 'Look! There they are!'
25000A8528 - 'The Orcs didn't see you, did they? If you've endangered us by coming here, I'll make sure you regret it!\n\n'Trestlebridge? No, we're not going there -- it's death! At least here, we might remain unseen by the Orcs. Trestlebridge is the main goal of the raiding-parties, and we'd be fools to try and hide there!'
25000A8600 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8601 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8602 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8603 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8604 - 'You are quite a spinner of tales,
25000A8605 - , and the guests of the Pony now know it!'
25000A8606 - 'Your confidence and memory improve,
25000A8607 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott at the Pony, and you'll be a better minstrel for it, I'm sure.'
25000A8608 - 'Your confidence and memory improve,
25000A8609 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'The well-known minstrel Piper Prescott is often here in The Prancing Pony and is sure to have some advice for you.\n\n'Look for Piper Prescott at the Pony, and you'll be a better minstrel for it, I'm sure.'
25000A860A - 'Your confidence and memory improve,
25000A860B - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott at the Pony, and you'll be a better minstrel for it, I'm sure.'
25000A860C - 'Your confidence and memory improve,
25000A860D - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A860E - 'Your confidence and memory improve,
25000A860F - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A8610 - Collected The Tale of Leland's Lunch
25000A8611 - 'Your confidence and memory improve,
25000A8612 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A8613 - The audience reaction is overwhelmingly positive
25000A8614 - 'Your confidence and memory improve,
25000A8615 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A8616 - 'Your confidence and memory improve,
25000A8617 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A8618 - 'Your confidence and memory improve,
25000A8619 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A861A - Dangerous lands and terrible monsters make for grand tales, but an experienced minstrel knows that a room full of skeptical listeners can be the most frightening chamber of all.
25000A861B - 'Ha ha! The Little Folk sure love their meals!'
25000A861C - 'That's a great song! Very well-sung!'
25000A861D - 'Ha ha ha! A great tale!'
25000A861E - 'You can always count on the Pony for great entertainment!'
25000A861F - Help Leland Underhill
25000A8620 - Jump onto a table near Piper Prescott and sing the Tale of Leland's Lunch
25000A8621 - Jump onto a table near Piper Prescott and sing the Tale of Leland's Lunch
25000A8622 - 'Oh, that Leland! He's plucky for an Underhill!'
25000A8623 - 'Ha ha ha! A terrific song, for sure!'
25000A8624 - 'A delightful tale!'
25000A8625 - Piper Prescott, a renowned minstrel, is often within the common room of The Prancing Pony, in the town of Bree.\n\nYou have been told to seek the teaching of Piper Prescott, an adventuring minstrel of great ability.
25000A8626 - 'I must learn that song! What a great fit for parties!'
25000A8627 - Leland Underhill is probably at the West Gate of the town of Bree, about to set out for the hideout of some brigands.\n\nPiper Prescott, a renowned minstrel, has asked you to help Leland Underhill and compose a song about your experience to sing in the common room of The Prancing Pony.
25000A8628 - Piper Prescott is in the common room of The Prancing Pony, in the town of Bree.\n\nNow that you have helped Leland Underhill, Piper Prescott will want to hear the tale.
25000A8629 - The tables near Piper Prescott would be ideal places to sing your song.\n\nPiper Prescott has told you to jump onto one of the tables near him and to sing your song for the company.
25000A862A - 'A minstrel must be fearless, both in battle and in the common room of a tavern.'
25000A862B - The people gathered in The Prancing Pony wait to give judgement on your performance of the \qTale of Leland's Lunch.'\n\nYou have sung your tale and await judgement.
25000A862C - Piper Prescott is in the common room of The Prancing Pony.\n\nPiper Prescott is waiting to give his judgement on the performance of your song.
25000A862D - 'Your confidence and memory improve,
25000A862E - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott at the Pony, and you'll be a better minstrel for it, I'm sure.'
25000A862F - 'You go talk to your minstrel friend in the common room of the Pony. I'm sure he'd like to hear the song you come up with! Thanks again for your help!'
25000A8630 - 'Your confidence and memory improve,
25000A8631 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott at the Pony, and you'll be a better minstrel for it, I'm sure.'
25000A8632 - 'You're a minstrel? That's wonderful! I'm about to undertake a little adventure, if you want to know the truth. Some no-good brigands stole something of mine, and I'm going to go into their hideout to get it back!\n\n'If you don't mind, I could use your help. If you want to write a song about our journey, so much the better! Let me know when you're ready, and we can teach those villains a lesson! I know what cave they're hiding in!'\n\nThis is a Solo quest, and cannot be completed with a Fellowship.
25000A8633 - 'Your confidence and memory improve,
25000A8634 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, to the south. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Pony, and you are sure to learn things of value.'
25000A8635 - 'Look for Leland Underhill at the West Gate of Bree-town -- he can't have gotten much further than that!'
25000A8636 - 'Your confidence and memory improve,
25000A8637 - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the east in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A8638 - 'Jump up on one of these tables and sing your song,
25000A8639 - ! I wrote down the song as you told it to me, remember? You put it in your pack.'
25000A863A - 'Your confidence and memory improve,
25000A863B - , and both are of great importance for a minstrel such as you. The more tales and songs you can remember and the greater the skill with which you relate them, the brighter will be your fate and that of your companions.\n\n'There is an inn, a merry old inn, located in the town of Bree, far to the west in the Bree-land. The Prancing Pony, it is called, and its common room is often the haunt of minstrels and entertainers. The well-known minstrel Piper Prescott is often there of a time and is sure to have some advice for you.\n\n'Look for Piper Prescott within the common room of the Prancing Pony, and you are sure to learn things of value.'
25000A863C - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A863D - 'Welcome to the Pony,
25000A863E - . If you come with your tales at the ready, you will find a hearty welcome from the people here. They love a good song, especially if it is full of jest and cheer! I have heard a whisper or two that might make for a fine song, worthy of the room, and the singing of it could prove of use to you. So it shall be! You will run a small errand for me, you will write a song about the experience, and you will perform it for all of the Pony! I will judge your performance and deem whether or not it should be rewarded.\n\n'The Little Folk of Bree are good, solid hobbits, but occasionally one of them gets into trouble. Such an occasion might be brewing,
25000A863F - , for I have heard that Leland Underhill has gone looking for the hideout of the brigands that stole something precious of his! Find Leland, help him recover his stolen goods from the villains, and return to me with your tale of the experience! We will then see what the reaction of these good people will be to your account.\n\n'Young Mr. Underhill can't have gotten very far yet -- look for him at the west gate of Bree-town!'
25000A8640 - 'Look for Piper Prescott, a minstrel of great renown, here within the common room of The Prancing Pony.'
25000A8641 - 'The brigands stole Leland Underhill's lunch? Oh, that's too much! How very like a hobbit, getting all worked up about his meal!\n\n'I have written down the tale exactly as you told it to me,
25000A8642 - . Here you go -- don't mind the smudges, they're your words, so you should be able to make them out well enough!\n\n'Now jump up on one of the three tables in this corner of the Pony and sing the song! Let's see what your audience thinks of \qThe Tale of Leland's Lunch!\q'
25000A8643 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8644 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8645 - 'The brigands stole Leland Underhill's lunch? Oh, that's rich! How very like a hobbit, getting all worked up about his meal! Er, I mean no offence.\n\n'I have written down the tale exactly as you told it to me,
25000A8646 - . Here you go -- don't mind the smudges, they're your words, so you should be able to make them out well enough!\n\n'Now jump up on one of the three tables in this corner of the Pony and sing the song! Let's see what your audience thinks of \qThe Tale of Leland's Lunch!\q'
25000A8647 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8648 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8649 - 'Well done,
25000A864A - , well done! It is obvious that your song has been well-received by the company, and I daresay you have learned a valuable lesson: though you are a minstrel, you cannot merely observe the actions of others. You are an active participant,
25000A864B - .\n\n'The bravery of Leland Underhill may be remembered by this company, but you and I will not forget that you too faced the brigands with him, and their blows were directed not only at the subject of the minstrel's song, but at its minstrel as well!\n\n'You're going to need something sturdy to protect yourself with if you are going to be in the thick of things from now on,
25000A864C - . You had better get used to it.'
25000A864D - A Song for the Company
25000A864E - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A864F - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8650 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8651 - 'Look for Piper Prescott, a minstrel of great renown, within the common room of The Prancing Pony. The Pony is the finest Inn to be found in all the town of Bree!'
25000A8800 - 'Okay, let's go! We'll teach these louts a thing or two about decent manners!'
25000A8801 - 'Are you ready to go? I'll see you out, my singing friend! Thanks again, and I hope this tale makes for a good song!'
25000A8802 - 'There's enough for all!'
25000A8803 - 'The man in charge of these brigands is called Holt Adderson, and he can't get away with this! Decent folk shouldn't have to worry about their things being stolen!\n\n'Keep track of what happens,
25000A8804 - , and maybe you can come up with a song that will stir the hearts of good folk and will warn villains such as these brigands not to stoop to crime!'
25000A8805 - Instance: A Song for the Company
25000A8806 - Leland Underhill has been defeated
25000A8807 - 'You got it, boss!'
25000A8808 - Leland Underhill has been defeated
25000A8809 - Leland Underhill is looking to recover something that was stolen from him by brigands.\n\nLeland Underhill has asked you to help him.
25000A880A - 'There he is! There's the man who stole my dinner!'
25000A880B - 'I was just about to cook that roast, Holt!'
25000A880C - Leland Underhill is looking to recover something that was stolen from him by brigands.\n\nLeland Underhill has asked you to help him.
25000A880D - 'That's what you think!'
25000A880E - Leland Underhill is inside the cave hideout of the brigands that stole his lunch.\n\nLeland Underhill is waiting to speak with you.
25000A880F - 'Is there enough for me?'
25000A8810 - 'I'll have some too!'
25000A8811 - 'This hobbit is a capital fellow!'
25000A8812 - 'I could stand for a bite too!'
25000A8813 - 'It belongs to me now, and no puny fellow like you can get it back!'
25000A8814 - 'Teach them a lesson!'
25000A8815 - 'I stole it fair and square, and you can't have it back!'
25000A8816 - Talk to Leland Underhill
25000A8817 - Protect Leland Underhill
25000A8818 - Protect Leland Underhill
25000A8819 - Protect Leland Underhill
25000A881A - Talk to Leland Underhill
25000A881B - 'I see you've already gone and started cooking it. Luckily, I have some utensils with me.'
25000A881C - 'If you swear that you're done being a villain, I'll split the roast with you, Holt.'
25000A881D - 'Just don't do it again, okay?'
25000A881E - 'Well, now you know better!'
25000A881F - 'So have you given up your villainous ways?'
25000A8820 - Leland Underhill has found the hideout of the brigands that stole something valuable from him.
25000A8821 - 'Don't let me see you making a nuisance of yourself again!'
25000A8822 - 'Fine! You win! I can't believe I was beaten by a hobbit!'
25000A8823 - 'I hope you've learned your lesson!'
25000A8824 - 'You really should have known better! Honestly!'
25000A8825 - 'Someone needed to teach you a little courtesy!'
25000A8826 - 'Over here, my singing friend!'
25000A8827 - 'I give up! I give up!'
25000A8828 - 'There's no need to run. Good and honest folk walk!'
25000A8829 - 'Let me just carve up the roast, and then we'll be off! Let me know when you're ready to go!'
25000A8900 - The Tale of Leland's Lunch[n]
25000A8901 - You have composed a short song about Leland Underhill and his adventure to reclaim his lunch from the brigands that stole it.
25000A8902 - The Tales of Leland's Lunch[pn]
25000A8A00 - Leigh Putnam[fn]
25000A8B00 - Ford Beecher[mn]
25000A8C00 - Gail Beecher[fn]
25000A8D00 - Lind Newell[mn]
25000A8E00 - Private Instance: A Minstrel's Hope
25000A8E01 - Instance: A Minstrel's Hope
25000A8F00 - 'Have you come to learn a new song? I learned a new one just the other day, now how did it go again...?'
25000A8F01 - Minstrel Trainer
25000A8F02 - The minstrel's eyes dance with the promise of untold song.
25000A8F03 - Burt Ninetails[mns]
25000A9000 - 'I played quite a piercing dirge in the woodland the other day; it scared a squirrel right out of a tree!'
25000A9001 - Minstrel Trainer
25000A9002 - An Elf.
25000A9003 - Melthindir[mn]
25000A9100 - 'Good day. How may I help you?'
25000A9101 - Minstrel Trainer
25000A9102 - Galfi[mn]
25000A9200 - Piper Prescott[mn]
25000A9400 - 'I played quite a piercing dirge in the woodland the other day; it scared a squirrel right out of a tree!'
25000A9401 - Minstrel Trainer
25000A9402 - Gelirwen[fn]
25000A9500 - 'A talented minstrel can make his audience feel whatever their hearts desire.'
25000A9501 - Minstrel Trainer
25000A9502 - ...
25000A9503 - Ardo Aleford[mn]
25000A9600 - 'A talented minstrel can make his audience feel whatever their hearts desire.'
25000A9601 - Minstrel Trainer
25000A9602 - The Elf's eyes dance as he waits for fellow musicians.
25000A9603 - Bailinn[mn]
25000A9700 - 'We Dourhands have far superior skills.'
25000A9701 - Minstrel Trainer
25000A9702 - Dourhand[m]
25000A9800 - 'Greetings. May I be of assistance?'
25000A9801 - Minstrel Trainer
25000A9802 - A hobbit minstrel stands here composing his latest song.
25000A9803 - Tolman Gardner[mn]
25000A9900 - Minstrel's Friend[n]
25000A9901 -
25000A9A00 - Simple Celebrant Salve[e]
25000A9A01 - This simple salve recovers your power when used.
25000A9A02 - Simple Celebrant Salves[p]
25000A9B00 - Increased Power
25000A9B01 -
25000A9C00 - Leland Underhill[mn]
25000A9D00 - Private Instance: A Song for the Company
25000A9D01 - Instance: A Song for the Company
25000A9E00 - Singing...
25000A9E01 - Success!
25000A9E02 - Forgot the words!
25000A9F00 - 'Alas for Edhelion, and for the once-fair snows of this land….'
25000A9F01 - Minstrel Trainer
25000A9F02 - Thalchyl[mn]
25000AA000 - 'Have you come to learn a new song? I learned a new one just the other day, now how did it go again...?'
25000AA001 - Minstrel Trainer
25000AA002 - ...
25000AA003 - Marjorie Wainwright[fn]
25000AA100 - Mustering Hat[n]
25000AA101 -
25000AA200 - Coruthor[n]
25000AA201 -
25000AA300 - 'These are difficult times. For what reason have you come to Trestlebridge?'
25000AA301 - Grocer
25000AA302 - Leigh Putnam[fn]
25000AA400 - Ring of Harmony[n]
25000AA401 -
25000AA500 - Necklace of Harmony[n]
25000AA501 -
25000AA600 - Club of Song[n]
25000AA601 -
25000AA700 - Mace of Song[n]
25000AA701 -
25000AA800 - Brúnfair's Leggings[n]
25000AA801 -
25000AA900 - Victory at Minas Agar[n]
25000AA901 -
25000AAE00 - Entangling Web
25000AAE01 - ..
25000AAF00 - Entangled
25000AAF01 - The spider's webbing covers your torso, slowing your attacks.
25000AB000 - Gates of Minas Agar[e]
25000AB001 - A fortified gate guarding the entrance to Minas Agar.
25000AB002 - Gates of Minas Agar[p]
25000AB100 - This crude scrap of text is written in the Black Speech. The foreign, hasty scribblings are meaningless to your eyes. The Elves of Rivendell are said to understand the language of Mordor. Perhaps one of them can translate the message for you and reveal its purpose?
25000AB101 - 'The Black Speech? Yes, I have seen this kind of thing before. Although the words sting like venom on my tongue, situations warrant an ability to read the language of the Enemy, though no word of it has ever before -- until recently -- been spoken in Imladris.\n\n'This is a challenge to a dark champion of some kind. Better that I scribe a translated version and keep this for my library.'
25000AB102 - 'I'm sorry, I would help you if I could, but without the parchment you speak of there is little I can do.'
25000AB103 - Black Challenge
25000AB104 - The Enemy speaks a dire language known as the Black Speech. Plans and messages to the False King, his generals, and commanders are often carried into battle by their minions.
25000AB105 - Find a scholar in Rivendell who is able to translate Black Speech
25000AB106 - Rivendell lies in the Trollshaws, far to the south of Angmar.\n\nYou discovered a strange piece of text, written in the Black Speech. The Elves of Rivendell might be able to translate it.
25000AB200 - Scrap of a Goblin Pledge[e]
25000AB201 - A scrap of paper. The writing on it is very crude but still legible.
25000AB202 - Scraps of a Goblin Pledge[se]
25000AB300 - Ronin[n]
25000AB301 -
25000AB500 - Torphadanir[n]
25000AB501 -
25000AB600 - Victory at Minas Maur[n]
25000AB601 -
25000AB700 - Prakhum[mn]
25000AB800 - Gates of Minas Maur[e]
25000AB801 - A fortified gate guarding the entrance to Minas Maur.
25000AB802 - Gates of Minas Maur[p]
25000AB900 - This crude scrap of text is written in the Black Speech. The foreign, hasty scribblings are meaningless to your eyes. The Elves of Rivendell are said to understand the language of Mordor. Perhaps one of them can translate the message and reveal its purpose.
25000AB901 - 'The Black Speech? Yes, I have seen this kind of thing before. Although the words sting like venom on my tongue, situations warrant an ability to read the language of the Enemy, though no word of it has ever before -- until recently -- been spoken in Imladris.\n\n'This is a challenge to a dark champion of some kind. Better that I scribe a translated version and keep this for my library.'
25000AB902 - 'I'm sorry, I would help you if I could, but without the parchment you speak of there is little I can do.'
25000AB903 - Black Lore
25000AB904 - The Enemy speaks a dire language known as the Black Speech. Plans and messages to the False King, his generals, and commanders are often carried into battle by their minions.
25000AB905 - Find a scholar in Rivendell who is able to translate Black Speech
25000AB906 - Rivendell is in the Trollshaws, far to the south of Angmar.\n\nYou discovered a strange piece of text, written in the Black Speech. The Elves of Rivendell might be able to translate it.
25000ABA00 - Scrap of a Nomad Pledge[e]
25000ABA01 - A scrap of parchment with writing on it. It seems to be a claim of alliance.
25000ABA02 - Scraps of a Nomad Pledge[se]
25000ABB00 - Firitham[n]
25000ABB01 -
25000ABC00 - Victory at Minas Angos[n]
25000ABC01 -
25000ABC02 - Slightly reduces ranged skill induction time.
25000ABC03 - Slightly reduces threat during ranged combat.
25000ABD00 - Laugi Goldentongue[mn]
25000ABE00 - Gates of Minas Angos[s]
25000ABE01 - A fortified gate guarding the entrance to Minas Angos.
25000ABE02 - Gates of Minas Angos[ps]
25000ABF00 - This crude scrap of text is written in the Black Speech. The foreign, hasty scribblings are meaningless to your eyes. The Elves of Rivendell are said to understand the language of Mordor. Perhaps one of them can translate the message and reveal its purpose.
25000ABF01 - 'The Black Speech? Yes, I have seen this kind of thing before. Although the words sting like venom on my tongue, situations warrant an ability to read the language of the Enemy, though no word of it has ever before -- until recently -- been spoken in Imladris.\n\n'This is a challenge to a dark champion of some kind. Better that I scribe a translated version and keep this for my library.'
25000ABF02 - 'I'm sorry, I would help you if I could, but without the parchment you speak of there is little I can do.'
25000ABF03 - Black Imprecations
25000ABF04 - The Enemy speaks a dire language known as the Black Speech. Plans and messages to the False King, his generals, and commanders are often carried into battle by their minions.
25000ABF05 - Find a scholar in Rivendell who is able to translate Black Speech
25000ABF06 - Rivendell is in the Trollshaws, far to the south of Angmar.\n\nYou discovered a strange piece of text, written in the Black Speech. The Elves of Rivendell might be able to translate it.
25000AC000 - Scrap of a Half-Orc Pledge[e]
25000AC001 - A piece of paper calling out an allegiance between Angmar and someone from the south.
25000AC002 - Scraps of a Half-Orc Pledge[se]
25000AC100 - Lindir's Gauntlets[n]
25000AC101 -
25000AC200 - Refined Athelas Essence[e]
25000AC201 - This refined essence recovers your morale when used.
25000AC202 - Refined Athelas Essences[p]
25000AC300 - Increased Morale
25000AC301 -
25000AC400 - 'Deeds of strength and valour will be needed in the days to come.'
25000AC401 - Boromir[mn]
25000AC500 - The Candle's Flame
25000AC501 - You have discovered The Candle's Flame
25000AC502 - This page details a little about the life of the author, who was a captain in the service of Elendil, High-king of all the lands of Middle-earth. The author managed to survive Elendil's assault against Barad-dûr and became a great leader in the hosts of Isildur.
25000AC503 - You found a missing page of The Candle's Flame
25000AC504 - This page briefly summarizes the main point of the author's treatise: That the mark of a true captain is the loyalty and devotion of the men who follow him.
25000AC505 - You found a missing page of The Candle's Flame
25000AC506 - On this page, the author recounts his experiences as a green man-at-arms in Númenor, under the command of a cruel captain in the palace of Ar-Pharazon. The passage clearly demonstrates what a true captain is not.
25000AC507 - You found a missing page of The Candle's Flame
25000AC508 - This page further describes the author's rise through the ranks of the Guard of Númenor, where he served as a lieutenant to a captain who relied on those under him to manage the ranks. This is yet another example of poor leadership which can break the spirit of fighting men.
25000AC509 - This copy of The Candle's Flame is missing many important pages. Rumour tells that Boromir, a Captain of Gondor, has come north. Perhaps he can help you comprehend the broken knowledge of this book.
25000AC50A - You found a missing page of The Candle's Flame
25000AC50B - This page tells how he was brought into the household of Elendil, the last leader of the Faithful, for the honour and devotion shown him by the men under his command -- shown out of love for a great captain, not out of fear or duty.
25000AC50C - The missing pages of The Candle's Flame might be found in the Misty Mountains or Angmar.
25000AC50D - You found a missing page of The Candle's Flame
25000AC50E - This page tells of the author's acceptance of his new post and his own dedication to the greatest of all mortal captains, Elendil of Númenor.
25000AC50F - You found a missing page of The Candle's Flame
25000AC510 - On this page, the author describes how he was willing to fight and die for his king, and also of his own followers' like devotion to himself -- a sure sign of his great leadership.
25000AC511 - You found a missing page of The Candle's Flame
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000AC512 - This page tells that if a captain proves himself great enough to command the undying loyalty of his men, that sometimes it is possible for the voice of the captain to bring those standing upon the threshold of death back to the realm of the living. There is more, but the page is too stained to read further.
25000AC513 - You found a missing page of The Candle's Flame
25000AC514 - Talk to Boromir in Rivendell
25000AC515 - The Candle's Flame, page 4
25000AC516 - The Candle's Flame, page 7
25000AC517 - The Candle's Flame, page 13
25000AC518 - The Candle's Flame, page 16
25000AC519 - The Candle's Flame, page 25
25000AC51A - The Candle's Flame, page 26
25000AC51B - The Candle's Flame, page 31
25000AC51C - The Candle's Flame, page 35
25000AC51D - The first four pages of this book can be found on enemies scattered across Angmar, Eregion, and Moria. The last four pages of this book can be found on enemies scattered across Forochel, Moria, and the Misty Mountains.\n\nThe Candle's Flame is a stirring piece written by one of the great Captains of Gondor during the War of the Last Alliance. It speaks of the very personal connexion that a worthy captain forms with his followers, and the power that bond can have when a fallen warrior lies upon the threshold of Death's door. Few copies of this book exist today, most having been lost in the long years since or secreted away in the hidden libraries of the Lords of Gondor.\n\nThis copy of The Candle's Flame is missing many important pages. Rumour tells that Boromir, a Captain of Gondor, has come north. Perhaps he can help you comprehend the broken knowledge of this book.
25000AC51E - 'What is this book you wish to speak of? By the Lords of the West! You have found a copy of The Candle's Flame here in the barren North? Let me see that....\n\n'What a pity, it appears poorly worn and some of the key passages have been defaced. I had hoped you had found a complete copy -- the one in my father's library is a poorly edited sham of the original. Such a shame.\n\n'Still, where the book has been found, so might the pages! Do not give up the search, there is still hope that you might find the missing tracts, and that would be a great boon to the Men of the North who seek the guidance and wisdom of our ancestors.'
25000AC900 - In Defence of Middle-earth
25000ACB00 - The Candle's Flame[n]
25000ACB01 - A legendary book describing the bonds of honour and companionship between a Captain and his followers.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
25000ACB02 - The Candle's Flame[p]
25000ACC00 - The Candle's Flame, Page 4[n]
25000ACC01 - A missing page from this legendary tome.
25000ACC02 - The Candle's Flame, Page 4[p]
25000ACD00 - The Candle's Flame, Page 7[n]
25000ACD01 - A missing page from this legendary tome.
25000ACD02 - The Candle's Flame, Page 7[p]
25000ACE00 - The Candle's Flame, Page 13[n]
25000ACE01 - A missing page from this legendary tome.
25000ACE02 - The Candle's Flame, Page 13[p]
25000ACF00 - The Candle's Flame, Page 16[n]
25000ACF01 - A missing page from this legendary tome.
25000ACF02 - The Candle's Flame, Page 16[p]
25000AD000 - The Candle's Flame, Page 25[n]
25000AD001 - A missing page from this legendary tome.
25000AD002 - The Candle's Flame, Page 25[p]
25000AD100 - The Candle's Flame, Page 26[n]
25000AD101 - A missing page from this legendary tome.
25000AD102 - The Candle's Flame, Page 26[p]
25000AD200 - The Candle's Flame, Page 31[n]
25000AD201 - A missing page from this legendary tome.
25000AD202 - The Candle's Flame, Page 31[p]
25000AD300 - The Candle's Flame, Page 35[n]
25000AD301 - A missing page from this legendary tome.
25000AD302 - The Candle's Flame, Page 35[p]
25000AD400 - The Treatise of Valour
25000AD401 - You have discovered The Treatise of Valour
25000AD402 - This page is part of the introduction and tells somewhat of the authors. The council which wrote the book was comprised of some of the greatest tactical minds of Arnor, and their skill in defensive tactics save many a life, though in the end, they failed.
25000AD403 - You found a missing page of The Treatise of Valour
25000AD404 - This first section was written by a captain skilled in fisticuffs. He describes various methods by which to defend oneself from harm whilst unarmed.
25000AD405 - You found a missing page of The Treatise of Valour
25000AD406 - This section was written by a captain who was known for his great skill in armed combat. His techniques of armed defence would be enlightening to even the greatest swordsmen of the current day.
25000AD407 - You found a missing page of The Treatise of Valour
25000AD408 - This chapter was written by a captain who was most concerned with the threat of fire and boiling oil often encountered during siege warfare. He outlines the use of shield-walls and other strategies to resist the effects of fire.
25000AD409 - Many pages of this book, Treatise of Valour, have been torn or burned, rendering the volume nearly unreadable. Perhaps Boromir of Gondor, recently come north, will know something about it.
25000AD40A - You found a missing page of The Treatise of Valour
25000AD40B - This section was written by a captain who specialized in tactics involving harsh weather. His knowledge of ways to protect against bitter cold and driving rain can keep soldiers alive in the field.
25000AD40C - It is believed that the Angmarim and their allies carried off at least one or two copies of the Treatise of Valour at the Battle of Fornost. Perhaps you can find some of the missing pages in Angmar or on the Enemy's minions in the Misty Mountains.
25000AD40D - You found a missing page of The Treatise of Valour
25000AD40E - This page was written by a captain with an exceptional understanding of the weapons of Orcs and goblins, particularly the poisons they use. Any warrior wishing to know how to defend againt poisoned blades would be wise to read this chapter in its entirety.
25000AD40F - You found a missing page of The Treatise of Valour
25000AD410 - This chapter was written by Isildur, King of Arnor, himself. It speaks of dark magic and the ways by which it brings doom to the spirit. He tells how to defend oneself against its ravages, for he himself faced the terror of the Dark Lord Sauron and was victorious.
25000AD411 - You found a missing page of The Treatise of Valour
25000AD412 - This last page summarizes all that came before it, and also admonishes the reader to remember one thing above all else: The greatest captains are true to those who serve them and unswervingly loyal to their lords.
25000AD413 - You found a missing page of The Treatise of Valour
25000AD414 - Talk to Boromir in Rivendell
25000AD415 - Treatise of Valour, page 2
25000AD416 - Treatise of Valour, page 3
25000AD417 - Treatise of Valour, page 5
25000AD418 - Treatise of Valour, page 10
25000AD419 - Treatise of Valour, page 12
25000AD41A - Treatise of Valour, page 15
25000AD41B - Treatise of Valour, page 18
25000AD41C - Treatise of Valour, page 22
25000AD41D - The first four pages of this book can be found on enemies scattered across Angmar, Eregion, and Moria. The last four pages of this book can be found on enemies scattered across Forochel, Moria, and the Misty Mountains.\n\nThe Treatise of Valour was written by a council of captains who once commanded the great fortresses of the ancient kingdom of Arnor during the height of its power. It was said to have been the foundation stone of the principles of leadership and warfare for the warriors of Arnor and offered knowledge and teaching that proved key to staving off the assaults of Angmar for so long as the North Kingdom stood. All the remaining copies of the Treatise were believed lost or burned in the Sack of Fornost.\n\nMany pages of this book, The Treatise of Valour, have been torn or burned, rendering the volume nearly unreadable. Perhaps Boromir of Gondor, recently come north, will know something about it.
25000AD41E - 'What tidings do you bring me,
25000AD41F - ? Not more bad news, I hope.\n\n'Oh? Quite the contrary I see, if mine eyes do not decieve me. Is that not a copy of The Treatise of Valour? The title is well-known to me, as it should be to any who would call themselves a Captain of Men, for there are few works that stand in higher stead to those who would lead and inspire, but it is common knowledge that the last copies were destroyed with the fall of the Lords of Arthedain. How is it that you have come upon this book?\n\n'Ah, but I see you are a bearer of poor tidings after all, for see here: many of the writings are torn away and lost to us forever. But nay, it is no use bemoaning our fortunes, for half a book is better than no book at all -- and it leaves hope that perhaps the remaining pages are not forever beyond our reach. But where to find them? That is the true question!'
25000AD600 - Shield of the Dúnedain
25000AD601 - Spend Power to protect an ally.
25000AD700 - Shield of the Dúnedain
25000AD701 - -75% Incoming Damage\nDoes not stack with other sources of Defence or Incoming Damage reduction
25000AD800 - Treatise of Valour[n]
25000AD801 - A legendary book detailing the core principles of leadership and warfare, written in Arnor long ago.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
25000AD802 - Treatise of Valour[p]
25000AD900 - Treatise of Valour, Page 2[n]
25000AD901 - A missing page from this legendary tome.
25000AD902 - Treatise of Valour, Page 2[p]
25000ADA00 - Treatise of Valour, Page 3[n]
25000ADA01 - A missing page from this legendary tome.
25000ADA02 - Treatise of Valour, Page 3[p]
25000ADB00 - Treatise of Valour, Page 5[n]
25000ADB01 - A missing page from this legendary tome.
25000ADB02 - Treatise of Valour, Page 5[p]
25000ADC00 - Treatise of Valour, Page 10[n]
25000ADC01 - A missing page from this legendary tome.
25000ADC02 - Treatise of Valour, Page 10[p]
25000ADD00 - Treatise of Valour, Page 12[n]
25000ADD01 - A missing page from this legendary tome.
25000ADD02 - Treatise of Valour, Page 12[p]
25000ADE00 - Treatise of Valour, Page 15[n]
25000ADE01 - A missing page from this legendary tome.
25000ADE02 - Treatise of Valour, Page 15[p]
25000ADF00 - Treatise of Valour, Page 18[n]
25000ADF01 - A missing page from this legendary tome.
25000ADF02 - Treatise of Valour, Page 18[p]
25000AE000 - Treatise of Valour, Page 22[n]
25000AE001 - A missing page from this legendary tome.
25000AE002 - Treatise of Valour, Page 22[p]
25000AE100 - The Book of Oaths
25000AE101 - You have discovered The Book of Oaths
25000AE102 - This page includes a scholarly discussion of the gravity of oaths and debates the merits of granting them to personages of differing relationships and ranks.\n\nIt particularly stresses the danger inherent in a personage of high station granting an oath to someone of lesser station, for it ties not only the oathgiver by their word, but all of their vassals and subjects as well to the fate of the one to whom that oath is granted -- for good or for ill.
25000AE103 - You replaced a page of The Book of Oaths
25000AE104 - This section of the book includes a spirited argument between philosophers over the nature of Oaths and the Fate of those who become bound up in them.\n\nOn one side of the matter are those who argue that the words and intent of the Oathgiver serve to shape fate itself, tying them irrevokeably together in a bond that may guide the actions of those who are part of it in their endeavours -- and similarly hanging as a sword over the Oathgiver, promising a dread fate should that bond be violated.\n\nThe other side of the debate includes scholars who reject the notion that mere words shape the world, claiming instead that it is the actions of the Oathgiver that decide the outcome of fate. They argue that the Oath itself simply acts to focus the will or prove the lie of the one who takes it, and that the shame of failure, corruption of the spirit, and the disillusionment of their peers serve more than adequately to turn the tides of fate against the oathbreaker without need of divine providence to mete out punishment.
25000AE105 - You replaced a page of The Book of Oaths
25000AE106 - This page leads into a discussion at considerable depth of the fate of an ancient Elf who was a Lord among Lords, who set upon himself and his people an Oath so powerful and dire that it is believed to have shaped the course of entire ages of the world, and the fate of countless Elves, Men, and dwarves.\n\nUnfortunately, the argument remains quite abstract within these pages, as the scholars of Men who penned the work seem only to know of these events through legends and myths, and the Elves of that time were apparently not keen to discuss the subject openly.\n\nNevertheless, if the events described by the scholars are indeed founded even partially in truth, it suggests that the Oath taken by this Elf-lord may well have been the most powerful words ever to pass the lips of any being of Middle-earth, be they mortal or immortal, wizard or king.
25000AE107 - You replaced a page of The Book of Oaths
25000AE108 - This page wanders into a highly esoteric discussion concerning Oaths and Dragons.\n\nTrue Dragons are renowned for their power to subtly twist words to their own ends and befuddle the minds of those who are foolish enough to treat with them. The writer attempts to determine whether a creature such as a Dragon could ever truly be bound by an Oath, however granted, or whether they could indeed be bound as such, but would instead use their mastery of lies and deceit to craft an Oath such that the one to whom they granted it would find themselves bound instead.\n\nThe arguments, while interesting, eventually become circular and insubstantial as it becomes clear that the writer had little experience in the subject of speaking with Dragons, yet was wise enough not to seek out experimental evidence with which to support his work....
25000AE109 - FIND NPC
25000AE10A - You replaced a page of The Book of Oaths
25000AE10B - This page discusses the care with which even the lightest of Oaths must be given. It states that while all Oaths bind, the strength of that bond and the fate that follows may have little to do with the gravity of the words spoken, and a great deal to do with the unforeseen events that then follow.\n\nIn particular, the scholar points out the story of a simple and friendly Oath offered at the birthday of a minor noble of the houses of Númenor -- an Oath that in the course of time and events drew his house into a years-long war which served to destroy the fortunes of his family and saw him die a lonely pauper.\n\nAlas, it is impossible to say if the tale was a true one, or a cautionary fable devised by the author to strengthen his argument.
25000AE10C - QUEST DIRECTIONS
25000AE10D - You replaced a page of The Book of Oaths
25000AE10E - Many tales speak of the dire consequence of an Oath foolishly given or broken. This page offers a discussion of the strength that may be gained through such bonds when they are wisely taken and followed.\n\nIt speaks of a terribly old legend that describes a Man and an Elf-maiden bound in an Oath of love that was so true and so powerful that though in time they found themselves trapped beneath the gaze of the greatest Enemy of that or any other Age, they nonetheless found the means to escape that Evil and flee back into the light of the Sun, stealing away his greatest treasure with them.
25000AE10F - You replaced a page of The Book of Oaths
25000AE110 - This page describes in detail the Oath of the King of Númenor, taken upon his ascendancy to office. The section goes on into enormous detail concerning how the Oath changed over the course of long dynasties and all the various legal and ceremonial ramifications of those changes.\n\nDespite the wealth of historical knowledge, you find that after reading a few of the minutely printed paragraphs your head begins to ache with the convoluted wording and excessively complex detail, and you fear that you might either nod off, be driven mad, or both should you continue.
25000AE111 - You replaced a page of The Book of Oaths
25000AE112 - This page stands out from among the rest. The ink it is written in is a strange, messy scrawl, and it delves into a disturbing subject indeed, quite different from the rest of the book.\n\nThe writer of this particular section seems obsessed with those spirits which remain in the world of the living long after the time of their own death, and the possible cause of this strange and disturbing undeath.\n\nIn some cases at least, such spirits are known to have claimed some unresolved or broken Oath as the bond that holds them in this world beyond their time, and the writer delves into the subject with unbridled curiosity, pondering on what power might make the bond of a man's Oath so strong as to keep it in the world long beyond its time.\n\nFurther passages become more disturbing yet, as it becomes clear that the writer's fascination with the subject has become unhealthy, as he ponders how servants and slaves might perhaps be made to take Oaths that would bind them in service to their Lords after death.\n\nIf the author of this piece ever discovered such a secret, you find with some relief that it is not recorded here.
25000AE113 - You replaced a page of The Book of Oaths
25000AE114 - Talk to Boromir in Rivendell
25000AE115 - The Book of Oaths, page 6
25000AE116 - The Book of Oaths, page 8
25000AE117 - The Book of Oaths, page 9
25000AE118 - The Book of Oaths, page 14
25000AE119 - The Book of Oaths, page 17
25000AE11A - The Book of Oaths, page 19
25000AE11B - The Book of Oaths, page 23
25000AE11C - The Book of Oaths, page 28
25000AE11D - The first four pages of this book can be found on enemies scattered across Angmar, Eregion, and Moria. The last four pages of this book can be found on enemies scattered across Forochel, Moria, and the Misty Mountains.\n\nThe Book of Oaths discusses the central role of Honour in true leadership and the sanctity of a King's Oath -- or a Captain's. Much of the power to guide men truly derives from the simple bond of Truth itself, and for those who lead, an Oath is a bond of commitment that cannot be broken without inviting a fate most dire. Indeed, a captain who would betray his own word risks more than his life, for it is well-known that an Oath fatefully taken binds far more than the flesh.\n\nThis book is said to be the utmost authority in such matters, but the copy you have found seems badly damaged and many important passages are missing. Perhaps Boromir of Gondor, who currently rides here in the north, may know something about this book.
25000AE11E - 'What is this you bring me? The Book of Oaths? That is no light tome you carry there,
25000AE11F - , it is a book of great and dire portent indeed. Only a small handful of copies were ever made, and few were those who were permitted to own one, for the knowledge contained therein reaches back into the mists of time when the Dúnedain ruled the great seas to the West with fleets and armies such as we can only imagine today -- power enough to crush Sauron utterly had we such in this Age.\n\n'The book you hold was of their writing, but it describes their downfall as well, for the ancient Kings turned from their Oaths or forgot them, and the Sea itself rose up against them wiping them away as if they had never been.\n\n'This copy seems incomplete, but let me warn you before you embark on any quest to find its missing pages -- once you have learned what lies therin, you must not stray from the path of Truth or it will be your downfall as well.'
25000AE300 - Oathbreaker's Shame
25000AE301 - Increases the damage your companions deal to the foe.
25000AE400 - Oathbreaker's Shame
25000AE401 - +
25000AE402 - Incoming Damage
25000AE500 - The Book of Oaths[n]
25000AE501 - A legendary book warning of the power and sanctity of the Captain's Oath, and the dire fate that awaits those who might break them…\n\nThis book automatically starts a class deed and will be consumed upon purchase.
25000AE502 - The Book of Oaths[p]
25000AE600 - The Book of Oaths, Page 6 (Old) [n]
25000AE601 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AE602 - The Book of Oaths, Page 6 (Old) [p]
25000AE700 - The Book of Oaths, Page 8 (Old) [n]
25000AE701 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AE702 - The Book of Oaths, Page 8 (Old) [p]
25000AE800 - The Book of Oaths, Page 9 (Old) [n]
25000AE801 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AE802 - The Book of Oaths, Page 9 (Old) [p]
25000AE900 - The Book of Oaths, Page 14 (Old) [n]
25000AE901 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AE902 - The Book of Oaths, Page 14 (Old) [p]
25000AEA00 - The Book of Oaths, Page 17 (Old) [n]
25000AEA01 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AEA02 - The Book of Oaths, Page 17 (Old) [p]
25000AEB00 - The Book of Oaths, Page 19 (Old) [n]
25000AEB01 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AEB02 - The Book of Oaths, Page 19 (Old) [p]
25000AEC00 - The Book of Oaths, Page 23 (Old) [n]
25000AEC01 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AEC02 - The Book of Oaths, Page 23 (Old) [p]
25000AED00 - The Book of Oaths, Page 28 (Old) [n]
25000AED01 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
25000AED02 - The Book of Oaths, Page 28 (Old) [p]
25000AEE00 - Dawn Stockard has learned that a mighty captain has come to Eriador from the south and thinks he may be willing to speak with you.
25000AEE01 - 'Perhaps captains are given closer scrutiny than others. The people look to us for hope and read much in our faces beyond what may lie in our thoughts. I do not know, but your presence does bring something to my attention.\n\n'You are deserving of equipment that reflects the brave leadership you display in battle,
25000AEE02 - . I can help you fashion such articles, but I must give you a word of caution: they will not be easy to come by, for their tale must be one of danger and valour against overwhelming odds if they are to bring you strength.'
25000AEE03 - Dawn Stockard knows of a legendary captain who could teach you great lessons, but first you must be suitably outfitted.
25000AEE04 - 'I want to take a moment to express my admiration for you,
25000AEE05 - . You have matured into a captain of tremendous skill and leadership, and I stand in awe of your example.\n\n'There is little else I can teach you, but I have learned that a Man of the South has come to Eriador and is currently staying with the Elves at Rivendell. I do not know what business has brought him to these lands, but I know that his name is Boromir, and he is a great captain of Gondor.\n\n'Boromir may be able to teach you some of the techniques he has learned in his home-land, but you should leave for Rivendell at once. I do not know what has brought him north nor how long he will stay.'
25000AEE06 - Dawn Stockard is in the town of Archet, north of Bree, in Bree-land.
25000AEE07 - Boromir is currently staying at Rivendell, in one of the guest rooms of Elrond's House.\n\nDawn Stockard has learned that Boromir, a great captain of Gondor, has come north to Eriador and is staying with the Elves. She believes he may teach you some of his techniques if you speak with him before he begins his journey home.
25000AEE08 - 'You must finish the tasks set before you.'
25000AEE09 - 'It is always a pleasure to meet a fellow captain! I must say that I have become quite overwhelmed by all of the Elves of this place. But it falls upon the men and women of Eriador and of Gondor to defend against the shadow, does it not? It does, and though we welcome the aid of the Elves and the dwarves, I would be more at ease with a captain such as you by my side and a line of solid Men stretching endlessly across the plain!\n\n'It is up to us to defend Middle-earth from her foes,
25000AEE0A - , and we will do it, though we fall in the attempt! And there is glory in that, if there is glory in anything!\n\n'We may yet have our chance, friend captain. And on that day, we will strike fear into the hearts of our enemies and rally our friends forth to victory!'
25000AEE0B - 'Boromir is a great captain in his homeland and might be able to teach you something of his techniques. You should speak with him at Rivendell before he returns to Gondor.'
25000AEE0C - 'Well met,
25000AEE0D - . It is good to see you again.'
25000AEE0E - Complete Implements of War
25000AEE0F - 'It is not yet the day of which I spoke,
25000AEE10 - . But soon, I feel.'
25000AEE11 - Complete Articles of Command
25000AEE12 - Talk to Boromir in Rivendell
25000AEE13 - A Lesson from Boromir
25000AF000 - In Defence of Middle-earth
25000AF001 - Your very presence inspires those around you to perform better in combat.
25000AF100 - 'You are nearly worthy of the rank of Captain.'
25000AF101 - Dawn Stockard[fn]
25000AF200 - 'I am glad to see you return safely out of the wild,
25000AF201 - , and will make use of these components as I fashion your equipment.\n\n'The next items I will need are corroded Neekerbreeker-horns from the nerbeglir of the Eastern Malenhad in Angmar and grisly bat-talons which can be found on the bats of Angmar and other terrible places.'
25000AF202 - 'You do not have the components for which I asked,
25000AF203 - .'
25000AF204 - Articles of Command
25000AF205 - 'I thank you for these components,
25000AF206 - , for they will be of much help to me in fashioning your equipment.\n\n'Two components remain, and I must tell you truthfully: this will be your greatest challenge. You must collect the putrid slime of Helchgam, the terror that dwells beneath Carn Dûm in Angmar. I also need a Badge of Command from the uruk Lagmâs in Urugarth.\n\n'When you have acquired these items, bring them here to me.'
25000AF207 - 'You do not have the components for which I asked.'
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000AF208 - Collect steam-scorched carapaces (
25000AF209 - /
25000AF20A - )
25000AF20B - 'You can find nerbeglir in the Eastern Malenhad in Angmar, and Hogni Cleave-shank at Gabilazan in the Misty Mountains.'
25000AF20C - 'I greet you in victory,
25000AF20D - , and thank you for these final components!\n\n'See the equipment I can fashion for you from these things you have brought? Wear it when we drive back the shadow and bring peace to the Free Peoples!'
25000AF20E - Collected Hogni's spiked helmet
25000AF20F - 'You may harvest the horns from the nerbeglir of Malenhad in Angmar. The bat-talons I need can be obtained from bats in Angmar and other dangerous places.'
25000AF210 - 'You do not have the components for which I asked,
25000AF211 - .'
25000AF212 - Collected corroded Neekerbreeker-horns (
25000AF213 - /
25000AF214 - )
25000AF215 - Nerbeglir can be found in the Eastern Malenhad in Angmar. Hogni Cleave-shank can be found at Gabilazan in the Misty Mountains.\n\nDawn Stockard has asked you to bring her norboglir-carapaces and Hogni Cleave-shank's spiked helmet.
25000AF216 - 'Helchgam dwells in the fetid sewers beneath Carn Dûm, and Lagmâs champions the uruks of Urugarth, both in Angmar.'
25000AF217 - Collected grisly bat-talons (
25000AF218 - /
25000AF219 - )
25000AF21A - Collect putrid slime of Helchgam
25000AF21B - Dawn Stockard is in the town of Archet, north of Bree.\n\nDawn Stockard is waiting for you to return with the first set of components.
25000AF21C - Collected Badge of Command
25000AF21D - Bring last set of components to Dawn Stockard
25000AF21E - Nerbeglir can be found in the Eastern Malenhad in Angmar. Bats can be found in Angmar and other dangerous places.\n\nDawn Stockard has asked you to bring her corroded Neekerbreeker-horns and grisly bat-talons.
25000AF21F - Collected putrid slime of Helchgam
25000AF220 - Collect Badge of Command
25000AF221 - Dawn Stockard is in the town of Archet, north of Bree.\n\nDawn Stockard is waiting for you to return with the second set of components.
25000AF222 - Collect putrid slime of Helchgam
25000AF223 - Helchgam can be found beneath the evil city of Carn Dûm in Angmar. Lagmâs can be found at Urugarth in Angmar.\n\nDawn Stockard has asked you to bring her the putrid slime of Helchgam and a Badge of Command.
25000AF224 - Dawn Stockard is in the town of Archet, north of Bree.\n\nDawn Stockard is waiting for you to return with the last set of components she needs.
25000AF225 - Collect steam-scorched carapaces (
25000AF226 - /
25000AF227 - )
25000AF228 - Collect Hogni's spiked helmet
25000AF229 - Bring first set of components to Dawn Stockard
25000AF22A - Collect corroded Neekerbreeker-horns (
25000AF22B - /
25000AF22C - )
25000AF22D - Collect grisly bat-talons (
25000AF22E - /
25000AF22F - )
25000AF230 - Bring second set of components to Dawn Stockard
25000AF231 - Collect corroded Neekerbreeker-horns (
25000AF232 - /
25000AF233 - )
25000AF234 - Collect grisly bat-talons (
25000AF235 - /
25000AF236 - )
25000AF237 - Collect Badge of Command
25000AF238 - Dawn Stockard has agreed to help you fashion a piece of equipment worthy of your stature as a captain.
25000AF239 - 'I can fashion you a piece of equipment that will do justice to the great deeds you have performed,
25000AF23A - , but I must warn you that it will not be easily finished.\n\n'I must ask you to put yourself in great peril to obtain the materials I need. First you should bring me the tough carapaces of the nerbeglir which skitter among the pools of Malenhad in Angmar. I will also require the spiked helmet of the Dourhand captain Hogni Cleave-shank, who at last report was commanding the Dourhands at the fortress of Gabilazan in the Misty Mountains.\n\n'Bring these items to me, and I will begin my work.'
25000AF300 - Steam-scorched Carapace[e]
25000AF301 - This brittle shell has been scorched by the steam and fumes of the land from which it came.
25000AF302 - Steam-scorched Carapaces[ps]
25000AF400 - Hogni's Spiked Helmet[n]
25000AF401 - Hogni Cleaveshank kept a watchful eye over the pass of Gabilazan, and this helmet struck fear into his foes and friends alike.
25000AF402 - Hogni's Spiked Helmets[ns]
25000AF500 - Badge of Command[e]
25000AF501 - This badge was evidence of Lagmâs' command over the uruks of Urugarth.\n\nThis trophy is sought by Captains, Rune-keepers, and Beornings.
25000AF502 - Badges of Command[p]
25000AF700 - 'Hail, Captain
25000AF701 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF702 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the town of Archet to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF703 - 'Hail, Captain
25000AF704 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF705 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the town of Archet to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF706 - Captain: The Noblest Path is Service
25000AF707 - 'Hail, Captain
25000AF708 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF709 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the small town of Archet, north of Bree, in Breeland, to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF70A - 'Hail, Captain
25000AF70B - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF70C - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the small town of Archet, north of Bree, in Breeland, to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF70D - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF70E - As a Captain, you have achieved such renown as to receive a summons from Dawn Stockard of Archet.\n\nYou should seek Dawn Stockard to receive further training in your class.
25000AF70F - 'Hail, Captain
25000AF710 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF711 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the small town of Archet, north of Bree, in Breeland, to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF712 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF713 - 'Hail, Captain
25000AF714 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF715 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the town of Archet to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF716 - Dawn Stockard is in the town of Archet, north of Bree, in Bree-land.\n\nYou have been told to speak with Dawn Stockard, a great captain, to learn what troubles her.
25000AF717 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF718 - 'Hail, Captain
25000AF719 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF71A - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the town of Archet to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF71B - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF71C - 'Hail, Captain
25000AF71D - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF71E - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the town of Archet to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF71F - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF720 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF721 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF722 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF723 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF724 - Dawn Stockard is in the town of Archet, north of Bree, in Bree-land.\n\nYou have been told to speak with Dawn Stockard, a great captain, to learn what troubles her.
25000AF725 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF726 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF727 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF728 - 'Dawn Stockard is at the town of Archet, north of Bree, in Bree-land. Seek her out and learn what troubles her, for she is a great captain and much depends upon her peace of mind.'
25000AF729 - 'Hail, Captain
25000AF72A - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF72B - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the small town of Archet, north of Bree, in Breeland, to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF72C - 'Hail, Captain
25000AF72D - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF72E - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the small town of Archet, north of Bree, in Breeland, to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF72F - 'Hail, Captain
25000AF730 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF731 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the small town of Archet, north of Bree, in Breeland, to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF732 - 'I am pleased to make your acquaintance,
25000AF733 - , but I must tell you that rumours of my troubles are greatly exaggerated. Nothing weighs heavily upon my mind at the moment, and I wonder at those who believe I am occupied by worries. Indeed, the rebuilding of Archet proceeds apace, and hope returns to the people here with every passing day.'
25000AF734 - Meet Dawn Stockard to receive more Captain training
25000AF735 - Your banner brings the flame of hope to the hearts of good people, and your name is praised by those who follow you into battle against the evils of the shadow.
25000AF736 - 'Hail, Captain
25000AF737 - ! It is an honour to speak with you, for your name and deeds bring hope where formerly there was none. I hope to fight alongside you at the final need, if it becomes necessary. Perhaps it will not come to that.\n\n'Few captains can command such loyalty,
25000AF738 - . Dawn Stockard is one, and I have heard it said she wishes to have a word with captains such as you. You should go to her and see what lies heavily upon her mind, for I know it must be something worrisome if she cannot handle it alone.\n\n'Dawn Stockard has gone to the town of Archet to aid in its restoration. Speak with her and put her mind at ease, if something is indeed troubling her.'
25000AF800 - 'My heart is glad to see you again,
25000AF801 - , and to see that you have ended Fakhthal. His debt to me is now paid.\n\n'The knives of the Snowreap are a valuable bounty, as well, and they will lend their bite to the weapon I make for you.\n\n'These are but the first components I need, however. Next you should find for me worm-eyes such as those found in Forochel, the Misty Mountains, Sarnur in Ered Luin, or Eregion, spider-spinnarets from the spiders of Angmar and Helegrod in the Misty Mountains, and paws from the barghests of Fornost and Haudh Iarchith.'
25000AF802 - 'You do not have the components I need,
25000AF803 - ?'
25000AF804 - Implements of War
25000AF805 - 'Welcome back,
25000AF806 - . I delight to see you return to Archet and with the components for which I asked!\n\n'One set of components remains, and these will be the most dangerous for you to acquire. I need the teeth of a Gorthorog, which can be acquired from Dushkâl, Brízrip, or Thordragh in Urugarth, and a Medallion of Passage from the uruks guarding Carn Dûm.'
25000AF807 - 'You do not have the components for which I asked?'
25000AF808 - Collected nasty Snowreap-knives (
25000AF809 - /
25000AF80A - )
25000AF80B - 'The Snowreap goblins dwell in the Misty Mountains, while Fakhthal commands the Orcs of Fasach-falroid in Angmar.'
25000AF80C - 'You return from out of the darkness,
25000AF80D - , and I salute you for it! Take this weapon with my highest regards, for you are truly a mighty Captain of Men!'
25000AF80E - Collected Fakhthal's jagged blade
25000AF80F - 'Look for spiders in Angmar and Helegrod in the Misty Mountains, worms in places like Forochel, the Misty Mountains, Sarnur in Ered Luin, and Eregion, and barghests at Fornost and Haudh Iarchith.'
25000AF810 - 'You do not have the components for which I asked,
25000AF811 - .'
25000AF812 - Collected coiled spider-spinnerets (
25000AF813 - /
25000AF814 - )
25000AF815 - Snowreap goblins can be found in the Misty Mountains. Fakhthal leads the Orcs of Fasach-falroid in Angmar.\n\nDawn Stockard asked you to bring her nasty Snowreap-knives and Fakhthal's jagged blade.
25000AF816 - 'Dushkâl, Brízrip, and Thordragh may be found at Urugarth in Angmar, and uruks may be found at Carn Dûm, also in Angmar.'
25000AF817 - Collect hateful worm-eyes (
25000AF818 - /
25000AF819 - )
25000AF81A - Collect rotted barghest-paws (
25000AF81B - /
25000AF81C - )
25000AF81D - Dawn Stockard is in the town of Archet, north of Bree.\n\nDawn Stockard is waiting for you to return with the first set of components she needs.
25000AF81E - Collected rotted barghest-paws (
25000AF81F - /
25000AF820 - )
25000AF821 - Collect teeth of a Gorthorog
25000AF822 - Spiders can be found in Angmar and Helegrod in the Misty Mountains. Worms can be found in places like Forochel, the Misty Mountains, Sarnur in Ered Luin, and Eregion. Barghests can be found at Fornost in the North Downs, the Tomb of Maenadar in the Barrow-downs of Bree-land, and in Angmar.\n\nDawn Stockard asked you to bring her coiled spider-spinnerets, hateful worm-eyes, and rotted barghest-paws.
25000AF823 - Collected teeth of a Gorthorog
25000AF824 - Collect Medallion of Passage
25000AF825 - Dawn Stockard is in the town of Archet, north of Bree.\n\nDawn Stockard is waiting for you to return with the second set of components.
25000AF826 - Collected Medallion of Passage
25000AF827 - Bring last set of components to Dawn Stockard
25000AF828 - The Gertheryg Dushkâl, Brízrip, and Thordragh may be found at Urugarth in Angmar. Uruks may be found at Carn Dûm in Angmar.\n\nDawn Stockard asked you to return with teeth of the Gorthorog and a Medallion of Passage.
25000AF829 - Collect teeth of a Gorthorog
25000AF82A - Dawn Stockard is in the town of Archet, north of Bree.\n\nDawn Stockard is waiting for you to return with the last set of components she needs for the weapon she will make for you.
25000AF82B - Collect Medallion of Passage
25000AF82C - Collect nasty Snowreap-knives (
25000AF82D - /
25000AF82E - )
25000AF82F - Collect Fakhthal's jagged blade
25000AF830 - Bring first set of components to Dawn Stockard
25000AF831 - Collect coiled spider-spinnerets (
25000AF832 - /
25000AF833 - )
25000AF834 - Collect hateful worm-eyes (
25000AF835 - /
25000AF836 - )
25000AF837 - Collect rotted barghest-paws (
25000AF838 - /
25000AF839 - )
25000AF83A - Bring second set of components to Dawn Stockard
25000AF83B - Collect coiled spider-spinnerets (
25000AF83C - /
25000AF83D - )
25000AF83E - Collect hateful worm-eyes (
25000AF83F - /
25000AF840 - )
25000AF841 - Dawn Stockard has agreed to help you fashion a weapon worthy of your status as a great captain.
25000AF842 - 'I can make you a weapon that befits your impressive stature as a captain,
25000AF843 - , but I warn you that its making will be fraught with danger. As with all things of worth, the road to it will be hard and long, but you will surely look back on it with satisfaction.\n\n'I need you to venture forth and bring me the materials needed to craft your weapon. The first items are some knives from the Snowreap goblins who dwell in the Misty Mountains and the jagged blade of the Orc Fakhthal, who commands the Orcs of Fasach-falroid in Angmar.\n\n'Bring these items to me, and I will begin my work.'
25000AF900 - Nasty Snowreap-knife[e]
25000AF901 - This evil-looking knife is preferred by the Snowreap-goblins of the Misty Mountains.
25000AF902 - Nasty Snowreap-knives[ps]
25000AFA00 - Fakhthal's Jagged Blade[n]
25000AFA01 - This jagged blade served Fakhthal well until the day it was taken from him.
25000AFA02 - Fakhthal's Jagged Blades[ns]
25000AFB00 - Coiled Spider Spinneret[e]
25000AFB01 - The spinneret is home still to unpleasantly coiled webs.\n\nThis trophy is sought by Captains and Wardens.
25000AFB02 - Coiled Spider Spinnerets[ps]
25000AFC00 - Rotted Barghest Paw[e]
25000AFC01 - The paw of this barghest is decayed.\n\nThis trophy is sought by Captains and Rune-keepers.
25000AFC02 - Rotted Barghest Paws[ps]
25000AFD00 - Teeth of the Gorthorog[p]
25000AFD01 - Large and sharp, these teeth fit only in the mouths of the mighty Gorthorog.\n\nThis trophy is sought by Captains and Wardens.
25000AFD02 - Teeth of the Gorthorog[p]
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000AFF00 - Trinket of Command[n]
25000AFF01 -
25000B0000 - Earring of Command[n]
25000B0001 -
25000B0100 - Hogni Cleave-shank[mn]
25000B0200 - Bleeding Axe
25000B0300 - 'Greetings. May I be of assistance?'
25000B0301 - Captain Trainer
25000B0302 - The captain is ready to share what he knows of leadership.
25000B0303 - Edgar Standish[mn]
25000B0400 - 'You have gained some measure of fame as a Captain of Men,
25000B0401 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0402 - 'You have gained some measure of fame as a Captain of Men,
25000B0403 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0404 - A Captain's Standard
25000B0405 - 'You have gained some measure of fame as a Captain of Men,
25000B0406 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0407 - 'You have gained some measure of fame as a Captain of Men,
25000B0408 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0409 - 'Are you ready to go? Let us travel to Ost Galumar, you and I, and raise the standards of the Free Peoples high over the ruins! We'll show those thin-bearded Dourhands a thing or two about good, stout-hearted folk!'\n\nThis is a Solo quest, and cannot be completed with a Fellowship.
25000B040A - 'You have gained some measure of fame as a Captain of Men,
25000B040B - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B040C - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B040D - 'You have gained some measure of fame as a Captain of Men,
25000B040E - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B040F - Jarl Copperbrace is in the mining-settlement of Othrikar, in the North Downs.\n\nYou have received word that Jarl Copperbrace has requested the assistance of a true captain.
25000B0410 - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B0411 - 'You have gained some measure of fame as a Captain of Men,
25000B0412 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0413 - Jarl Copperbrace is in the mining-settlement of Othrikar, in the North Downs.\n\nJarl Copperbrace is waiting to travel with you to the ruins over which he wants you to raise three standards of the Free Peoples.
25000B0414 - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B0415 - 'You have gained some measure of fame as a Captain of Men,
25000B0416 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0417 - Jarl Copperbrace is in Othrikar, in the North Downs.\n\nJarl Copperbrace is waiting to speak with you about your expedition to Ost Galumar.
25000B0418 - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B0419 - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B041A - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B041B - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B041C - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B041D - 'Jarl Copperbrace is waiting for you in Othrikar, here in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B041E - 'Jarl Copperbrace is waiting for you in Othrikar, far away in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B041F - 'Jarl Copperbrace is waiting for you in Othrikar, in the North Downs. Go to him as soon as you can, for he apparently has an errand of urgency that requires a mighty captain to see it through!'
25000B0420 - Talk to Jarl Copperbrace and travel to Ost Galumar
25000B0421 - 'We showed those Dourhands a thing or two,
25000B0422 - , that we did!'
25000B0423 - Bring Banners of the Free Peoples to Jarl Copperbrace
25000B0424 - 'You are truly a mighty captain,
25000B0425 - .'
25000B0426 - 'You have gained some measure of fame as a Captain of Men,
25000B0427 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0428 - 'You have gained some measure of fame as a Captain of Men,
25000B0429 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B042A - 'You received my message, I see! Well, it's like this...I was having a quiet drink or three in an inn down in Bree-land, when I fell into conversation with a Man by the name of Hilton Harper. He spoke very highly of you and recommended that I seek you out. If you are as great a Captain as he thinks you are,
25000B042B - , you will surely have little difficulty helping me with this task.\n\n'The Dourhands have been a real thorn in our side for some time now, and wherever we drive them from our lands, they find some hidden nook in which to establish themselves. They're like cave-claws in that respect, though a Dourhand generally smells worse. False-beards all!\n\n'A party of Dourhands has taken residence in the nearby ruins of Ost Galumar, to the chagrin of my fellows here in Othrikar. I have been given several standards of the Free Peoples, and I want them raised over Ost Galumar. Speak to me when you're ready to go, and together we will travel to the ruins.'
25000B042C - 'We showed those Dourhands a thing or two, didn't we? Ha ha! It did me a world of good to see the standards of the Free Peoples flying again over Ost Galumar, and I know I'm not alone!\n\n'Always stand defiant against your enemies,
25000B042D - , and your tale will inspire any who hear it. Even if it comes to death, to make a last stand against Evil is no bad thing, if others hear your tale and are bolstered in the telling of it.'
25000B042E - 'Where are the extra standards I gave you,
25000B042F - ?'
25000B0430 - A captain must willingly go forth into danger, for he inspires by example, and in that is his aid most needed.
25000B0431 - 'You have gained some measure of fame as a Captain of Men,
25000B0432 - , and your name is spoken by those in need of hope. A traveller gave word to me that a dwarf by the name of Jarl Copperbrace has tried to send word to you, requesting your assistance with a small matter.\n\n'The dwarf planned to stay at the mining settlement of Othrikar, in the North Downs, for a time. If you set forth soon, you might arrive before the time for your help is past!'
25000B0700 - The standard is now proudly displayed
25000B0701 - You have journeyed to Ost Galumar with Jarl Copperbrace to raise the standards of the Free Peoples over the Dourhand-occupied ruins.
25000B0702 - 'Ost Galumar lies ahead,
25000B0703 - , and you will find standard-poles at various places along the walls. The Dourhands must have some way of climbing onto the walls, for they removed the standards that once flew over this keep.\n\n'Raise three of the standards I have given you above Ost Galumar...and watch out for the Dourhands that hide within!'
25000B0704 - Jarl Copperbrace is waiting for you outside Ost Galumar.\n\nJarl Copperbrace wishes to speak with you.
25000B0705 - 'Look at them,
25000B0706 - ! The sight of those standards flying once again over Ost Galumar is a happy one indeed. And you are a captain of great worth to have accomplished this thing!\n\n'Let me know when you are ready to return to Othrikar,
25000B0707 - , and we shall give these happy tidings to its people!'
25000B0708 - Three standard-poles are positioned on the walls of Ost Galumar.\n\nJarl Copperbrace has asked you to raise three of the standards of the Free Peoples over Ost Galumar.
25000B0709 - Jarl Copperbrace is outside Ost Galumar.\n\nJarl Copperbrace is waiting to speak with you about your successful errand.
25000B070A - 'Are you ready to return to Othrikar,
25000B070B - ? We should travel with haste and tell the people there that the standards of the Free Peoples fly once again over Ost Galumar!'
25000B070C - Talk to Jarl Copperbrace
25000B070D - Hang standards of the Free Peoples on standard-poles (
25000B070E - /
25000B070F - )
25000B0710 - 'What's going on here? Take that down at once!'
25000B0711 - Instance: A Captain's Standard
25000B0800 - 'You have grown both in strength and confidence,
25000B0801 - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain here in Bree, Hazel Kenton by name, who fought the brigands of the region when they first became bold enough to venture near the towns of the Chetwood, and even now she commands the respect of many a town guard. Captain Kenton could teach you a thing or two about the nature of leadership, I expect.\n\n'She often stands watch at the West-gate, even when her own duty has ended. Seek her out and learn from her,
25000B0802 - -- we of Bree-town need more captains like Captain Kenton.'
25000B0803 - 'You have grown both in strength and confidence,
25000B0804 - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in Bree, Hazel Kenton by name, who fought the brigands of the region when they first became bold enough to venture near the towns of the Chetwood, and even now she commands the respect of many a town guard. Captain Kenton could teach you a thing or two about the nature of leadership, I expect.\n\n'She often stands watch at the West-gate of Bree-town, even when her own duty has ended. Seek her out and learn from her,
25000B0805 - -- we of Bree-land need more captains like Captain Kenton.'
25000B0806 - An Inspiration to Men
25000B0807 - 'You have grown both in strength and confidence,
25000B0808 - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in the town of Bree, far to the south and east, Hazel Kenton by name, who has fought the brigands of that region for a long time. Even now, it is said, she commands the respect of many town guards in the Bree-land. Captain Kenton might teach you something about the nature of leadership, if you were to speak with her.\n\n'The West-gate of Bree-town was her station when last I heard tell of her. Seek out Captain Kenton and see what she may be able to teach you.'
25000B0809 - 'You have grown both in strength and confidence,
25000B080A - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in the town of Bree, far to the south and east, Hazel Kenton by name, who has fought the brigands of that region for a long time. Even now, it is said, she commands the respect of many town guards in the Bree-land. Captain Kenton might teach you something about the nature of leadership, if you were to speak with her.\n\n'The West-gate of Bree-town was her station when last I heard tell of her. Seek out Captain Kenton and see what she may be able to teach you.'
25000B080B - Collected Harper's badge
25000B080C - 'The brigand that took Hilton Harper's badge, and with it his honour, is an unpleasant man by the name of Aldis Oatbearer. Look for him behind the bulwarks of Brigand's Watch, north of the Old Sweetgrass Farm west of Bree-town.\n\n'If you can restore Harper's will to fight for the people of Bree-land, you are a fine captain indeed.'
25000B080D - 'You have grown both in strength and confidence,
25000B080E - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in the town of Bree, far to the south and east, Hazel Kenton by name, who has fought the brigands of that region for a long time. Even now, it is said, she commands the respect of many town guards in the Bree-land. Captain Kenton might teach you something about the nature of leadership, if you were to speak with her.\n\n'The West-gate of Bree-town was her station when last I heard tell of her. Seek out Captain Kenton and see what she may be able to teach you.'
25000B080F - 'Bring that badge to Hilton Harper at once, and perhaps you will have restored his pride! You will find him at Thornley's work-site, north-west of the town.'
25000B0810 - 'You have grown both in strength and confidence,
25000B0811 - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in Bree, Hazel Kenton by name, who fought the brigands of the region when they first became bold enough to venture near the towns of the Chetwood, and even now she commands the respect of many a town guard. Captain Kenton could teach you a thing or two about the nature of leadership, I expect.\n\n'She often stands watch at the West-gate of Bree-town, even when her own duty has ended. Seek her out and learn from her,
25000B0812 - -- we could all use more captains like Captain Kenton.'
25000B0813 - Hazel Kenton, a captain of great renown, is at the West-gate of Bree-town, in the Bree-land.\n\nYou have been told to speak with Captain Kenton if you wish to better yourself.
25000B0814 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0815 - 'You have grown both in strength and confidence,
25000B0816 - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in Bree, Hazel Kenton by name, who fought the brigands of the region when they first became bold enough to venture near the towns of the Chetwood, and even now she commands the respect of many a town guard. Captain Kenton could teach you a thing or two about the nature of leadership, I expect.\n\n'She often stands watch at the West-gate of Bree-town, even when her own duty has ended. Seek her out and learn from her,
25000B0817 - -- we of Bree-land need more captains like Captain Kenton.'
25000B0818 - Aldis Oatbearer has been seen at Brigand's Watch, north of the Old Sweetgrass farm west of Bree. Hilton Harper is at Thornley's work-site, north-west of the town.\n\nCaptain Kenton has asked you to recover Hilton Harper's badge from Aldis Oatbearer, the brigand that stole it.
25000B0819 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B081A - 'You have grown both in strength and confidence,
25000B081B - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in the town of Bree, far to the south, Hazel Kenton by name, who has fought the brigands of the Chetwood for a long time. Even now she commands the respect of many town guards in the Bree-land and beyond. Captain Kenton might teach you something about the nature of leadership, if you were to speak with her.\n\n'The West-gate of Bree-town was her station when last I heard tell of her. Seek out Captain Kenton and see what she may be able to teach you.'
25000B081C - Hilton Harper is at Thornley's work-site, north-west of Bree-town.\n\nNow that you have recovered the stolen badge, returning it to Hilton Harper might restore his confidence and inspire him to rejoin the fight against the brigands menacing the Bree-fields.
25000B081D - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B081E - Captain Kenton is at the West-gate of Bree-town.\n\nHazel Kenton will want to know that you have successfully restored Hilton Harper's will to defend the Bree-fields from those who threaten the peace.
25000B081F - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0820 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0821 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0822 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0823 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0824 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0825 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0826 - Collect Harper's badge
25000B0827 - 'Look for Captain Kenton at the West-gate of Bree-town, for she may be able to teach you much.'
25000B0828 - Bring Harper's badge to Hilton Harper
25000B0829 - 'Leave me be. I'm not fit to guard the people of Bree-land, and I don't want to talk to you. I just want to be left alone.'
25000B082A - 'I owe you a great deal, my captain. You have brought me back to my senses!'
25000B082B - 'You are a fine captain,
25000B082C - , and command the loyalty of many.'
25000B082D - 'The brigands will fear us again, now that the fire has come back to Harper.'
25000B082E - 'You have grown both in strength and confidence,
25000B082F - , but you haven't yet reached your potential. You need to learn to inspire your friends even when all hope seems lost!\n\n'There is a captain in the town of Bree, far to the east, Hazel Kenton by name, who has fought the brigands of that region for a long time. Even now, it is said, she commands the respect of many town guards in the Bree-land. Captain Kenton might teach you something about the nature of leadership, if you were to speak with her.\n\n'The West-gate of Bree-town was her station when last I heard tell of her. Seek out Captain Kenton and see what she may be able to teach you.'
25000B0830 - 'You have grown both in strength and confidence,
25000B0831 - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in the town of Bree, far to the west, Hazel Kenton by name, who has fought the brigands of that region for a long time. Even now, it is said, she commands the respect of many town guards in the Bree-land. Captain Kenton might teach you something about the nature of leadership, if you were to speak with her.\n\n'The West-gate of Bree-town was her station when last I heard tell of her. Seek out Captain Kenton and see what she may be able to teach you.'
25000B0832 - 'You have come to lend your arm to fighting brigands and your voice to bolstering the flagging spirits of our people, have you not? Then you are most welcome, Captain
25000B0833 - , and I greet you with glad heart! There is a matter I would ask your help with, if you are willing to give it.\n\n'Hilton Harper was a guardian of Bree for some months when the brigand troubles began, and he was a shield between the brigands and the good folk that live on the Bree-fields. But ill fortune befell Harper in the shape of a formidable brigand out of Brigand's Watch by the name of Aldis Oatbearer -- he humiliated Harper and took his badge from him. Harper's life was spared, but do not mistake Oatbearer's action for mercy!\n\n'Harper was devastated and has given in to hopelessness and misery. Find Harper's lost badge and return it to him at Thornley's work-site, north-west of Bree. Brigand's Watch is north of the Old Sweetgrass farm, west of Bree, and Aldis Oatbearer is likely still lurking somewhere within its ramparts. We need Harper to fight once again,
25000B0834 - . If you can recover his badge, it may inspire him to rejoin the defence of Breeland, and you will truly be a captain of merit.'
25000B0835 - 'You have done very well today,
25000B0836 - , and I begin to see in you the spark of a truly great captain.\n\n'A captain inspires those who follow him to great things, but loyalty given lightly is not certain. It can be attained only through bonds of friendship hard-earned. Hilton Harper would follow you to his death after this, if it came to that, for you gave him back something he had lost: his faith in himself. Hilton needed a captain to show him the strength he thought was gone forever.\n\n'Do not squander the loyalty of those who believe in you,
25000B0837 - , and you will be a worthy captain indeed.'
25000B0838 - 'What is this? You recovered my badge? I...I don't know what to say,
25000B0839 - . Aldis Oatbearer was as cruel as they come, and I thought he had taken my honour forever -- I was lost to despair.\n\n'But you have shown me that there is always hope. I will not shame myself with despair any longer! The people of Bree-land must be defended!'
25000B083A - 'I do not have anything to say to you. What good is a captain to a guardian who cannot fight?'
25000B083B - The mark of a great captain is the ability to inspire others to greatness, and their loyalty and friendship are the truest rewards.
25000B083C - 'You have awakened me from my foolishness, and I thank you for it!'
25000B083D - 'I will make the Blackwolds pay, my captain!'
25000B083E - 'You have grown both in strength and confidence,
25000B083F - , but you have not yet reached your potential. You must learn to inspire your friends even when all hope seems lost, for you are a beacon against the darkness.\n\n'There is a captain in Bree, Hazel Kenton by name, who fought the brigands of the region when they first became bold enough to venture near the towns of the Chetwood, and even now she commands the respect of many a town guard. Captain Kenton could teach you a thing or two about the nature of leadership, I expect.\n\n'She often stands watch at the West-gate of Bree-town, even when her own duty has ended. Seek her out and learn from her,
25000B0840 - -- we of Bree-land need more captains like Captain Kenton.'
25000B0A00 - Harper's Badge[e]
25000B0A01 - This small medal has been polished to a sheen. Someone was very fond of it.
25000B0A02 - Harper's Badges[ps]
25000B0B00 - Nogthol[n]
25000B0B01 -
25000B0C00 - Footman's Guard[n]
25000B0C01 -
25000B0E00 - Last Stand
25000B0E01 - You cannot be defeated.
25000B1000 - Jarl Copperbrace[mn]
25000B1100 - Private Instance: A Captain's Standard
25000B1101 - Instance: A Captain's Standard
25000B1200 - Jarl Copperbrace[mn]
25000B1300 - Standard Pole[e]
25000B1301 - This pole is intended to support a standard in the breeze.
25000B1302 - Standard Poles[ps]
25000B1400 - Hanging Standard...
25000B1401 - Success!
25000B1402 - Interrupted!
25000B1500 - 'A good captain is the rock upon which others stand upon and can remove the fear from the hearts of his company.'
25000B1501 - Captain Trainer
25000B1502 - The noble captain is ready to pass on her knowledge.
25000B1503 - Dawn Appledore[fn]
25000B1600 - Minor Commoner Herald Armaments[ps]
25000B1601 - When equipped, your Call to Arms skills recruit a Commoner Herald.
25000B1602 - +
25000B1603 - Armour Value for Herald
25000B1800 - Minor Man-at-arms Herald Armaments[ps]
25000B1801 - When equipped, your Call to Arms skills recruit a Man-at-arms Herald.
25000B1802 - +
25000B1803 - Armour Value for Herald
25000B1A00 - Minor Squire Herald Armaments[ps]
25000B1A01 - When equipped, your Call to Arms skills recruit a Squire Herald.
25000B1A02 - +
25000B1A03 - Armour Value for Herald
25000B1C00 - Minor Pilgrim Herald Armaments[ps]
25000B1C01 - When equipped, your Call to Arms skills recruit a Pilgrim Herald.
25000B1C02 - +
25000B1C03 - Armour Value for Herald
25000B1E00 - Captain's Halberd[n]
25000B1E01 -
25000B1F00 - Simple Athelas Essence[e]
25000B1F01 - This simple essence recovers your morale when used.
25000B1F02 - Simple Athelas Essences[p]
25000B2000 - Increased Morale
25000B2001 -
25000B2100 - Hazel Kenton[fn]
25000B2200 - Aldis Oatbearer[mn]
25000B2300 - 'Is my fortune turning against me?'
25000B2301 - 'I'll take your weapon for my own!'
25000B2302 - 'I'll humiliate you the same as that Harper fellow!'
25000B2303 - 'I will claim some treasure from your corpse!'
25000B2304 - 'You've made a big mistake, friend!'
25000B2305 - 'Help! Help, my brothers!'
25000B2306 - 'My blade will make short work of you!'
25000B2307 - 'I'll take care of you just like I took care of Hilton Harper!'
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000B2400 - 'Every enemy that falls to your blade will bring renewed strength to your arm, and your fellows around you will follow suit.'
25000B2401 - Captain Trainer
25000B2402 - ...
25000B2403 - Nelson Grimm[mn]
25000B2600 - 'A good captain is the rock upon which others stand upon and can remove the fear from the hearts of his company.'
25000B2601 - Captain Trainer
25000B2602 - Thenimbor[mn]
25000B2700 - 'A good captain can care for his troops on all fronts…he has hands that can heal as well as destroy.'
25000B2701 - Captain Trainer
25000B2702 - ...
25000B2703 - Hayley Carver[fn]
25000B2800 - 'A good captain is the rock upon which others stand upon and can remove the fear from the hearts of his company.'
25000B2801 - Captain Trainer
25000B2802 - The captain waits for those with the capacity to lead.
25000B2803 - Heath Wheaton[mn]
25000B2900 - 'Every enemy that falls to your blade will bring renewed strength to your arm, and your fellows around you will follow suit.'
25000B2901 - Captain Trainer
25000B2902 - The captain's face betrays no sign of weakness.
25000B2903 - Granger Halifax[mn]
25000B2A00 - 'Every enemy that falls to your blade will bring renewed strength to your arm, and your fellows around you will follow suit.'
25000B2A01 - Captain Trainer
25000B2A02 - ...
25000B2A03 - Nelson Blake[mn]
25000B2B00 - Halberd of War[n]
25000B2B01 -
25000B2B02 - Slightly increases critical chance of Heals and Bleeds
25000B2B03 - Slightly increases critical chance of Heals and Bleeds
25000B2C00 - Sword of War[n]
25000B2C01 -
25000B2D00 - Fakhthal[mn]
25000B2E00 -
25000B2E01 - Success!
25000B2E02 - Interrupted!
25000B2F00 - 'I had thought no one would ever be able to cross Rammas Deluon...and yet here you are!'
25000B2F01 - 'I hope more of my brethren come from Esteldín to help us....'
25000B2F02 - 'Lorniel is convinced that her father, Golodir, is alive. I am not so sure....'
25000B2F03 - 'You have brought a much-needed supply to Gath Forthnír, friend...you have brought hope!'
25000B2F04 - 'There are many poor souls who are forced to slave in Carn Dûm's pits.'
25000B2F05 - 'Beware the Nimwaith, friend. They have been enslaved for so long that all that was good in them is no more.'
25000B3000 - Braigiar[mn]
25000B3100 - 'I have asked you to go into danger enough ere now. But I think I must ask you to brave still a greater peril. Indeed, I think this is too much to ask of any one adventurer, no matter how doughty, so I would ask you to gather allies to your side.\n\n'This Cauldron of Death...I have heard stories of it told by the Hillmen of the west. It is said that a corpse may be bathed therein, and a wight emerges. It must be a sort of engine of death, the place from which all these dread wights emerge to plague the land.\n\n'I am sure that you will find many defenders at the heart of Imlad Balchorth. Fight your way through the evil throng, find the Cauldron and slay whatever monstrosity you find guarding it.'
25000B3101 - 'You have done very well. Very well, indeed! You deserve all the praise I can give, along with such small rewards as I can spare. But I fear that our work in Imlad Balchorth is not yet done....'
25000B3102 - 'You must fight your way to the Cauldron of Death and destroy whatever fell creature guards it.'
25000B3103 - The Cauldron of Death
25000B3104 - Oflár believes the Cauldron of Death is located near the central lake of Imlad Balchorth.
25000B3105 - You have found the Cauldron of Death
25000B3106 - Defeated the Cauldron's guardian
25000B3107 - Find the Cauldron of Death
25000B3108 - The Cauldron of Death and its guardian are before the central lake of Imlad Balchorth, west from Myrkworth.\n\nOflár has asked you to fight your way to the Cauldron of Death and destroy its guardian. He suggested you gather allies.
25000B3109 - Defeat the Cauldron's guardian
25000B310A - Oflár is at Myrkworth, east from the Cauldron of Death.\n\nWith the Iron-bound Giant destroyed, the Cauldron of Death ceased spewing forth wights, at least for now. You should return and report your success to Oflár.
25000B3200 - Collect the money-box
25000B3201 - 'The main route between Carn Dûm and Ram Dúath, which leads to the southern lands, bears much Angmarim traffic. Messengers and patrols move along this path, winding through the haunted ways of Imlad Balchorth.\n\n'Perhaps because of the dread of that place, the traffic through Imlad Balchorth is lightly-guarded. I would ask you to find the Angmarim patrols and messengers and waylay them, bearing back any orders they carry, along with any wealth in the form of pay-boxes they may be carrying.\n\n'I know this speaks of mere brigandry, but on the one hand, the loss of those orders may delay war-like plans of the Angmarim and Orcs already in the North Downs...and on the other hand, without those funds, their trade with some of the less-reputable merchants of the south and east may be affected, and their own men may be unwilling to move if they are not paid. So in this case, to be a highwayman may not be such a bad thing.'
25000B3202 - 'Very good. If nothing else, this money allows me to offer you a reward! Perhaps more important are these orders. They could possess valuable information about troop dispositions in the North Downs.\n\n'I will make sure to look over these orders and make sure they find their way to the Rangers of Esteldín.'
25000B3203 - 'Please, return to Imlad Balchorth to harrass the enemy patrols.'
25000B3204 - The Highwayman
25000B3205 - Angmarim patrols regularly carry orders and payroll through Imlad Balchorth.
25000B3206 - Collected Angmarim orders
25000B3207 - Collected money-box
25000B3208 - Bring the orders and the money-box back to Birgir
25000B3209 - Angmarim patrols can be found on the roads in Imlad Balchorth, west of Myrkworth.\n\nBirgir has asked you to waylay Angmarim patrols and recover any orders or money-boxes they may be carrying.
25000B320A - Collect Angmarim orders
25000B3300 - Angmarim-orders[ps]
25000B3301 - Orders for various Iron Crown army units.
25000B3302 - Angmarim Orders[ps]
25000B3400 - Money-box[e]
25000B3401 - A case full of silver coins.
25000B3402 - Money-boxes[ps]
25000B3500 - Discovered the library of Múl Kholuim
25000B3501 - 'So the pathetic Free Peoples are trying to stop our efforts, are they?'
25000B3502 - Birgir was pleased with the disruption you caused among the ranks of the Angmarim already, but he feels it was not quite enough.
25000B3503 - 'How amusing.'
25000B3504 - 'Now that you are familiar with the track of the patrols of the Angmarim in Imlad Balchorth, I have another task for you...one considerably more dangerous, but at the same time could cause greater harm to the Angmarim.\n\n'The papers you found bear the mark of a lord of Angmar. This lord, Múl Kholuim, who calls himself the Keeper of Books, seems to be responsible for managing all the trade and supplies that move to and from Angmar to the Orc-armies in the North Downs. If he were to be defeated, we may be able to stop these supply lines. \n\n'To that end, I would ask you to gather a couple of allies and raid the camp of the Angmarim that lies some distance west of the large lake, a place of high hills and winding paths. The Keeper of Books must be defeated and the orders deciphered.'
25000B3505 - Múl Kholuim has his camp inside a ruin in some high hills south of the large lake in Imlad Balchorth, west from Myrkworth. Birgir has asked you to find the camp of the Angmarim keeper of books.
25000B3506 - 'Well done. We have stopped the Angmarim for now.\n\n'The disruption of the Angmarim's trade and supply may seem like a minor accomplishment, but in the end, it may prove more important than a military victory!'
25000B3507 - You have found Múl Kholuim's camp inside a ruin in the high hills south of the large lake in Imlad Balchorth.\n\nBirgir has asked you to defeat Múl Kholuim. He also warned you to gather allies.
25000B3508 - Birgir is at Myrkworth, northeast from Múl Kholuim's camp.\n\nHaving defeated Múl Kholuim, you should return to Birgir.
25000B3509 - 'You must find Múl Kholuim's encampment!'
25000B350A - 'If you plan to confront Múl Kholuim, you should take allies.'
25000B350B - 'You have done well to defeat Múl Kholuim.'
25000B350C - Discover the library of Múl Kholuim
25000B350D - 'Why do we stay here in this dank place? I miss my warm home in Carn Dûm.'
25000B350E - 'We need to attack Esteldín soon! We can not sit here and wait forever!'
25000B350F - 'Does he not know that the Southrons will attack any time now?'
25000B3510 - Múl Kholuim, The Keeper of Books
25000B3511 - 'I grow weary of all this waiting. When do we fight?'
25000B3600 - 'You have stopped the evil engine of the Cauldron of Death, you have stopped the supply of money to the North Downs, and you have ended the terror of Deluches, but still the Dead rise! I fear this is the work of the dread sorcerer Lord Ferndúr. You have gathered allies and helped us to slow the spread of the Dead. However defeating Lord Ferndûr is no small task. If you would challenge this fell master of death, you must assemble an even greater force.\n\n'I believe that Ferndúr is concerned more with the summoning of the fell spirits that are used to animate the shambling bodies of the dead than he is with the wights. You must return to the cursed isle in Imlad Balchorth, find the place where the fell spirits throng and destroy them. Destroy them all, and perhaps Ferndúr will appear, for he must know it when his summoned spirits are banished.\n\n'Be wary, for this threat may be the gravest yet, faced in the darkness of Angmar, a monstrous evil whose only superior in the North is in the dread citadel of Carn Dûm itself.'
25000B3601 - 'Truly you have accomplished a deed worthy of the great tales of past ages. It may be long before Imlad Balchorth is cleansed of its ancient evil, but in a single stroke you have broken one of the main buttresses that support Angmar's vile strength.\n\n'I salute you.'
25000B3602 - 'Find the fell spirits, and you will eventually find their master!'
25000B3603 - Raid: The Master of Imlad Balchorth
25000B3604 - 'The slayer of Ferndúr! I will honour your name among the Free Peoples!'
25000B3605 - Eiláf believes that the sorcerer Ferndúr concerns himself with the fell spirits that inhabit the area not far from the Cauldron of Death.
25000B3606 - You have found Ferndúr's lair
25000B3607 - Draw out and defeat Ferndúr
25000B3608 - There are fell spirits in a ruined area not far from the Cauldron of Death in the central island of Imlad Balchorth.\n\nFerndúr must be destroyed to disperse the evil threat in this cursed land.
25000B3609 - Eiláf is back at Myrkworth, east from Ferndúr's lair.\n\nWith Ferndúr slain, you should return to Eiláf to tell him the tale of your deeds.
25000B3700 - Tincture used on the north monument
25000B3701 - Tincture used on the east monument
25000B3702 - Tincture used on the southern monument
25000B3703 - Oflár has given you a tincture of nightshade which he hopes will purify the evil from the monuments in Imlad Balchorth.
25000B3704 - 'The nightshade-tincture is ready. I have learned that there are three great black monuments, like huge jagged blades, placed before the lake in the centre of Imlad Balchorth. This lake can be recognized by the two vast dying trees upon a central island. The monuments are grouped together in a triangle pattern before you reach the lake. I ask you to visit the monuments and use this tincture on each one.\n\n'If all is as I suspect, the monuments will be protected by spirits and wights that hold great power. You are encouraged to defeat these spirits. \n\n'This is no small task, and you should gather a few of your friends to attempt this. Report back to me when the power of the monuments is broken.'
25000B3705 - The monuments are in Imlad Balchorth in front of the large lake.\n\nOflár has asked you to bring the tincture to Imlad Balchorth and use it on the monuments to draw out the powerful spirits that guard them.
25000B3706 - 'This is a strange tale you tell. It appears I was wrong about the importance of those monuments. Surely they have meaning for the wights, but this Cauldron of Death you speak of...I suppose that is the key.\n\n'But you have done very well to learn of this and to defeat the grim wights who came to defend the monument.\n\n'Thank you for returning the remains of the tincture. It may prove useful in the future.'
25000B3707 - Oflár is back at the dwarf-outpost of Myrkworth.\n\nYou dispersed some fell spirits and slew the wights who came to defend the obelisk, but there was little other result. One wight boasted of something he called the Cauldron of Death. Oflár might know of these words.
25000B3708 - 'Take the tincture to the three monuments that tower before the lake west of here.'
25000B3709 - 'Did you not have any remaining tincture?'
25000B370A - Pour the tincture on the north monument
25000B370B - Pour the tincture on the east monument
25000B370C - Pour the tincture on the southern monument
25000B370D - Return the tincture to Oflár
25000B370E - Purification of Death
25000B3800 - Tincture of Nightshade[e]
25000B3801 - A tincture of nightshade prepared against the wights of Imlad Balchorth.
25000B3802 - ...[p]
25000B3900 - 'Greetings. I have heard your name in dispatches from Gabilshathûr. There is much work to be done here, so I must encourage you to pay attention. West of here there is a region of dread and darkness called Imlad Balchorth. It is largely inhabited, if that is the word, by terrible wights and fell spirits summoned from the world of shadow. It is most unnatural for such creatures to be seen abroad...something must be summoning them, binding them, causing them to wander in that place.\n\n'Whatever the cause, these terrible creatures are an abomination and a terrible, growing threat to all the Free Peoples. It seems that Angmar is breeding an army of the Dead to bring against the lands of the North.\n\n'To the north and east of the troll-infested Maethad, which is just south of here, grows the poisonous herb nightshade. It is said that this plant is a simple which has virtue to ward against the terrible wights when steeped in a certain rare liquor I have obtained from the Rangers at Gath Forthnír. Please gather nightshade-plants and bring them to me, and I will prepare a tincture for you to help with this menace.'
25000B3901 - 'Very good. The tincture should be easy enough to prepare. With the liquor I already possess, I will have it ready in but a moment....'
25000B3902 - 'Please collect the herbs I requested.'
25000B3903 - The Tincture
25000B3904 - Oflár is disturbed by the news of the wights spreading throughout Imlad Balchorth and has developed a plan to get rid of them.
25000B3905 - Collected nightshade-plants (
25000B3906 - /
25000B3907 - )
25000B3908 - Bring the nightshade-plants back to Oflár
25000B3909 - The nightshade plant grows north and east of Maethad, to the south-east of Myrkworth.\n\nOflár has asked you to collect Nightshade plants to prepare a tincture that he hopes will prove useful against the wights of Imlad Balchorth.
25000B390A - Collect nightshade-plants (
25000B390B - /
25000B390C - )
25000B3A00 - Nightshade[e]
25000B3A01 - Poisonous plants said to have a virtue in warding off wights.
25000B3A02 - Nightshade plants[ps]
25000B3C00 - 'You have proven that such stones can be defeated, that their power of oppression is only as great as you allow it! Unfortunately, my spirit has been broken for far too long...I do not believe I could pass the stones and bear their fear.\n\n'You, however, have nothing left to fear. Go east,
25000B3C01 - , and pass through Rammas Deluon. I can only hope that somewhere beyond my kinsmen survive. The people here say that there are dwarves in the south past Rammas Deluon. Search there for my brethren!'\n\n'Go, and may the Valar go with you!'
25000B3C02 - 'Who are you? If you are not a servant of the Shadow of Angmar, how then did you pass through Rammas Deluon and not perish?\n\n'Corunir sent you? That is joyous news! Your coming is as a trump of victory to us!'
25000B3C03 - 'Go now! Cross through Rammas Deluon, for you no longer have cause to fear! Search for the dwarves that are rumoured to encamp there.'
25000B3C04 - Book 6, Chapter 7: Beyond Rammas Deluon
25000B3C05 - 'It is long since I have seen anyone from the South!'
25000B3C06 - Your defeat of the ancient watching-stone of Ram Dúath has proven that the stones can be defied.
25000B3C07 - 'Your arrival is most fortuitous,
25000B3C08 - !'
25000B3C09 - 'You have naught to fear from the Watchers of Rammas Deluon!'
25000B3C0A - 'I cannot pass Rammas Deluon,
25000B3C0B - , for I do not believe I could withstand the power of the stones.'
25000B3C0C - Search for survivors from Golodir's band
25000B3C0D - Rammas Deluon lies far to the east of Aughaire in Malenhad. Corunir suggested you look for a dwarf encampment in the south past the Rammas Deluon.\n\nCorunir bade you pass through Rammas Deluon, for you no longer have cause to fear the deadly stones. He hopes that you may find a remnant of the force Golodir led through the stones somewhere on the other side.
25000B3D00 - Melee Stun
25000B3E00 - Túris[n]
25000B3E01 -
25000B3F00 - Ferndúr's Defeat[n]
25000B3F01 -
25000B4000 - Othathol[n]
25000B4001 -
25000B4100 - 'What? Is it possible? Invaders?'
25000B4101 - 'Bah. All those spirits banished back to shadow!'
25000B4102 - 'Fools! You have no conception of my power! I will destroy you all!'
25000B4103 - 'I suppose I shall just have to summon more.'
25000B4104 - 'A true shame to lose so many good spirits in such a short time.'
25000B4105 - 'Well, it seems the area is secure enough for the moment. I shall certainly complain to Mordirith about this intrusion!'
25000B4106 - Ferndúr the Virulent[mn]
25000B4107 - 'Come, fell spirits! Come and kill!'
25000B4108 - 'Who has dismissed my spirits? What fool dares to interfere with my work?'
25000B4200 - Ill Wind
25000B4300 - Power Damage Med
25000B4301 -
25000B4400 - 'Worms will gnaw your flesh!'
25000B4401 - 'I will rot your souls!'
25000B4402 - 'Plague take you!'
25000B4403 - 'Your corpse will be defiled!'
25000B4404 - 'I will use your bodies as toys!'
25000B4405 - 'You were a fool to come against me.'
25000B4406 - 'Darkness... it comes for me!' No!
25000B4407 - 'I will send your spirits into darkness!'
25000B4408 - 'Your body is mine now!'
25000B4409 - 'Rot and die!'
25000B440A - 'There are not enough you, not by far!'
25000B440B - 'Never mind, I will summon more.'
25000B4500 - Torvír[n]
25000B4501 -
25000B4600 - Leather Shirt of Fleetness[s]
25000B4601 -
25000B4700 - Gold Earring of Determination[E]
25000B4701 - An ancient gold earring.
25000B4800 - Scale Shoes of Might[p]
25000B4801 -
25000B4900 - Reinforced Padded Shoes[p]
25000B4901 -
25000B4A00 - Scale Gloves of Courage[p]
25000B4A01 -
25000B4B00 - Gleaming Padded Gloves[p]
25000B4B01 -
25000B4C00 - Gleaming Blade Helm[E]
25000B4C01 -
25000B4D00 - Gleaming Leather Helm[E]
25000B4D01 -
25000B4E00 - Leather Leggings of Fleetness[p]
25000B4E01 -
25000B4F00 - Emerald Ring of Determination[v]
25000B4F01 - A large green emerald sits inside a brilliant setting on this gold ring.
25000B5000 - Fierce Kite Shield of Fleetness[s]
25000B5001 -
25000B5100 - Chainmail Shoulder Pads of Might[p]
25000B5101 -
25000B5200 - Enduring Cloth Shoulder Pads of Fate[p]
25000B5201 -
25000B5300 - Heavy Spiked Hand Axe of Might[E]
25000B5301 -
25000B5400 - Keen Heavy War Cleaver[E]
25000B5401 -
25000B5500 - Grey-wood Short Bow of Wounding[E]
25000B5501 -
25000B5600 - Great Horned Staff of Inspiration[E]
25000B5601 -
25000B5700 - Shining Westernesse Steel Shoulder Guards[ps]
25000B5701 -
25000B5800 - Long Spiked Hand Axe of Vigour[E]
25000B5801 -
25000B5900 - Pole Axe of Might[E]
25000B5901 -
25000B5A00 - Birch Short Bow[E]
25000B5A01 -
25000B5B00 - Bejeweled Metal Staff of Fate[E]
25000B5B01 -
25000B5C00 - Savage Round Shield of Vigour[E]
25000B5C01 -
25000B5D00 - Shining Dwarf Leather Shirt[E]
25000B5D01 -
25000B5E00 - Dwarf Steel Shoes of Fleetness[p]
25000B5E01 -
25000B5F00 - Shining Dwarf Padded Shoes[p]
25000B5F01 -
25000B6000 - Gleaming Dwarf Steel Gloves[ps]
25000B6001 -
25000B6100 - Gleaming Dwarf Padded Gloves[p]
25000B6101 -
25000B6200 - Dwarf Mask of Determination[E]
25000B6201 -
25000B6300 - Dwarf Spiked Helm of Might[E]
25000B6301 -
25000B6400 - Dwarf Leather Leggings of Courage[p]
25000B6401 -
25000B6500 - Dwarf Steel Shoulder Pads of Determination[p]
25000B6501 -
25000B6600 - Enduring Dwarf Cloth Shoulder Pads of Might[p]
25000B6601 -
25000B6700 - Spiked Hatchet[E]
25000B6701 -
25000B6800 - Swift Long War Axe[E]
25000B6801 -
25000B6900 - Oak Long Bow[v]
25000B6901 -
25000B6A00 - Wood Bat of Ruin[E]
25000B6A01 -
25000B6B00 - Swift Great Root Club of Vigour[E]
25000B6B01 -
25000B6C00 - Boot Knife of Might[E]
25000B6C01 -
25000B6D00 - Keen Hooked Halberd[E]
25000B6D01 -
25000B6E00 - Chasing Hammer of Inspiration[E]
25000B6E01 -
25000B6F00 - Heavy Battle Mallet of Strengthening[E]
25000B6F01 -
25000B7000 - Long Hammer-Mace of Ruin[E]
25000B7001 -
25000B7100 - Steel Battle Spear of Might[E]
25000B7101 -
25000B7200 - Swift Bejeweled Metal Staff of Fate[E]
25000B7201 -
25000B7300 - Longsword of Might[E]
25000B7301 -
25000B7400 - Elvish Great Sword of Vigour[v]
25000B7401 -
25000B7500 - Swift Oak Long Bow of Bluffing[e]
25000B7501 -
25000B7502 - Reduces threat during ranged combat.
25000B7600 - Great Root Club of Ruin[E]
25000B7601 -
25000B7700 - Hooked Halberd[E]
25000B7701 -
25000B7800 - Chasing Hammer of Vigour[E]
25000B7801 -
25000B7900 - Heavy Battle Mallet[E]
25000B7901 -
25000B7A00 - Steel Battle Spear[E]
25000B7A01 -
25000B7B00 - Studded Stave[E]
25000B7B01 -
25000B7C00 - Elvish Great Sword of Ruin[v]
25000B7C01 -
25000B7D00 - Elven Leather Shirt of Vigour[v]
25000B7D01 -
25000B7E00 - Elven Steel Shoes of Might[p]
25000B7E01 -
25000B7F00 - Elven Cloth Shoes of Fleetness[p]
25000B7F01 -
25000B8000 - Elven Steel Gloves of Might[p]
25000B8001 -
25000B8100 - Elven Quilted Gloves of Might[p]
25000B8101 -
25000B8200 - Gleaming Elven Winged Helmet[E]
25000B8201 -
25000B8300 - Elven Leather Helm of Fleetness[vs]
25000B8301 -
25000B8400 - Elven Leather Leggings of Determination[p]
25000B8401 -
25000B8500 - Shining Elven Steel Shoulder Pads[ps]
25000B8501 -
25000B8600 - Shining Elven Cloth Shoulder Pads[ps]
25000B8601 -
25000B8700 - Shining Westernesse Leather Shirt[E]
25000B8701 -
25000B8800 - Westernesse Steel Shoes of Might[p]
25000B8801 -
25000B8900 - Shining Westernesse Cloth Shoes[p]
25000B8901 -
25000B8A00 - Westernesse Steel Gloves of Fleetness[ps]
25000B8A01 -
25000B8B00 - Westernesse Cloth Gloves of Fate[p]
25000B8B01 -
25000B8C00 - Westernesse Winged Helm of Vigour[E]
25000B8C01 -
25000B8D00 - Westernesse Domed Helm of Fleetness[s]
25000B8D01 -
25000B8E00 - Westernesse Leather Leggings of Vigour[p]
25000B8E01 -
25000B8F00 - Westernesse Steel Shoulder Pads of Might[p]
25000B8F01 -
25000B9000 - Enduring Westernesse Cloth Shoulder Pads of Might[p]
25000B9001 -
25000B9100 - Gold Earring of Courage[E]
25000B9101 - An ancient gold earring.
25000B9200 - Gold Ring of Determination[E]
25000B9201 - Extremely well-crafted gold ring.
25000B9300 - Gleaming Garnet Earring[E]
25000B9301 - A classic earring with garnet setting.
25000B9400 - Opal Ring of Vigour[v]
25000B9401 - Two small opals are set into this gold ring.
25000B9500 - Elven Steel Gauntlets of Fleetness[p]
25000B9600 - Chainmail Chestpiece of Vigour[E]
25000B9700 - Gleaming Elven Steel Gauntlets[ps]
25000B9800 - Dwarf Steel Jacket of Might[E]
25000B9900 - Westernesse Steel Gloves of Might[p]
25000B9A00 - Dwarf Steel Jacket of Vigour[E]
25000B9B00 - Westernesse Steel Gloves of Courage[p]
25000B9C00 - Dwarf Steel Jacket of Fate[E]
25000B9D00 - Westernesse Steel Gloves of Courage[p]
25000B9E00 - Shining Dwarf Steel Jacket[E]
25000B9F00 - Westernesse Steel Gloves of Rallying[p]
25000BA000 - Reinforced Dwarf Steel Breastplate of Vigour[E]
25000BA100 - Gleaming Westernesse Steel Gauntlets[ps]
25000BA200 - Dwarf Steel Breastplate of Vigour[E]
25000BA300 - Westernesse Steel Gauntlets of Might[p]
25000BA400 - Dwarf Steel Breastplate of Fleetness[s]
25000BA500 - Westernesse Steel Gauntlets of Might[p]
25000BA600 - Dwarf Steel Breastplate of Might[E]
25000BA700 - Reinforced Westernesse Steel Gauntlets of Courage[p]
25000BA800 - Elven Steel Jacket of Vigour[v]
25000BA900 - Padded Gloves of Fate[p]
25000BAA00 - Elven Steel Jacket of Determination[v]
25000BAB00 - Padded Gloves of Rallying[p]
25000BAC00 - Shining Elven Steel Jacket[E]
25000BAD00 - Padded Gloves of Determination[p]
25000BAE00 - Elven Steel Jacket of Might[v]
25000BAF00 - Padded Gloves of Might[p]
25000BB000 - Reinforced Elven Steel Breastplate of Fleetness[vs]
25000BB100 - Dwarf Padded Gloves of Fate[p]
25000BB200 - Elven Steel Breastplate of Fleetness[vs]
25000BB300 - Dwarf Padded Gloves of Courage[p]
25000BB400 - Elven Steel Breastplate of Vigour[v]
25000BB500 - Dwarf Padded Gloves of Might[p]
25000BB600 - Elven Steel Breastplate of Vigour[v]
25000BB700 - Dwarf Padded Gloves of Fleetness[ps]
25000BB800 - Westernesse Steel Jacket of Might[E]
25000BB900 - Elven Padded Gloves of Fleetness[ps]
25000BBA00 - Westernesse Steel Jacket of Vigour[E]
25000BBB00 - Elven Padded Gloves of Fate[p]
25000BBC00 - Westernesse Steel Jacket of Vigour[E]
25000BBD00 - Elven Padded Gloves of Rallying[p]
25000BBE00 - Tough Westernesse Steel Jacket[E]
25000BBF00 - Elven Padded Gloves of Vigour[p]
25000BC000 - Reinforced Westernesse Steel Breastplate of Fate[E]
25000BC100 - Westernesse Padded Gloves of Courage[p]
25000BC200 - Westernesse Steel Breastplate of Fate[E]
25000BC300 - Westernesse Padded Gloves of Rallying[p]
25000BC400 - Westernesse Steel Breastplate of Fate[E]
25000BC500 - Westernesse Padded Gloves of Might[p]
25000BC600 - Shining Westernesse Steel Breastplate[E]
25000BC700 - Westernesse Padded Gloves of Fleetness[p]
25000BC800 - Shining Quilted Waistcoat[E]
25000BC900 - Leather Leggings of Determination[p]
25000BCA00 - Padded Waistcoat of Determination[E]
25000BCB00 - Leather Leggings of Might[p]
25000BCC00 - Padded Waistcoat of Determination[E]
25000BCD00 - Leather Leggings of Vigour[p]
25000BCE00 - Tough Cloth Waistcoat[E]
25000BCF00 - Leather Leggings of Might[p]
25000BD000 - Quilted Shirt of Vigour[E]
25000BD100 - Dwarf Leather Leggings of Determination[p]
25000BD200 - Padded Jacket of Vigour[E]
25000BD300 - Dwarf Leather Leggings of Fleetness[p]
25000BD400 - Shining Quilted Shirt[E]
25000BD500 - Dwarf Leather Leggings of Determination[sp]
25000BD600 - Quilted Jacket of Fleetness[s]
25000BD700 - Shining Dwarf Leather Leggings[ps]
25000BD800 - Padded Shirt of Determination[E]
25000BD900 - Elven Leather Leggings of Determination[p]
25000BDA00 - Padded Jacket of Determination[E]
25000BDB00 - Shining Elven Leather Leggings[ps]
25000BDC00 - Shining Padded Shirt[E]
25000BDD00 - Elven Leather Leggings of Might[p]
25000BDE00 - Shining Cloth Jacket[E]
25000BDF00 - Elven Leather Leggings of Determination[p]
25000BE000 - Dwarf Quilted Waistcoat of Might[E]
25000BE100 - Westernesse Leather Leggings of Determination[p]
25000BE200 - Dwarf Padded Waistcoat of Vigour[E]
25000BE300 - Shining Westernesse Leather Leggings[ps]
25000BE400 - Tough Dwarf Padded Waistcoat[E]
25000BE500 - Sturdy Westernesse Leather Leggings[ps]
25000BE600 - Dwarf Cloth Waistcoat of Might[E]
25000BE700 - Westernesse Leather Leggings of Might[p]
25000BE800 - Shining Dwarf Quilted Shirt[E]
25000BE900 - Shining Chainmail Shoulder Pads[ps]
25000BEA00 - Dwarf Padded Jacket of Determination[E]
25000BEB00 - Chainmail Shoulder Pads of Might[p]
25000BEC00 - Dwarf Quilted Shirt of Vigour[E]
25000BED00 - Chainmail Shoulder Pads of Fate[p]
25000BEE00 - Dwarf Quilted Jacket of Vigour[E]
25000BEF00 - Scale Shoulder Pads of Vigour[p]
25000BF000 - Dwarf Padded Shirt of Vigour[E]
25000BF100 - Chainmail Shoulder Guards of Fate[p]
25000BF200 - Dwarf Padded Jacket of Determination[E]
25000BF300 - Chainmail Shoulder Guards of Vigour[p]
25000BF400 - Dwarf Padded Shirt of Might[E]
25000BF500 - Chainmail Shoulder Guards of Fate[p]
25000BF600 - Dwarf Cloth Jacket of Fate[E]
25000BF700 - Scale Shoulder Guards of Fate[p]
25000BF800 - Elven Quilted Waistcoat of Fleetness[vs]
25000BF900 - Dwarf Steel Shoulder Pads of Might[p]
25000BFA00 - Elven Padded Waistcoat of Determination[v]
25000BFB00 - Dwarf Steel Shoulder Pads of Might[p]
25000BFC00 - Elven Padded Waistcoat of Fleetness[vs]
25000BFD00 - Dwarf Steel Shoulder Pads of Fate[p]
25000BFE00 - Elven Cloth Waistcoat of Might[v]
25000BFF00 - Shining Dwarf Steel Shoulder Pads[ps]
25000C0000 - Elven Quilted Shirt of Vigour[v]
25000C0100 - Dwarf Steel Shoulder Guards of Fate[p]
25000C0200 - Elven Padded Jacket of Might[v]
25000C0300 - Shining Dwarf Steel Shoulder Guards[ps]
25000C0400 - Elven Quilted Shirt of Determination[v]
25000C0500 - Shining Dwarf Steel Shoulder Guards[ps]
25000C0600 - Elven Quilted Jacket of Vigour[v]
25000C0700 - Shining Dwarf Steel Shoulder Guards[ps]
25000C0800 - Elven Padded Shirt of Fleetness[vs]
25000C0900 - Elven Steel Shoulder Pads of Fate[p]
25000C0A00 - Elven Padded Jacket of Determination[v]
25000C0B00 - Shining Elven Steel Shoulder Pads[ps]
25000C0C00 - Elven Padded Shirt of Determination[v]
25000C0D00 - Elven Steel Shoulder Pads of Determination[p]
25000C0E00 - Elven Cloth Jacket of Vigour[v]
25000C0F00 - Elven Steel Shoulder Pads of Determination[p]
25000C1000 - Westernesse Quilted Waistcoat of Vigour[E]
25000C1100 - Elven Steel Shoulder Guards of Might[p]
25000C1200 - Shining Westernesse Padded Waistcoat[E]
25000C1300 - Shining Elven Steel Shoulder Guards[ps]
25000C1400 - Westernesse Padded Waistcoat of Vigour[E]
25000C1500 - Elven Steel Shoulder Guards of Vigour[p]
25000C1600 - Westernesse Cloth Waistcoat of Determination[E]
25000C1700 - Elven Steel Shoulder Guards of Fleetness[p]
25000C1800 - Westernesse Quilted Shirt of Fleetness[s]
25000C1900 - Westernesse Steel Shoulder Pads of Fate[p]
25000C1A00 - Westernesse Padded Jacket of Vigour[E]
25000C1B00 - Westernesse Steel Shoulder Pads of Fleetness[ps]
25000C1C00 - Westernesse Quilted Shirt of Might[E]
25000C1D00 - Westernesse Steel Shoulder Pads of Determination[p]
25000C1E00 - Westernesse Quilted Jacket of Fate[E]
25000C1F00 - Shining Westernesse Steel Shoulder Pads[ps]
25000C2000 - Tough Westernesse Padded Shirt[E]
25000C2100 - Westernesse Steel Shoulder Guards of Fleetness[p]
25000C2200 - Westernesse Padded Jacket of Fate[E]
25000C2300 - Westernesse Steel Shoulder Guards of Vigour[p]
25000C2400 - Westernesse Padded Shirt of Might[E]
25000C2500 - Westernesse Steel Shoulder Guards of Fate[p]
25000C2600 - Westernesse Cloth Jacket of Fate[E]
25000C2700 - Westernesse Steel Shoulder Guards of Might[p]
25000C2800 - Enduring Scale Leggings of Courage[p]
25000C2900 - Enduring Cloth Shoulder Pads of Vigour[p]
25000C2A00 - Enduring Chainmail Leggings of Vigour[p]
25000C2B00 - Enduring Cloth Shoulder Pads of Determination[p]
25000C2C00 - Enduring Scale Leggings of Courage[p]
25000C2D00 - Enduring Cloth Shoulder Pads of Fleetness[ps]
25000C2E00 - Enduring Chainmail Leggings of Fleetness[p]
25000C2F00 - Enduring Cloth Shoulder Pads of Might[p]
25000C3000 - Enduring Dwarf Steel Leggings of Might[p]
25000C3100 - Enduring Dwarf Cloth Shoulder Pads of Vigour[p]
25000C3200 - Enduring Dwarf Steel Leggings of Determination[p]
25000C3300 - Enduring Dwarf Cloth Shoulder Pads of Might[p]
25000C3400 - Enduring Dwarf Steel Leggings of Vigour[p]
25000C3500 - Enduring Dwarf Cloth Shoulder Pads of Fate[p]
25000C3600 - Enduring Dwarf Steel Leggings of Determination[p]
25000C3700 - Enduring Dwarf Cloth Shoulder Pads of Might[p]
25000C3800 - Enduring Elven Steel Leggings of Might[p]
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000C3900 - Enduring Elven Cloth Shoulder Pads of Fate[p]
25000C3A00 - Enduring Elven Steel Leggings of Fate[p]
25000C3B00 - Enduring Elven Cloth Shoulder Pads of Fleetness[p]
25000C3C00 - Enduring Elven Steel Leggings of Courage[p]
25000C3D00 - Enduring Elven Cloth Shoulder Pads of Fleetness[p]
25000C3E00 - Enduring Elven Steel Leggings of Fleetness[p]
25000C3F00 - Enduring Elven Cloth Shoulder Pads of Might[p]
25000C4000 - Enduring Westernesse Steel Leggings of Might[p]
25000C4100 - Tough Westernesse Cloth Shoulder Pads[ps]
25000C4200 - Enduring Westernesse Steel Leggings of Fate[p]
25000C4300 - Enduring Westernesse Cloth Shoulder Pads of Might[p]
25000C4400 - Enduring Westernesse Steel Leggings of Fate[p]
25000C4500 - Enduring Westernesse Cloth Shoulder Pads of Fate[p]
25000C4600 - Enduring Westernesse Steel Leggings of Vigour[p]
25000C4700 - Shining Westernesse Cloth Shoulder Pads[ps]
25000C4800 - Enduring Quilted Leggings of Vigour[p]
25000C4900 - Jewelled Necklace of Rallying[E]
25000C4901 - A magnificent golden necklace bejeweled with diamonds.
25000C4A00 - Enduring Quilted Leggings of Determination[p]
25000C4B00 - Wood Round Shield of Might[E]
25000C4C00 - Enduring Quilted Leggings of Fate[p]
25000C4D00 - Light Dwarf-shield of Fate[E]
25000C4E00 - Enduring Quilted Leggings of Fleetness[p]
25000C4F00 - Metal Round Shield of Stamina[E]
25000C5000 - Enduring Dwarf Quilted Leggings of Vigour[p]
25000C5100 - Shining Yew Round Shield[E]
25000C5200 - Enduring Dwarf Quilted Leggings of Vigour[p]
25000C5300 - Swift Birch Short Bow[E]
25000C5400 - Enduring Dwarf Quilted Leggings of Fleetness[p]
25000C5500 - Shining Bantam Hammer[E]
25000C5600 - Enduring Dwarf Quilted Leggings of Determination[p]
25000C5700 - Shining Grand Dual-headed Mallet of the Mountains[E]
25000C5800 - Enduring Elven Quilted Leggings of Determination[p]
25000C5900 - Hammer-Mace of Fate[E]
25000C5A00 - Enduring Elven Quilted Leggings of Fleetness[p]
25000C5B00 - Gleaming Steel Battle Spear of Ruin[E]
25000C5C00 - Enduring Elven Quilted Leggings of Fleetness[p]
25000C5D00 - Bejeweled Metal Staff of Fleetness[s]
25000C5E00 - Enduring Elven Quilted Leggings of Determination[p]
25000C5F00 - Shining Scimitar of the North[E]
25000C6000 - Enduring Westernesse Quilted Leggings of Determination[p]
25000C6100 - Gleaming Gilded Elvish Claymore of Stone-cutting[E]
25000C6200 - Sturdy Westernesse Quilted Leggings[p]
25000C6300 - Gleaming Heavy War Cleaver of the South Kingdom[E]
25000C6400 - Enduring Westernesse Quilted Leggings of Vigour[p]
25000C6500 - Root Club of Might[E]
25000C6600 - Enduring Westernesse Quilted Leggings of Fleetness[p]
25000C6700 - Shining Great Rounded Club[E]
25000C6800 - Leather Shoulder Pads of Might[p]
25000C6900 - Enduring Heavy Spiked Hand Axe of Stamina[e]
25000C6A00 - Leather Shoulder Pads of Fleetness[ps]
25000C6B00 - Enduring Grey-wood Short Bow of the Spirit[e]
25000C6C00 - Leather Shoulder Pads of Vigour[p]
25000C6D00 - Bear Knife of Stamina[E]
25000C6E00 - Shining Leather Shoulder Pads[ps]
25000C6F00 - Gleaming Spiked Mallet of the North[E]
25000C7000 - Shining Leather Shoulder Guards[ps]
25000C7100 - Flat-headed Mace of Fleetness[s]
25000C7200 - Shining Leather Shoulder Guards[ps]
25000C7300 - Keen Double-headed Spear[E]
25000C7400 - Leather Shoulder Guards of Fleetness[p]
25000C7500 - Shining Studded Stave[E]
25000C7600 - Leather Shoulder Guards of Might[p]
25000C7700 - Gleaming Broadsword[E]
25000C7800 - Shining Dwarf Leather Shoulder Pads[ps]
25000C7900 - Shining Dwarf Leather Shoulder Pads[ps]
25000C7A00 - Shining Dwarf Leather Shoulder Pads[ps]
25000C7B00 - Dwarf Leather Shoulder Pads of Might[p]
25000C7C00 - Dwarf Leather Shoulder Guards of Fleetness[p]
25000C7D00 - Dwarf Leather Shoulder Guards of Fleetness[p]
25000C7E00 - Dwarf Leather Shoulder Guards of Determination[p]
25000C7F00 - Dwarf Leather Shoulder Guards of Vigour[p]
25000C8000 - Shining Elven Leather Shoulder Pads[ps]
25000C8100 - Elven Leather Shoulder Pads of Fate[p]
25000C8200 - Elven Leather Shoulder Pads of Fate[p]
25000C8300 - Elven Leather Shoulder Pads of Fate[p]
25000C8400 - Shining Elven Leather Shoulder Guards[ps]
25000C8500 - Elven Leather Shoulder Guards of Fleetness[p]
25000C8600 - Shining Elven Leather Shoulder Guards[ps]
25000C8700 - Elven Leather Shoulder Guards of Vigour[p]
25000C8800 - Westernesse Leather Shoulder Pads of Might[p]
25000C8900 - Tough Westernesse Leather Shoulder Pads[ps]
25000C8A00 - Westernesse Leather Shoulder Pads of Fate[p]
25000C8B00 - Westernesse Leather Shoulder Pads of Vigour[p]
25000C8C00 - Westernesse Leather Shoulder Guards of Fate[p]
25000C8D00 - Westernesse Leather Shoulder Guards of Might[p]
25000C8E00 - Shining Westernesse Leather Shoulder Guards[ps]
25000C8F00 - Tough Westernesse Leather Shoulder Guards[ps]
25000C9000 - Leather Shirt of Vigour[E]
25000C9100 - Leather Shirt of Determination[E]
25000C9200 - Leather Shirt of Vigour[E]
25000C9300 - Leather Shirt of Determination[E]
25000C9400 - Leather Jacket of Might[E]
25000C9500 - Leather Jacket of Vigour[E]
25000C9600 - Shining Leather Jacket[E]
25000C9700 - Tough Leather Jacket[E]
25000C9800 - Shining Dwarf Leather Shirt[E]
25000C9900 - Dwarf Leather Shirt of Vigour[E]
25000C9A00 - Tough Dwarf Leather Shirt[E]
25000C9B00 - Dwarf Leather Shirt of Determination[E]
25000C9C00 - Dwarf Leather Jacket of Might[E]
25000C9D00 - Shining Dwarf Leather Jacket[E]
25000C9E00 - Dwarf Leather Jacket of Might[E]
25000C9F00 - Tough Dwarf Leather Jacket[E]
25000CA000 - Elven Leather Shirt of Fate[v]
25000CA100 - Elven Leather Shirt of Vigour[v]
25000CA200 - Elven Leather Shirt of Vigour[v]
25000CA300 - Shining Elven Leather Shirt[E]
25000CA400 - Elven Leather Jacket of Might[v]
25000CA500 - Elven Leather Jacket of Fleetness[vs]
25000CA600 - Elven Leather Jacket of Vigour[v]
25000CA700 - Elven Leather Jacket of Determination[v]
25000CA800 - Westernesse Leather Shirt of Fleetness[s]
25000CA900 - Shining Westernesse Leather Shirt[E]
25000CAA00 - Westernesse Leather Shirt of Vigour[E]
25000CAB00 - Westernesse Leather Shirt of Determination[E]
25000CAC00 - Westernesse Leather Jacket of Determination[E]
25000CAD00 - Westernesse Leather Jacket of Fate[E]
25000CAE00 - Westernesse Leather Jacket of Vigour[E]
25000CAF00 - Shining Westernesse Leather Jacket[E]
25000CB000 - Treated Chainmail Shoes[ps]
25000CB100 - Enduring Scale Shoes of Might[p]
25000CB200 - Treated Scale Shoes[ps]
25000CB300 - Enduring Chainmail Shoes of Vigour[p]
25000CB400 - Enduring Chainmail Boots of Fleetness[p]
25000CB500 - Enduring Scale Boots of Vigour[p]
25000CB600 - Shining Scale Boots[ps]
25000CB700 - Enduring Chainmail Boots of Fate[p]
25000CB800 - Enduring Dwarf Steel Shoes of Fleetness[ps]
25000CB900 - Enduring Dwarf Steel Shoes of Fate[p]
25000CBA00 - Treated Dwarf Steel Shoes[ps]
25000CBB00 - Shining Dwarf Steel Shoes[ps]
25000CBC00 - Enduring Dwarf Steel Boots of Fleetness[p]
25000CBD00 - Enduring Dwarf Steel Boots of Fate[p]
25000CBE00 - Shining Dwarf Steel Boots[ps]
25000CBF00 - Enduring Dwarf Steel Boots of Determination[p]
25000CC000 - Enduring Elven Steel Shoes of Might[p]
25000CC100 - Enduring Elven Steel Shoes of Fleetness[ps]
25000CC200 - Enduring Elven Steel Shoes of Vigour[p]
25000CC300 - Enduring Elven Steel Shoes of Fleetness[ps]
25000CC400 - Enduring Elven Steel Boots of Fleetness[p]
25000CC500 - Enduring Elven Steel Boots of Vigour[p]
25000CC600 - Enduring Elven Steel Boots of Vigour[p]
25000CC700 - Enduring Elven Steel Boots of Might[p]
25000CC800 - Enduring Westernesse Steel Shoes of Fleetness[ps]
25000CC900 - Enduring Westernesse Steel Shoes of Might[p]
25000CCA00 - Shining Westernesse Steel Shoes[ps]
25000CCB00 - Leather Armband of Stamina[E]
25000CCB01 - A large leather armband branded with ancient runes.
25000CCC00 - Enduring Westernesse Steel Shoes of Vigour[p]
25000CCD00 - Chainmail Jacket of Vigour[E]
25000CCD01 -
25000CCE00 - Shining Westernesse Steel Boots[ps]
25000CCF00 - Quilted Waistcoat of Determination[E]
25000CCF01 -
25000CD000 - Treated Westernesse Steel Boots[ps]
25000CD100 - Fur Helm of Fleetness[s]
25000CD101 -
25000CD200 - Enduring Westernesse Steel Boots of Might[p]
25000CD300 - Enduring Scale Leggings of Might[p]
25000CD301 -
25000CD400 - Enduring Westernesse Steel Boots of Vigour[p]
25000CD500 - Enduring Quilted Leggings of Determination[p]
25000CD501 -
25000CD600 - Shining Padded Shoes[ps]
25000CD700 - Jewelled Necklace of Endurance[E]
25000CD701 - A magnificent golden necklace bejeweled with diamonds.
25000CD800 - Padded Shoes of Might[p]
25000CD900 - Gleaming Diamond Ring[E]
25000CD901 - A beautiful diamond sits inside an elaborate setting on this golden ring.
25000CDA00 - Padded Shoes of Fleetness[ps]
25000CDB00 - King's Shield of Might[E]
25000CDB01 -
25000CDC00 - Padded Shoes of Fleetness[ps]
25000CDD00 - Leather Shoulder Pads of Might[p]
25000CDD01 -
25000CDE00 - Dwarf Padded Shoes of Determination[p]
25000CDF00 - Robe of Vigour[e]
25000CDF01 -
25000CE000 - Shining Dwarf Padded Shoes[ps]
25000CE100 - Keen Heavy Spiked Hand Axe of the West[E]
25000CE101 -
25000CE200 - Dwarf Padded Shoes of Determination[p]
25000CE300 - Heavy War Cleaver of Wounding[E]
25000CE301 -
25000CE400 - Shining Dwarf Padded Shoes[ps]
25000CE500 - Swift Wooden Recurve Bow[E]
25000CE501 -
25000CE600 - Elven Padded Shoes of Vigour[p]
25000CE700 - Grand Compound Crossbow of Bluffing[E]
25000CE701 -
25000CE702 - Reduces threat during ranged combat.
25000CE800 - Elven Padded Shoes of Vigour[p]
25000CE900 - Fighting Dagger of Inspiration[E]
25000CE901 -
25000CEA00 - Treated Elven Padded Shoes[ps]
25000CEB00 - Bantam Hammer[E]
25000CEB01 -
25000CEC00 - Elven Padded Shoes of Determination[p]
25000CED00 - Heavy Spiked Mace of Wounding[E]
25000CED01 -
25000CEE00 - Westernesse Padded Shoes of Fleetness[p]
25000CEF00 - Steel Battle Spear of Wounding[E]
25000CEF01 -
25000CF000 - Shining Westernesse Padded Shoes[p]
25000CF100 - Bejeweled Metal Staff[E]
25000CF101 -
25000CF200 - Westernesse Padded Shoes of Vigour[p]
25000CF300 - Keen Broadsword[E]
25000CF301 -
25000CF400 - Westernesse Padded Shoes of Fleetness[p]
25000CF500 - Swift Battle Axe of Determination[E]
25000CF501 -
25000CF600 - Enduring Scale Gloves of Courage[p]
25000CF700 - Pole Axe of Fleetness[s]
25000CF701 -
25000CF800 - Gleaming Scale Gloves[ps]
25000CF900 - Grey-wood Bow[E]
25000CF901 -
25000CFA00 - Enduring Scale Gloves of Fleetness[ps]
25000CFB00 - Boot Knife of Wounding[E]
25000CFB01 -
25000CFC00 - Enduring Chainmail Gloves of Courage[p]
25000CFD00 - Gleaming Battle Pick[E]
25000CFD01 -
25000CFE00 - Gleaming Scale Gauntlets[ps]
25000CFF00 - Steel Spiked Mace of Strengthening[E]
25000CFF01 -
25000D0000 - Enduring Scale Gauntlets of Might[p]
25000D0100 - Steel Battle Spear of Inspiration[e]
25000D0101 -
25000D0200 - Enduring Scale Gauntlets of Rallying[p]
25000D0300 - Great Horned Staff of the North[E]
25000D0301 -
25000D0400 - Enduring Chainmail Gauntlets of Fleetness[p]
25000D0500 - Elvish Longsword of Vigour[v]
25000D0501 -
25000D0600 - Gleaming Dwarf Steel Gloves[ps]
25000D0700 - Fancy Kite Shield of Might[E]
25000D0701 -
25000D0800 - Enduring Dwarf Steel Gloves of Courage[p]
25000D0900 - Dwarf Steel Jacket of Vigour[E]
25000D0901 -
25000D0A00 - Enduring Dwarf Steel Gloves of Might[p]
25000D0B00 - Dwarf Padded Waistcoat of Might[E]
25000D0B01 -
25000D0C00 - Enduring Dwarf Steel Gloves of Fleetness[ps]
25000D0D00 - Gleaming Dwarf Spiked Helm[E]
25000D0D01 -
25000D0E00 - Enduring Dwarf Steel Gauntlets of Rallying[p]
25000D0F00 - Enduring Dwarf-make Steel Leggings of Determination[p]
25000D0F01 -
25000D1000 - Enduring Dwarf Steel Gauntlets of Might[p]
25000D1100 - Enduring Dwarf Padded Leggings of Vigour[p]
25000D1101 -
25000D1200 - Enduring Dwarf Steel Gauntlets of Courage[p]
25000D1300 - Dwarf Leather Shoulder Pads of Might[p]
25000D1301 -
25000D1400 - Gleaming Dwarf Steel Gauntlets[ps]
25000D1500 - Grey-wood Short Bow[E]
25000D1501 -
25000D1600 - Gleaming Elven Steel Gloves[ps]
25000D1700 - Swift Slender Club of Might[E]
25000D1701 -
25000D1800 - Enduring Elven Steel Gloves of Might[p]
25000D1900 - Grand Double-ball Hammer[E]
25000D1901 -
25000D1A00 - Enduring Elven Steel Gloves of Vigour[p]
25000D1B00 - Flat-headed Mace of Fleetness[s]
25000D1B01 -
25000D1C00 - Enduring Elven Steel Gloves of Might[p]
25000D1D00 - Eagle Staff of Vigour[v]
25000D1D01 -
25000D1E00 - Enduring Elven Steel Gauntlets of Might[p]
25000D1F00 - Shortsword[E]
25000D1F01 -
25000D2000 - Enduring Elven Steel Gauntlets of Fate[p]
25000D2100 - Grey-wood Short Bow of Bluffing[E]
25000D2101 -
25000D2102 - Slightly reduces threat during ranged combat.
25000D2200 - Enduring Elven Steel Gauntlets of Rallying[p]
25000D2300 - Slender Club[E]
25000D2301 -
25000D2400 - Enduring Elven Steel Gauntlets of Determination[p]
25000D2500 - Swift Grand Double-ball Hammer[E]
25000D2501 -
25000D2600 - Enduring Westernesse Steel Gloves of Rallying[p]
25000D2700 - Flat-headed Mace[E]
25000D2701 -
25000D2800 - Enduring Westernesse Steel Gloves of Rallying[p]
25000D2900 - Metal-Capped Stave[E]
25000D2901 -
25000D2A00 - Enduring Westernesse Steel Gloves of Rallying[p]
25000D2B00 - Shortsword of Ruin[E]
25000D2B01 -
25000D2C00 - Enduring Westernesse Steel Gloves of Might[p]
25000D2D00 - Elven Steel Jacket of Vigour[v]
25000D2D01 -
25000D2E00 - Enduring Westernesse Steel Gauntlets of Might[p]
25000D2F00 - Elven Padded Waistcoat of Fate[v]
25000D2F01 -
25000D3000 - Enduring Westernesse Steel Gauntlets of Might[p]
25000D3100 - Elven Pointed Helm of Fleetness[vs]
25000D3101 -
25000D3200 - Gleaming Westernesse Steel Gauntlets[ps]
25000D3300 - Enduring Elven Steel Leggings of Might[p]
25000D3301 -
25000D3400 - Enduring Westernesse Steel Gauntlets of Courage[p]
25000D3500 - Enduring Elven Quilted Leggings of Fleetness[p]
25000D3501 -
25000D3600 - Padded Gloves of Courage[p]
25000D3700 - Elven Leather Shoulder Pads of Fate[p]
25000D3701 -
25000D3800 - Padded Gloves of Courage[p]
25000D3900 - Westernesse Steel Jacket of Determination[E]
25000D3901 -
25000D3A00 - Padded Gloves of Fate[p]
25000D3B00 - Westernesse Cloth Waistcoat of Might[E]
25000D3B01 -
25000D3C00 - Padded Gloves of Fate[p]
25000D3D00 - Westernesse Feathered Helm of Fleetness[s]
25000D3D01 -
25000D3E00 - Dwarf Padded Gloves of Rallying[p]
25000D3F00 - Shining Westernesse Steel Leggings[ps]
25000D3F01 -
25000D4000 - Dwarf Padded Gloves of Might[p]
25000D4100 - Enduring Westernesse Cloth Leggings of Might[p]
25000D4101 -
25000D4200 - Dwarf Padded Gloves of Vigour[p]
25000D4300 - Westernesse Leather Shoulder Pads of Vigour[p]
25000D4301 -
25000D4400 - Dwarf Padded Gloves of Might[p]
25000D4500 - Leather Cuff of Stamina[E]
25000D4501 - A large leather cuff made from a solid piece of tanned leather.
25000D4600 - Elven Padded Gloves of Fate[p]
25000D4700 - Beaded Necklace of Fate[E]
25000D4701 - An elaborate beaded necklace.
25000D4800 - Elven Padded Gloves of Rallying[p]
25000D4900 - Gleaming Copper Ring[E]
25000D4901 - An ancient copper ring, yet still in excellent condition.
25000D4A00 - Elven Padded Gloves of Vigour[p]
25000D4B00 - Amethyst Earring of Fate[v]
25000D4B01 - Small earring with amethyst setting.
25000D4C00 - Elven Padded Gloves of Determination[p]
25000D4D00 - Gleaming Copper Ring[E]
25000D4D01 - An old copper ring.
25000D4E00 - Westernesse Padded Gloves of Might[p]
25000D4F00 - Shining Dwarf Robe[e]
25000D4F01 -
25000D5000 - Westernesse Padded Gloves of Determination[p]
25000D5100 - Elven Robe of Determination[v]
25000D5101 -
25000D5200 - Gleaming Westernesse Padded Gloves[p]
25000D5300 - Westernesse Robe of Vigour[e]
25000D5301 -
25000D5400 - Westernesse Padded Gloves of Fate[p]
25000D5500 - Quilted Shirt of Determination[E]
25000D5501 -
25000D5600 - Leather Leggings of Might[p]
25000D5700 - Shining Padded Jacket[E]
25000D5701 -
25000D5800 - Leather Leggings of Fleetness[ps]
25000D5900 - Dwarf Quilted Shirt of Fleetness[s]
25000D5901 -
25000D5A00 - Leather Leggings of Determination[p]
25000D5B00 - Shining Dwarf Quilted Jacket[E]
25000D5B01 -
25000D5C00 - Leather Leggings of Fleetness[ps]
25000D5D00 - Elven Padded Shirt of Might[v]
25000D5D01 -
25000D5E00 - Dwarf Leather Leggings of Courage[p]
25000D5F00 - Elven Padded Jacket of Determination[v]
25000D5F01 -
25000D6000 - Dwarf Leather Leggings of Might[p]
25000D6100 - Westernesse Padded Shirt of Fate[E]
25000D6101 -
25000D6200 - Dwarf Leather Leggings of Determination[sp]
25000D6300 - Leather Shoulder Guards of Fleetness[p]
25000D6301 -
25000D6400 - Dwarf Leather Leggings of Fleetness[p]
25000D6500 - Shining Dwarf Leather Shoulder Guards[ps]
25000D6501 -
25000D6600 - Elven Leather Leggings of Might[p]
25000D6700 - Shining Elven Leather Shoulder Guards[ps]
25000D6701 -
25000D6800 - Elven Leather Leggings of Might[p]
25000D6900 - Westernesse Leather Shoulder Guards of Fleetness[p]
25000D6901 -
25000D6A00 - Elven Leather Leggings of Determination[p]
25000D6B00 - Reinforced Chainmail Chestpiece[E]
25000D6B01 -
25000D6C00 - Elven Leather Leggings of Fate[p]
25000D6D00 - Shining Dwarf Steel Breastplate[E]
25000D6D01 -
25000D6E00 - Westernesse Leather Leggings of Determination[p]
25000D6F00 - Shining Elven Steel Breastplate[v]
25000D6F01 -
25000D7000 - Westernesse Leather Leggings of Fleetness[ps]
25000D7100 - Westernesse Steel Breastplate of Absorption[E]
25000D7101 -
25000D7200 - Westernesse Leather Leggings of Fleetness[ps]
25000D7300 - Leather Shirt of Vigour[E]
25000D7301 -
25000D7400 - Westernesse Leather Leggings of Might[p]
25000D7500 - Woven Cloak of Might[E]
25000D7501 -
25000D7600 - Leather Shirt of Determination[E]
25000D7700 - Hooded Woven Cloak of Vigour[E]
25000D7800 - Leather Shirt of Might[E]
25000D7900 - Silver Earring of Vigour[E]
25000D7901 - An ancient silver earring.
25000D7A00 - Shining Leather Shirt[E]
25000D7B00 - Enduring Chainmail Shoes of Fleetness[p]
25000D7B01 -
25000D7C00 - Leather Shirt of Vigour[E]
25000D7D00 - Padded Shoes of Might[p]
25000D7D01 -
25000D7E00 - Leather Jacket of Fate[E]
25000D7F00 - Gleaming Scale Gloves[ps]
25000D7F01 -
25000D8000 - Leather Jacket of Determination[E]
25000D8100 - Padded Gloves of Might[p]
25000D8101 -
25000D8200 - Tough Leather Jacket[E]
25000D8300 - Leather Leggings of Fleetness[p]
25000D8301 -
25000D8400 - Leather Jacket of Vigour[E]
25000D8500 - Opal Ring of Might[v]
25000D8501 - An old silver ring with tiny opals adorning it.
25000D8600 - Dwarf Leather Shirt of Vigour[E]
25000D8700 - Great Rounded Club of Might[E]
25000D8701 -
25000D8800 - Tough Dwarf Leather Shirt[E]
25000D8900 - Great Rounded Club of Endurance[E]
25000D8901 -
25000D8A00 - Dwarf Leather Shirt of Vigour[E]
25000D8B00 - Halved Halberd of Wounding[E]
25000D8B01 -
25000D8C00 - Shining Dwarf Leather Shirt[E]
25000D8D00 - Swift Spiked Mallet of Wounding[E]
25000D8D01 -
25000D8E00 - Dwarf Leather Jacket of Might[E]
25000D8F00 - Grand War Mallet of Ruin[E]
25000D8F01 -
25000D9000 - Dwarf Leather Jacket of Might[E]
25000D9100 - Double-headed Spear[E]
25000D9101 -
25000D9200 - Tough Dwarf Leather Jacket[E]
25000D9300 - Keen Gilded Elvish Claymore of the Goblin-wars[s]
25000D9301 -
25000D9400 - Dwarf Leather Jacket of Determination[E]
25000D9500 - Pointed Hat of Fleetness[s]
25000D9501 -
25000D9600 - Elven Leather Shirt of Fate[v]
25000D9700 - Keen Great Root Club of the Spirit[E]
25000D9701 -
25000D9800 - Elven Leather Shirt of Might[v]
25000D9900 - Hooked Halberd of Might[E]
25000D9901 -
25000D9A00 - Shining Elven Leather Shirt[E]
25000D9B00 - Chasing Hammer[E]
25000D9B01 -
25000D9C00 - Tough Elven Leather Shirt[E]
25000D9D00 - Gleaming Heavy Battle Pick of the North[E]
25000D9D01 -
25000D9E00 - Elven Leather Jacket of Fleetness[vs]
25000D9F00 - Shining Steel Battle Spear[E]
25000D9F01 -
25000DA000 - Elven Leather Jacket of Fleetness[vs]
25000DA100 - Wing-hilt Great Sword of Might[E]
25000DA101 -
25000DA200 - Shining Elven Leather Jacket[E]
25000DA300 - Dwarf Leather Shirt of Vigour[E]
25000DA301 -
25000DA400 - Tough Elven Leather Jacket[E]
25000DA500 - Enduring Dwarf Steel Shoes of Fleetness[p]
25000DA501 -
25000DA600 - Westernesse Leather Shirt of Vigour[E]
25000DA700 - Dwarf Padded Shoes of Fate[p]
25000DA701 -
25000DA800 - Westernesse Leather Shirt of Might[E]
25000DA900 - Enduring Dwarf Steel Gloves of Fate[p]
25000DA901 -
25000DAA00 - Westernesse Leather Shirt of Determination[E]
25000DAB00 - Dwarf Padded Gloves of Might[p]
25000DAB01 -
25000DAC00 - Shining Westernesse Leather Shirt[E]
25000DAD00 - Dwarf Leather Leggings of Fleetness[p]
25000DAD01 -
25000DAE00 - Westernesse Leather Jacket of Might[E]
25000DAF00 - Grey-wood Long Bow[E]
25000DAF01 -
25000DB000 - Westernesse Leather Jacket of Vigour[E]
25000DB100 - Battle Pick of Might[E]
25000DB101 -
25000DB200 - Shining Westernesse Leather Jacket[E]
25000DB300 - Steel Battle Spear of Vigour[E]
25000DB301 -
25000DB400 - Westernesse Leather Jacket of Fate[E]
25000DB500 - Bejeweled Metal Staff[E]
25000DB501 -
25000DB600 - Scale Shoes of Fleetness[ps]
25000DB700 - Spiked Hatchet of Inspiration[E]
25000DB701 -
25000DB800 - Scale Shoes of Fate[p]
25000DB900 - Long War Axe of Ruin[E]
25000DB901 -
25000DBA00 - Shining Chainmail Shoes[ps]
25000DBB00 - Grey-wood Long Bow of Skill[E]
25000DBB01 -
25000DBB02 - Slightly reduces ranged skill induction time.
25000DBC00 - Chainmail Shoes of Fleetness[ps]
25000DBD00 - Boot Knife of Stamina[E]
25000DBD01 -
25000DBE00 - Reinforced Scale Boots of Might[p]
25000DBF00 - Battle Pick[E]
25000DBF01 -
25000DC000 - Scale Boots of Fleetness[ps]
25000DC100 - Swift Flat-headed Mace[E]
25000DC101 -
25000DC200 - Chainmail Boots of Might[p]
25000DC300 - Swift Thrusting Spear[E]
25000DC301 -
25000DC400 - Shining Chainmail Boots[ps]
25000DC500 - Swift Kindle Stave of Wounding[E]
25000DC501 -
25000DC600 - Shining Dwarf Steel Shoes[ps]
25000DC700 - Longsword of Might[E]
25000DC701 -
25000DC800 - Dwarf Steel Shoes of Vigour[p]
25000DC900 - Shining Elven Leather Shirt[E]
25000DC901 -
25000DCA00 - Dwarf Steel Shoes of Vigour[p]
25000DCB00 - Enduring Elven Steel Shoes of Fleetness[p]
25000DCB01 -
25000DCC00 - Dwarf Steel Shoes of Might[p]
25000DCD00 - Elven Cloth Shoes of Fleetness[p]
25000DCD01 -
25000DCE00 - Reinforced Dwarf Steel Boots of Might[p]
25000DCF00 - Enduring Elven Steel Gloves of Courage[p]
25000DCF01 -
25000DD000 - Shining Dwarf Steel Boots[ps]
25000DD100 - Elven Quilted Gloves of Fate[p]
25000DD101 -
25000DD200 - Dwarf Steel Boots of Fleetness[p]
25000DD300 - Elven Leather Leggings of Determination[p]
25000DD301 -
25000DD400 - Dwarf Steel Boots of Fate[p]
25000DD500 - Westernesse Leather Shirt of Vigour[E]
25000DD501 -
25000DD600 - Elven Steel Shoes of Fleetness[ps]
25000DD700 - Shining Westernesse Steel Shoes[ps]
25000DD701 -
25000DD800 - Elven Steel Shoes of Might[p]
25000DD900 - Westernesse Cloth Shoes of Fleetness[p]
25000DD901 -
25000DDA00 - Shining Elven Steel Shoes[ps]
25000DDB00 - Enduring Westernesse Steel Gloves of Fleetness[ps]
25000DDB01 -
25000DDC00 - Treated Elven Steel Shoes[ps]
25000DDD00 - Westernesse Cloth Gloves of Might[p]
25000DDD01 -
25000DDE00 - Reinforced Elven Steel Boots of Determination[p]
25000DDF00 - Westernesse Leather Leggings of Courage[p]
25000DDF01 -
25000DE000 - Shining Elven Steel Boots[ps]
25000DE100 - Amethyst Earring of Determination[v]
25000DE101 - Small earring with amethyst setting.
25000DE200 - Elven Steel Boots of Might[p]
25000DE300 - Diamond Ring of Might[E]
25000DE301 - A series of bright diamonds are set within this ring.
25000DE400 - Shining Elven Steel Boots[ps]
25000DE500 - Leather Armband of Vigour[E]
25000DE501 - Three thick leather strands were brought together to form this ancient armband.
25000DE600 - Westernesse Steel Shoes of Fleetness[ps]
25000DE700 - Woven Necklace of Might[E]
25000DE701 - This necklace was woven long ago.
25000DE800 - Westernesse Steel Shoes of Fate[p]
25000DE900 - Slender Splinter of Peace[E]
25000DE901 - Small sliver of Huorn-bark.
25000DEA00 -
25000DEA01 - Damage Reflection
25000DEA02 - Chance of reflecting a portion of damage back to the attacker.
25000DEB00 - Westernesse Steel Shoes of Vigour[p]
25000DEC00 - Crystal Ring of Might[E]
25000DEC01 - An assortment of small crystals are set into this golden band.
25000DED00 - Westernesse Steel Shoes of Fleetness[ps]
25000DEE00 - Woollen Hat of Determination[e]
25000DEE01 -
25000DEF00 - Reinforced Westernesse Steel Boots of Vigour[p]
25000DF000 - Leather Jacket of Determination[E]
25000DF001 -
25000DF100 - Westernesse Steel Boots of Fleetness[p]
25000DF200 - Shining Dwarf Leather Jacket[E]
25000DF201 -
25000DF300 - Westernesse Steel Boots of Fate[p]
25000DF400 - Elven Leather Jacket of Vigour[v]
25000DF401 -
25000DF500 - Shining Westernesse Steel Boots[ps]
25000DF600 - Shining Westernesse Leather Jacket[E]
25000DF601 -
25000DF700 - Reinforced Padded Shoes of Fate[p]
25000DF800 - Enduring Chainmail Boots of Might[p]
25000DF801 -
25000DF900 - Padded Shoes of Vigour[p]
25000DFA00 - Enduring Scale Gauntlets of Might[p]
25000DFA01 -
25000DFB00 - Padded Shoes of Fate[p]
25000DFC00 - Enduring Dwarf Steel Boots of Fleetness[p]
25000DFC01 -
25000DFD00 - Padded Shoes of Fleetness[ps]
25000DFE00 - Enduring Dwarf Steel Gauntlets of Fleetness[p]
25000DFE01 -
25000DFF00 - Reinforced Dwarf Padded Shoes of Fate[p]
25000E0000 - Enduring Elven Steel Boots of Might[p]
25000E0001 -
25000E0100 - Dwarf Padded Shoes of Fleetness[ps]
25000E0200 - Enduring Elven Steel Gauntlets of Might[p]
25000E0201 -
25000E0300 - Dwarf Padded Shoes of Might[p]
25000E0400 - Enduring Westernesse Steel Boots of Might[p]
25000E0401 -
25000E0500 - Dwarf Padded Shoes of Vigour[p]
25000E0600 - Gleaming Westernesse Steel Gauntlets[ps]
25000E0601 -
25000E0700 - Reinforced Elven Padded Shoes of Vigour[p]
25000E0800 - Leather Jacket of Might[E]
25000E0801 -
25000E0900 - Elven Padded Shoes of Fleetness[ps]
25000E0A00 - Dwarf Leather Jacket of Vigour[E]
25000E0A01 -
25000E0B00 - Elven Padded Shoes of Vigour[p]
25000E0C00 - Shining Elven Leather Jacket[E]
25000E0C01 -
25000E0D00 - Elven Padded Shoes of Fleetness[ps]
25000E0E00 - Westernesse Leather Jacket of Determination[E]
25000E0E01 -
25000E0F00 - Reinforced Westernesse Padded Shoes of Might[p]
25000E1000 - Reinforced Scale Boots[ps]
25000E1001 -
25000E1100 - Westernesse Padded Shoes of Fate[p]
25000E1200 - Scale Gauntlets of Fleetness[p]
25000E1201 -
25000E1300 - Westernesse Padded Shoes of Vigour[p]
25000E1400 - Shining Chainmail Shoulder Guards[ps]
25000E1401 -
25000E1500 - Westernesse Padded Shoes of Fate[p]
25000E1600 - Dwarf Steel Boots of Might[p]
25000E1601 -
25000E1700 - Scale Gloves of Courage[p]
25000E1800 - Dwarf Steel Gauntlets of Fate[p]
25000E1801 -
25000E1900 - Scale Gloves of Might[p]
25000E1A00 - Dwarf Steel Shoulder Guards of Fate[p]
25000E1A01 -
25000E1B00 - Scale Gloves of Might[p]
25000E1C00 - Shining Elven Steel Boots[ps]
25000E1C01 -
25000E1D00 - Chainmail Gloves of Vigour[p]
25000E1E00 - Gleaming Elven Steel Gauntlets[ps]
25000E1E01 -
25000E1F00 - Scale Gauntlets of Might[p]
25000E2000 - Shining Westernesse Steel Boots[ps]
25000E2001 -
25000E2100 - Scale Gauntlets of Might[p]
25000E2200 - Reinforced Westernesse Steel Gauntlets[ps]
25000E2201 -
25000E2300 - Scale Gauntlets of Vigour[p]
25000E2400 - Reinforced Diamond Ring of Defence[E]
25000E2401 - A beautiful diamond sits inside an elaborate setting on this golden ring.
25000E2500 - Reinforced Chainmail Gauntlets of Courage[p]
25000E2600 - Reinforced Opal Ring of Defence[E]
25000E2601 - An old silver ring with tiny opals adorning it.
25000E2700 - Dwarf Steel Gloves of Fate[p]
25000E2800 - Reinforced Leather Armband of Defence[E]
25000E2801 - A large leather armband branded with ancient runes.
25000E2900 - Dwarf Steel Gloves of Courage[p]
25000E2A00 - Reinforced Silver Earring of Defence[E]
25000E2A01 - An ancient silver earring.
25000E2B00 - Dwarf Steel Gloves of Rallying[p]
25000E2C00 - Reinforced Jewelled Necklace of Defence[E]
25000E2C01 - A magnificent golden necklace bejeweled with diamonds.
25000E2D00 - Dwarf Steel Gloves of Might[p]
25000E2E00 - Reinforced Emerald Ring of Defence[E]
25000E2E01 - A large green emerald sits inside a brilliant setting on this gold ring.
25000E2F00 - Dwarf Steel Gauntlets of Courage[p]
25000E3000 - Reinforced Gold Earring of Defence[E]
25000E3001 - An ancient gold earring.
25000E3100 - Dwarf Steel Gauntlets of Rallying[p]
25000E3200 - Brimmed Hat of Rallying[e]
25000E3201 -
25000E3300 - Gleaming Dwarf Steel Gauntlets[ps]
25000E3400 - Gleaming Flat Cap[e]
25000E3401 -
25000E3500 - Gleaming Dwarf Steel Gauntlets[ps]
25000E3600 - Scale Jacket of Might[E]
25000E3700 - Gleaming Elven Steel Gloves[ps]
25000E3800 - Chainmail Jacket of Fleetness[s]
25000E3900 - Gleaming Elven Steel Gloves[ps]
25000E3A00 - Scale Jacket of Vigour[E]
25000E3B00 - Elven Steel Gloves of Fleetness[ps]
25000E3C00 - Shining Chainmail Jacket[E]
25000E3D00 - Elven Steel Gloves of Might[p]
25000E3E00 - Reinforced Chainmail Chestpiece of Might[E]
25000E3F00 - Elven Steel Gauntlets of Fleetness[p]
25000E4000 - Chainmail Chestpiece of Fate[E]
25000E4100 - Gleaming Elven Steel Gauntlets[ps]
25000E4200 - Scale Breastplate of Determination[E]
25000E4300 - Boots of the Silverwood[p]
25000E4301 - Finely crafted armour of Elven-make.
25000E4400 - Hat of the Forests[ps]
25000E4401 - Hat of Elven-make.
25000E4500 - Helm of Imladris[ps]
25000E4501 - Elven-crafted shining helm of Rivendell.
25000E4600 - Leggings of Barahir[p]
25000E4601 - Ancient armour crafted for the band of the great hero.
25000E4700 - Ring of the Dragon[n]
25000E4701 - Inspired by the glittering horde of the dragon Smaug, a beautiful work of art crafted by Dwarf-hands.
25000E4800 - Westernesse Robe[n]
25000E4801 - Robe crafted by Men of Rohan.
25000E4900 - Club of the Great Took[n]
25000E4901 - Crafted of hardened wood and accented with iron and steel, a regal weapon created for great Hobbit-leaders.
25000E4A00 - Spear of the Green Dragon[n]
25000E4A01 - Expertly crafted spear of Hobbit-make, forged in the likeness of the spears of men once used to hunt dragons of legend.
25000E4B00 - Cuirass of Mirkwood[n]
25000E4B01 - Armour of Elven-make, finely tooled in the Dark Forest.
25000E4C00 - Elven Brooch[v]
25000E4C01 - A clasp of delicate workmanship set with veins of silver and encrusted with fine gems.
25000E4D00 - Axe of Mirrormere[n]
25000E4D01 - Reflecting the still waters of the Glass Lake of Kheled-zaram and the mighty legacy and strength of Durin's line.
25000E4E00 - Great Axe of the Mark[n]
25000E4E01 - Forged for the Kings of the eastern plains in ages long-forgotten, a finely crafted symbol of the might of the Horse-lords.
25000E4F00 - Club of Michel Delving[n]
25000E4F01 - Fashioned from a single oak log, a symbol of power from the Westfarthing of the Shire.
25000E5000 - Glosthoron[n]
25000E5001 - The Snow Eagle, majestic weapon inlaid with the finest silver and gold, crafted under the watchful eye of the White Lady herself in Lórien to the East.
25000E5100 - Sword of the Stars[ns]
25000E5101 - Crafted by men long ago for the battle of the Last Alliance, inscribed by Elf-Hands with the power of the stars.
25000E5200 - Cendgaim[n]
25000E5201 - These Elven gloves were crafted for a bold warrior of Lindon in the days of Gil-galad.
25000E5300 - Rockscaler[n]
25000E5301 - These leggings from the Iron Hills keep the wearer refreshed and strong.
25000E5400 - Manadh[n]
25000E5401 - This bow was crafted by the Elves to bring an end to the Dead that Walk, an abomination in the eyes of the Eldar.
25000E5500 - Marcho's Edge[n]
25000E5501 - Rumour has it that this knife was once borne by Marcho Fallohide, one of the two brothers who founded the Shire.
25000E5600 - Stalwart[n]
25000E5601 - This mace was fashioned to be used equally well for defence as well as offence.
25000E5700 - Thunder-fall[n]
25000E5701 - Evil fears the crushing blow of Thunder-fall, forged in the smithies of Dale in the days of Girion.
25000E5800 - Fastonn[n]
25000E5801 - The wielder of this sword has an unbreakable will, driving on despite overwhelming odds.
25000E5900 - Celegdal[n]
25000E5901 -
25000E5A00 - Gerynn[n]
25000E5A01 -
25000E5B00 - Toril[n]
25000E5B01 -
25000E5C00 - Greenleaves's Lucky Rabbit's Foot[n]
25000E5C01 - This rabbit's foot was carried by a Bree-man by the name of Wil Greenleaves, who seemed to always move just in time as something was falling from above.
25000E5D00 - Everstout[n]
25000E5D01 - This shirt was tailored in Lake-town to survive long winters on the Long Lake.
25000E5E00 - Soft-walkers[ns]
25000E5E01 - These light boots were made by the Woodmen of Mirkwood for hunting.
25000E5F00 - Swifthelm[n]
25000E5F01 - This sturdy helm from the Dale-lands is also very light, allowing the wearer greater freedom of movement.
25000E6000 - Faerthoniel[n]
25000E6001 - These Elven leggings from Lindon confer upon the wearer an ever-strengthening spirit.
25000E6100 - Tarflad[n]
25000E6101 - These Elven pauldrons are made of leather taken from the aurochs of Ered Luin.
25000E6200 - Stingborg[n]
25000E6201 - This weapon was crafted in ancient days, before the kingdoms of the Blue Mountains perished.
25000E6300 - Quick-silver[n]
25000E6301 - This polished axe is balanced for great speed, without sacrificing damaging ability.
25000E6400 - Hermit's Rage[n]
25000E6401 - This branch was borne long ago by a mountain-man who wished to be left alone. He knew peace until he died.
25000E6500 - Woodsman's Club[n]
25000E6501 - This club was crafted by the rustic Woodmen who dwell along beneath the eaves of southern Mirkwood. Using special oils, the club can be put alight, without burning the wood.
25000E6600 - Belegúr[n]
25000E6601 - This halberd was forged in the smithies of Edhellond upon the Bay of Belfalas. It is said it has a virtue to embolden its bearer, whilst dismaying its foes.
25000E6700 - Greyclaw[n]
25000E6701 - This spear was crafted to defend the Grey Mountains from the onslaught of the dragons.
25000E6800 - Isenring[n]
25000E6801 - The strength of this hammer is such that whenever it strikes metal or stone, the ring of it can be heard far and wide, yet no dent or ding does it receive.
25000E6900 - Lost Peace[n]
25000E6901 - This sword was once named simply Sîdh, until its master, a warrior of Arnor, lost it in battle.
25000E6A00 - Estelechor[n]
25000E6A01 -
25000E6B00 - Amarthgor[n]
25000E6B01 -
25000E6C00 - Halfur's Goblin-tooth[n]
25000E6C01 - Halfur of the Blue Mountains collected this tooth as a trophy from a goblin he bested bare-handed.
25000E6D00 - Wolfpelt Coat[n]
25000E6D01 - This jacket, tailored by the Beornings of the Anduin Vale, is made of fine wolf-pelts.
25000E6E00 - Ervellyn[n]
25000E6E01 - These boots were crafted long ago in the realm of Eregion to guide the steps of their wearer in battle.
25000E6F00 - Emerthil[n]
25000E6F01 - These gloves were fashioned in Lothlórien for the Elf-king Amroth, Lord of Lórien ere the reign of Galadriel and Celeborn; he was lost when the Sea took him.
25000E7000 - Peace-bringer[n]
25000E7001 - Sister to Peacekeeper, it is believed this bow was borne by a member of the Shire-company sent to aid King Arvedui at the last battle of Fornost.
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000E7002 - Reduces ranged skill induction time.
25000E7100 - Jarnhart[n]
25000E7101 - Crafted in the smithies of Khazad-dûm before the great dwarf-kingdom fell, the virtues of Jarnhart are no less potent today.
25000E7200 - Iornagol[n]
25000E7201 - This dagger came from the armouries of Nargothrond in ages past and was given as a gift to a minor Elf-lord in Lindon.
25000E7300 - Pelethnor[n]
25000E7301 - This staff was crafted by Celebrimbor in the days of Eregion before the Great Rings were forged. It was intended to be a light against the darkness.
25000E7400 - Uiagar[n]
25000E7401 - The flanges of this mace are able to pierce the flesh of an enemy, causing excessive bleeding.
25000E7500 - Thokbrot[n]
25000E7501 - This hammer is one of five sisters forged by the greatest smiths of the dwarf-kingdoms. Forged within the reclaimed halls of the Grey Mountains, Mist-breaker was forged as a defence against the return of the dragons.
25000E7600 - Harvester[n]
25000E7601 - This sword was used as a scythe before its owner took it to the last battle at Fornost.
25000E7700 - Wyrmshúd[n]
25000E7701 - This shield was forged in the Grey Mountains to help in the defence against the dragons who invaded from the North.
25000E7800 - Balksgrunn[n]
25000E7801 - This shield, forged in one of the ancient kingdoms of the Blue Mountains, has defended many a dwarf-warrior through the ages.
25000E7900 - Gorechor[n]
25000E7901 -
25000E7A00 - Estelil[n]
25000E7A01 -
25000E7B00 - Fagenband[n]
25000E7B01 -
25000E7C00 - Cuirass of Moonlight[n]
25000E7C01 - Armour of Elven-make, finely tooled.
25000E7D00 - Cuirass of Barahir[n]
25000E7D01 - Ancient armour crafted for the band of the great Elf-hero.
25000E7E00 - Shoes of Barahir[p]
25000E7E01 - Ancient armour crafted for the band of the great hero of Men.
25000E7F00 - Gloves of Mirkwood[p]
25000E7F01 - Armour of Elven-make, finely tooled in the Dark Forest.
25000E8000 - Crossbow of Rhovanion[n]
25000E8001 - Crafted in lands far to the east, an exotic weapon of great speed and accuracy.
25000E8002 - Reduces ranged skill induction time.
25000E8100 - Dark Boots of the Wanderer[p]
25000E8101 - Boots of Númenórean craftsmanship, ancient yet strong.
25000E8200 - Helm of Barazinbar[n]
25000E8201 - Ancient dwarf-helm of the Redhorn Mountain.
25000E8300 - Ring of Mirath[n]
25000E8301 - Glittering like the caves for which it is named, intricate and fascinating in its craftsmanship.
25000E8400 - Great Axe of the King[n]
25000E8401 - Forged for the Kings of Dwarf lines of ages past, a weapon of unmatched strength and precise balance.
25000E8500 - Earring of the Dragon[n]
25000E8501 - Inspired by the glittering horde of the dragon Smaug, a beautiful work of art crafted by Dwarf-hands.
25000E8600 - Gloves of the Silverwood[p]
25000E8601 - Finely crafted armour of Elven-make.
25000E8700 - Leggings of Moonlight[p]
25000E8701 - Armour of Elven-make, finely tooled.
25000E8800 - Shoulders of the Nimrodel[p]
25000E8801 - Elven-armour, finely crafted and strong.
25000E8900 - Bow of Nimrodel[n]
25000E8901 - Swift as the river for which it is named, crafted for the reclusive Elves of Lórien, known for their deadly accuracy and silence of foot.
25000E8902 - Reduces threat during ranged combat.
25000E8A00 - Dagger of Celepharn[n]
25000E8A01 - Blade of Silver Stone, strong despite its delicate beauty, a rare work crafted in honour of the fourth king of Arthedain.
25000E8B00 - Breastplate of Mirath[n]
25000E8B01 - Ornate armour of master dwarf-craft.
25000E8C00 - Necklace of the High Pass[ns]
25000E8C01 - Dwarf-crafting of exquisite delicacy and surprising strength, displaying the cold beauty of Misty Mountains themselves.
25000E8D00 - Shield of Moria[n]
25000E8D01 - Dark and strong as the great underground mansion of Khazad-dûm, a magnificent work of art from dwarf-craftsmen.
25000E8E00 - Hammer of the Seven Stars[ns]
25000E8E01 - Drawing its power from the legacy of the ancient Dwarf-fathers, a weapon of legendary power and craftsmanship.
25000E8F00 - Mace of the Eldar[n]
25000E8F01 - A blazing symbol of the power of Middle-earth's oldest race, dazzling in its craftsmanship.
25000E9000 - Staff of Mindolluin[n]
25000E9001 - Carved of hardened wood found near the great city of Minas Tirith, used with great skill by the elite soldiers of Gondor.
25000E9100 - Blade of the Company[n]
25000E9101 - A Dwarf-blade forged with unmatched skill, neither steel nor rock could dull its keen edge.
25000E9200 - Oflár's Spear[n]
25000E9201 -
25000E9300 - 'My body! No!'
25000E9301 - 'I...am...risen!'
25000E9302 - 'I return to the shadows....'
25000E9303 - 'I shall rend you limb from limb...'
25000E9304 - 'Foolish creature! You dare challenge the Cauldron Master?'
25000E9305 - 'Your blood will turn these waters as red as the Eye of the Dark Lord!'
25000E9306 - Ironbound Avenger[mv]
25000E9307 - 'Ah! It burns!'
25000E9308 - 'The Lord of Pestilence will destroy you!'
25000E9309 - 'Fools! Your petty vandalism means nothing to the master of the Cauldron of Death!'
25000E9400 - ..
25000E9401 - ..
25000E9500 - ..
25000E9501 - Disease Cloud
25000E9600 - Virulent Disease
25000E9601 -
25000E9700 - DNT - Looming Feebleness
25000E9701 - DNT - Applies the weakness disease effect on a player in the disease cloud for too long.
25000E9800 - Decreases Might and Agility
25000E9801 - Diseased Feebleness
25000E9802 - Decreases Might and Agility
25000E9900 - Diseased Roar
25000E9901 - ..
25000E9A00 - 'I will deliver your body to my lord when you fall.'
25000E9A01 - 'Another one for the pot!'
25000E9A02 - 'Master! I have failed!'
25000E9A03 - 'Defiler!'
25000E9A04 - 'What a foul scent you bring!'
25000E9A05 - 'Invader! I will destroy you!'
25000E9A06 - 'For the Lord of Pestilence!'
25000E9B00 - Oflár's Shoulder Guards[n]
25000E9B01 -
25000E9C00 - Helthail[n]
25000E9C01 -
25000E9D00 - Cauldron Purger[n]
25000E9D01 -
25000E9E00 - Ironbound Giant[mv]
25000E9F00 - 'Your body will serve us after you die!'
25000E9F01 - 'Another one for the pot!'
25000E9F02 - 'You have achieved nothing. I will return again from the darkness....'
25000E9F03 - 'There are many spirits waiting their turn.'
25000E9F04 - 'Into the pot with that one!'
25000E9F05 - 'Fell spirits will look through your eyes!'
25000E9F06 - 'Ha! Fresh bodies for my friends!'
25000E9F07 - 'Have no fear, you will be on your feet again quite soon.'
25000E9F08 - 'The cycle must continue!'
25000E9F09 - 'I will defend the cauldron for the Lord of Pestilence!'
25000EA000 - Birgir's Boots[n]
25000EA001 -
25000EA100 - The Keepers Fall[n]
25000EA101 -
25000EA102 - Slightly increases critical power of Heals and Bleeds
25000EA200 - Otham[n]
25000EA201 -
25000EA300 - Múl Kholuim[mn]
25000EA400 - 'I hate disorder. I shall see you flayed for this disruption!'
25000EA401 - 'My accounts are balanced at last....'
25000EA402 - You are as annoying as an upset ink-well.'
25000EA403 - 'Look out for my ledgers!'
25000EA404 - 'Why attack me? I am but a keeper of books!'
25000EA500 - Iron Crown Messenger[mv]
25000EA600 - Iron Crown Runner[mv]
25000EA700 - 'Greetings, friend. Well met.'
25000EA701 - A Ranger who has not reported to Esteldín for some years.
25000EA702 - Corunir[mn]
25000EA800 - 'Many years ago, two Rangers named Golodir and Corunir went to Angmar to investigate rumour that Evil had arisen in the North once more. Unfortunately, we have heard nothing from them since the Angmarim raised their Orc-armies and occupied the Ram Dúath.\n\n'I would ask you to make your way north and to seek out a place called Aughaire. This is a home to the Hillmen of the North, at least some of whom Golodir reported to be hospitable, unlike their kin in other places. If you find our two lost kindred, assure them that we have not forgotten them, and that we shall soon require their services again.\n\n'Once you pass through the dangerous Ram Dúath to the north, you should be able to find Aughaire by heading west.'
25000EA801 - 'You come from the south? It is long since I have had words from Esteldín. I had come to think that perhaps they had lost interest in my fate. From what I have heard of the Orc invasion of the North Downs, though, I am not surprised. My kindred have perhaps had more pressing matters to consider of late.\n\n'What? Nay, the Angmarim have not yet troubled themselves overmuch with the Free Folk who live in this place. Perhaps you should talk to Chief Crannog if you would learn more, as these Hillmen have little but trouble to deal with in these dangerous days.\n\n'Golodir? Alas, I fear that he has fallen. At least, it has been five years since last I saw his face. Beyond the tragedy of his passing, he was a leader to the Hillmen here, and his loss has caused them in turn to lose heart.'
25000EA802 - 'Please seek out Golodir and Corunir at the Hillman town of Aughaire in western Angmar.'
25000EA803 - Beyond the Ram Dúath
25000EA804 - Arohir has asked you to traverse the Ram Dúath into Angmar to seek out a place called Aughaire. Rangers named Golodir and Corunir have made this place their home, but no one has spoken to either in many years.
25000EA805 - Seek out Golodir and Corunir
25000EA806 - The Rangers Golodir and Corunir are in the Hillman town of Aughaire, a place west of the north exit of the Ram Dúath.\n\nArohir has asked you to seek out the lost Rangers Golodir and Corunir who long ago were sent to Angmar.
25000EA900 - 'Perhaps I should start from the beginning. Many years ago, one of our captains -- a man by the name of Golodir -- desired to enter the realm of Angmar, for he had heard rumour that the descendants of the ancient Hillmen of Rhudaur had made for themselves a home there and began again to multiply. He suspected also that a shadow had come again unto Carn Dûm, for fell creatures began to spread southward into the North Downs.\n\n'Aragorn forbade any to go there, for that land still had an ill-name, though it has been barren for hundreds of years. Nevertheless, Golodir gathered those who would go with him and passed out of our memory -- until a few weeks ago. A wounded falcon arrived, bearing a message from Corunir, one of Golodir's company, stating that he has been dwelling at a place called Aughaire, a village of the Hillmen somewhere north of Ram Dúath.\n\n'Will you go there and speak with Corunir? The urgency of his message makes me fear what has come to pass. I deem we have not yet seen the darkest times.'
25000EA901 - 'Who are you? Nay, it matters not...all that matters is that you have come. Matters are grave, and we have need of any assistance we can muster. These good people are beset on all sides by the tyrants of Angmar, who now gather a mighty army to march south and crush the Elves and Gondor between their hammer and the anvil of Mordor. Time grows short, and we must act quickly if we are to hinder the Shadow of Angmar.\n\n'Perhaps I should tell you somewhat of our long story. When we first came unto Aughaire, the Hillmen were suspicious of us, but not overtly hostile. Golodir quickly earned their respect, for he was a great captain among us and was able to inspire the heart. We learned that the Hillmen were under the oppression of a remnant of Angmar that had returned to Carn Dûm from over the Misty Mountains...but worse, a sorcerer much likened to the Witch-king of old had also come to the evil city.\n\n'The Hillmen called this sorcerer \qThe False King\q, for they knew well that the Witch-king himself could never return to Angmar. Golodir determined that this Steward of Angmar had to be stopped before he could gather strength in the North. He gathered together as many of the Hillmen as would follow him and journeyed east with the rest of our companions, believing that Angmar was not yet strong enough to withstand a united front. I was left behind to take word to Esteldín in the event the expedition failed...which it did. Do you wish to hear more?'
25000EA902 - 'I cannot give you better guidance than to say seek out Aughaire. But for Golodir's company, my kindred have not passed north beyond Ram Dúath.'
25000EA903 - Book 6, Chapter 2: Against His Lord
25000EA904 - Daervunn told you of how a wounded falcon arrived, bearing a message from Corunir, a Ranger from the company of Golodir, who defied Aragorn's commands and passed into Angmar, believing that a shadow had come again unto Carn Dûm.
25000EA905 - Corunir is at Aughaire, a Hillman-village in Angmar, somewhere north of Ram Dúath.\n\nDaervunn besought you to pass north through Ram Dúath and seek out the Ranger Corunir, who dwells now among the Hillmen of Angmar.
25000EAA00 - 'So, you would know how this tragedy came to be? In truth, I know not. I do not know whether it was through some machination of the False King, or whether it was purely an evil chance, but our march was brought to an abrupt end. As we marched east, we found ourselves confronted by a vale filled with terrible statues. Rammas Deluon, the Hillmen called it. That some spirit of evil vigilance abode in the stones there was no doubt, for we could all feel the oppression of them. It was here that Golodir bade me remain.\n\n'As the host passed through the stones, it became clear why the Hillmen feared the valley so. When the last few men crossed Rammas Deluon, the watching-stones threw forth a terrible malaise of oppression, such that those men caught within it were stricken dead by the weight of it upon their hearts. I tried to pass the stones, but could not. Golodir bid me remain, and so I did.\n\n'Days turned to months, then years, and still Golodir did not return. I knew I should have returned at once to Esteldín, but I could not abandon my captain. I tried vainly to cross Rammas Deluon, until my very spirit was broken within me. At last, I sent the message to Esteldín, which brought you hither.\n\n'We must learn the secret of Rammas Deluon,
25000EAA01 - ! Perhaps one of the many lesser stones which litter this land -- especially near the camps of the Angmarim and Hillmen -- will reveal that secret. Go to one of the lesser watching-stones and take a rubbing of the runes found upon its base. Beware the fell and deadly stones, for they have too terrible a power.'
25000EAA02 - 'You have returned! Did you bring the rubbing? Good! Let me see it....'
25000EAA03 - 'Time is of the essence,
25000EAA04 - . Find one of the lesser stones which litter the landscape and take a rubbing of the runes upon it.'
25000EAA05 - 'Did you bring the rubbing I asked for?'
25000EAA06 - Book 6, Chapter 3: Secrets of the Stones
25000EAA07 - Corunir told you of how Golodir raised up an army from among the Hillmen to assail Carn Dûm. The expedition failed, and Corunir was left alone, unable to pass Rammas Deluon -- now possessed of a terrible power -- to learn the fate of his captain and companions.
25000EAA08 - Take a rubbing from a lesser watching-stone
25000EAA09 - Lesser watching-stones litter the landscape of western Angmar, especially near Angmarim and Hillman encampments.\n\nCorunir believes that the secret of Rammas Deluon can be revealed by investigating one of the lesser watching-stones. He has instructed you to find one of the lesser stones and take a rubbing of the runes upon it. He warned you to avoid fell and deadly watching-stones.
25000EAA0A - Bring the watching-stone rubbing to Corunir
25000EAA0B - Corunir is at the Hillman-village of Aughaire.\n\nWith the rubbings Corunir required in hand, you should return to the Ranger with your report.
25000EAB00 - Watching-stone Rubbing[e]
25000EAB01 - A charcoal rubbing on paper that shows the strange texture of the watching-stone.
25000EAB02 - ...[p]
25000EAC00 - Charcoal[e]
25000EAC01 - A small chunk of charcoal.
25000EAC02 - Pieces of Charcoal[p]
25000EAD00 - Blank Parchment[e]
25000EAD01 - A blank piece of parchment.
25000EAD02 - Blank Parchments[ps]
25000EAE00 - Collected a heart from a lifeless watching-stone
25000EAE01 - The rubbing you made showed runes of a foul nature, written in the Black Speech, which Corunir is not well-versed in; however, he was able to make out something about the \qheart\q of the stone.
25000EAE02 - 'These runes are of an Elvish mode, but the language is the Black Speech, in which I am not well-versed. But I do know a little and can see that these runes speak of a \qheart\q located within the stone.\n\n'Perhaps if I could study one of the stone-hearts, a way to undo the spell upon them can be found. There are some lifeless stones east of here from which you may collect such a heart, without fear.\n\n'Bring me a stone-heart as quickly as you may, so that we may be done with our duty.'
25000EAE03 - Lifeless watching-stones can be found in Western Malenhad, far to the east of Aughaire.\n\nCorunir has asked you to find one of the stone-hearts the runes spoke of by searching lifeless watching-stones.
25000EAE04 - You examine the watching-stone closely and discover, through a crack in the stonework, a strange, dark rock. As you pick up the rock, you experience a brief feeling of uneasiness, but it passes quickly.
25000EAE05 - Corunir is at the Hillman-village of Aughaire.\n\nYou should return to Corunir with the stone-heart that you discovered.
25000EAE06 - 'To the east of here are some lifeless watching-stones. Bring me a heart from one of them, so that I may study it.'
25000EAE07 - You examine the watching-stone carefully, but can see no sign of the heart Corunir sent you in search of.
25000EAE08 - 'This does appear to be such a stone as the runes described, but it is of little use. The heart is cracked.'
25000EAE09 - 'Did you find a heart among the lifeless stones,
25000EAE0A - ?'
25000EAE0B - Collect a heart from a lifeless watching-stone
25000EAE0C - Bring the cracked stone-heart to Corunir
25000EAE0D - Bring the cracked stone-heart to Corunir
25000EAE0E - Book 6, Chapter 4: Heart of Stone
25000EAF00 - Cracked Heart-stone[e]
25000EAF01 - The cracked stone \qheart\q of a broken watching-stone. It is inscribed with morgul-runes in the Black Speech.
25000EAF02 - ...[p]
25000EB000 - Lifeless Watching-stone[e]
25000EB001 - This watching-stone has an ominous look, but it does not react as you approach it.
25000EB002 - ...[p]
25000EB100 - 'Do not let them interfere!'
25000EB101 - 'I return to the void...'
25000EB102 - Collected the stone-heart
25000EB103 - 'I am free!'
25000EB104 - While the stone-heart you found was cracked and useless, another path still remains open. Corunir has learned of a ritual taking place at the fortress of Tór Gailvin, which may yield a whole heart if interrupted.
25000EB105 - 'I shall deal with you myself!'
25000EB106 - 'It is a pity that this heart is broken, but there may yet be another path open to us. While you were away, some of the villagers returned from a hunting expedition and told of a ritual being performed at Tór Gailvin, a fortress to the north-east, east of a place called Fail-á-Khro.\n\n'The ritual appears to be related to whatever spell is cast upon these stones to grant them such power, and the sorcerer who is performing the ritual bears with him a stone-heart. If you can interrupt the ritual and slay Tath, you may be able to recover the stone-heart from him.\n\n'Go quickly, for if he is preparing yet another watching-stone, you may not get another chance!'
25000EB107 - Tath is at Tór Gailvin, north-east of Aughaire, east of the Fail-á-Khro.\n\nCorunir has sent you to Tór Gailvin to wrest a stone-heart from a sorcerer of Angmar named Tath.
25000EB108 - 'This is indeed a stone-heart, but alas...the situation is more dire than first I thought!'
25000EB109 - 'If we are to find a way past Rammas Deluon, you must recover the stone-heart from the sorcerer Tath!'
25000EB10A - Bring the stone-heart to Corunir
25000EB10B - Collect the stone-heart
25000EB10C - Book 6, Chapter 5: The Sorcerer's Doom
25000EB200 - Stone-heart[e]
25000EB201 - A dark lump of rock inscribed with morgul-runes in the Black Speech.
25000EB202 - ...[p]
25000EB300 - Defeated the spirit of the ancient watching-stone
25000EB301 - 'Who dares call me forth from the stone?'
25000EB302 - Corunir reacted strangely to the presence and touch of the stone-heart, recoiling from it in terror. He told you that the heart had been prepared to receive a fell spirit from an elder Age, similar to those that inhabit the wights which serve Angmar.
25000EB303 - 'I tire of this. I shall return to the stone once more.'
25000EB304 - 'I tire of this.'
25000EB305 - 'Nay, take this evil thing...I can bear it no longer! My apologies, friend, but the sense of this thing is too much likened to the terror of Rammas Deluon. I cannot bear its presence.\n\n'But I know now the secret of the stones of Rammas Deluon. It is no spell that grants the statues such power, but a fell spirit of an elder Age, such as those that inhabit the wights which serve Angmar. This stone-heart was prepared to receive such a spirit.\n\n'Perhaps this heart may be made to draw forth such a spirit from another stone. It may be a clue to breaking the will of the watching-stones! Take this stone-heart to the ancient watching-stone which stands near the eastern pass of Ram Dúath to the east of here, not far from Bail Róva, a fortress of the Angmarim.'
25000EB306 - The ancient watching-stone is near the eastern pass of Ram Dúath, near Bail Róva, east of Aughaire.\n\nCorunir believes that the stone-heart may be able to draw forth the fell spirit from another watching-stone and has asked you to test his theory upon an ancient watching-stone which guards the passes of Ram Dúath.
25000EB307 - 'You have vanquished the spirit? How your victory heartens me,
25000EB308 - . It gives me hope that we may yet succeed!'
25000EB309 - Corunir is at the Hillman-village of Aughaire, west of Bail Róva.\n\nWith the spirit of the ancient watching-stone defeated, you should return to Corunir with the news of hope.
25000EB30A - 'Take the stone-heart to the ancient watching-stone at Ram Dúath. It may give you the advantage you need to defeat the spirit of the stone.'
25000EB30B - 'Where is the stone-heart? Have you failed? I should not have held my hopes so high.'
25000EB30C - 'You have vanquished the spirit? How your victory heartens me,
25000EB30D - . It gives me hope that we may yet succeed!'
25000EB30E - 'Where is the stone-heart? Have you failed? I should not have held my hopes so high.'
25000EB30F - Defeat the spirit of the ancient watching-stone
25000EB310 - Present Heart-stone to Ancient Watching-stone
25000EB311 - Talk to Corunir
25000EB312 - Book 6, Chapter 6: Challenging the Stone
25000EB400 - You may pass the watching stones unmolested.
25000EB401 - Conqueror of the Watching-stones
25000EB402 - You can shrug off the worst effects of the Fell Watching-stones' oppressive will.
25000EB500 - Conqueror of the Watching Stones
25000EB501 - Allows execution of recipes requiring a Superior Vegetable Farmland.
25000EB600 - The Beast has been slain
25000EB601 - The lords of Carn Dûm sent three of their servants to keep the people of Donnvail under control. If the mighty Gorthorog known as Fûshath the Beast is defeated, the grip of the shadow on the city might be loosened.
25000EB602 - 'Donnvail was a beautiful city once, proud and free; that must be why it attracted the eye of the Iron Crown. The lords of Carn Dûm sent three of their servants to keep the city beneath the yoke. All are powerful, but perhaps the Gorthorog known to us as Fûshath the Beast is the most terrifying.\n\n'Fûshath the Beast is the enforcer for Muiráthakh, the Silent Judge, and he is a most frightening creature; he knows no mercy and must be given none.\n\n'Find this terrible foe in the neighbourhood next to this one, through the eastward arch, and put an end to his menace. You will need many allies, for Fûshath the Beast is very strong and very dangerous.'
25000EB603 - Fûshath the Beast can often be found in the neighbourhood east of Una's allies.\n\nEnan has tasked you with defeating Fûshath the Beast, the mighty Gorthorog enforcer.
25000EB604 - 'Our fortunes must be changing,
25000EB605 - : Fûshath the Beast is defeated!\n\n'You have done a great thing this day, my friend! Donnvail will be free once more, I can sense it!'
25000EB606 - Enan is by Una's allies, in the city of Donnvail, west of the neighbourhood where Fûshath the Beast could once be found.\n\nYou should return to Enan with news of your victory.
25000EB607 - 'We will be better able to strike against our oppressors if Fûshath the Beast is no longer among their ranks...or among the living.\n\n'Look for him in the neighbourhood beyond the eastward arch.'
25000EB608 - 'Fûshath the Beast is no more, and we have
25000EB609 - to thank for it!'
25000EB60A - 'I can hardly believe that we need fear Fûshath the Beast no longer!'
25000EB60B - Slay the Beast
25000EB60C - 'Fûshath the Beast is gone, and soon too will be all our oppressors!'
25000EB60D - 'The people of Donnvail rejoice at your triumphs!'
25000EB60E - Fûshath the Beast
25000EB700 - 'You have done much for the Trév Gállorg,
25000EB701 - , and your name spreads swiftly among my people. There is little I can do to lift the yoke of Angmar from their backs, but perhaps together we can hope to ease the burden somewhat.\n\n'The army of Angmar is fed by the farmers that live in the northern city of Donnvail, and almost every scrap of grain is given to the Orc-hordes. Our kin in Donnvail labour in secret to throw off this oppressive yoke. Travel to Donnvail and speak with a Man called Branan, near the gate. I have heard it said that he works tirelessly to undermine the army of Angmar. \n\n'Donnvail is north-east of Fail-á-Khro, among the hills of Fasach-falroid. Beware! The city is controlled by the Enemy, though some few remain loyal to the Trév Gállorg.'
25000EB702 - 'Keep your voice down. Unfriendly ears are everywhere in this city.\n\n'It is true that there are some few in Donnvail who may be willing to strike against the rule of Angmar, but there are many too who heed still the empty promises of wealth and reward.'
25000EB703 - 'Seek out Branan by the gate of the city of Donnvail, among the hills of northern Fasach-falroid. I have heard that he knows of some few in Donnvail loyal to the Trév Gállorg.\n\n'Donnvail is to the north-east of Fail-á-Khro. May fortune go with you!'
25000EB704 - Oppression's Yoke
25000EB705 - Some of the Trév Gállorg live in Donnvail, a northern city now controlled by the Angmarim.
25000EB706 - Speak to Branan
25000EB707 - Branan is by the gate of the city of Donnvail, north-east of Fail-á-Khro, among the hills of Fasach-falroid.\n\nBúdan has sent you to find a Man named Branan in the city of Donnvail in an attempt to cast off the oppressive yoke of Angmar.
25000EB800 - 'The time is coming when we will have to move against Angmar.'
25000EB801 - This older warrior is in command of Ranger forces at Esteldín. He is subordinate to Halbarad, Stider's right-hand.
25000EB802 - Arohir[mn]
25000EB900 - Slain Orc Boss A (
25000EB901 - /
25000EB902 - )
25000EB903 - Slain Orc Boss B (
25000EB904 - /
25000EB905 - )
25000EB906 - Slain Orc Boss C (
25000EB907 - /
25000EB908 - )
25000EB909 - A great host of Orcs spilled through Ram Dúath, driving the Men of the North Downs from their farms. Esteldín, home of the few remaining Dúnedain of the North, was spared discovery. It is from there that the Rangers begin to plan their counter-offensive against the black tide of Angmar.
25000EB90A - 'I have a favour to ask of you,
25000EB90B - , if you are willing. We have discovered three captains of the Ongbúrz who command the lower ranks of the Orcs and goblins in Dol Dínen. If these captains are slain, it may throw the lower ranks into confusion.\n\n'Enter the encampment of the Orc-host in Dol Dínen, south-east of Esteldín, and slay the Ongbúrz captains Thorgal, Shum-batar, and Dombrî. They were last seen among the Warg-keepers.\n\n'If I were in your place, I would not attempt this alone. Gather allies, or you will not likely succeed.'
25000EB90C - Return to Elúr
25000EB90D - The Ongbúrz captains Thorgal, Shum-batar, and Dombrî were last seen among the Warg-keepers in the Orc-camp in Dol Dínen, south-east of Esteldín.\n\nElúr told you of the discovery of three captains of the Ongbúrz tribe who command the lower ranks of the Orc-host: Thorgal, Shum-batar, and Dombrî. He believes that their deaths will throw the lower ranks into confusion. He recommends you do not attempt this task alone.
25000EB90E - 'Others will rise to take their place in time, I am certain of that. But we have earned a small reprieve for the moment.\n\n'You have done very well,
25000EB90F - , and are to be congratulated.'
25000EB910 - Elúr awaits word of your success at his encampment south-east of Esteldín.\n\nElúr provided you the names of three Blogmal captains amongst the Orcs in Dol Dínen where the Warg-keepers patrol. With these captains slain, you should report back to Elúr.
25000EB911 - 'Find the captains Thorgal, Shum-batar, and Dombrî. They will be found amongst the Orcs and goblins where the Warg-keepers patrol.'
25000EB912 - Find and kill Orc Boss A (
25000EB913 - /
25000EB914 - )
25000EB915 - Find and kill Orc Boss B(
25000EB916 - /
25000EB917 - )
25000EB918 - Find and kill Orc Boss C (
25000EB919 - /
25000EB91A - )
25000EB91B - Speak with Arohir.
25000EB91C - Captains of the Black Tide
25000EBA00 - Melthindir stands outside of Esteldín, looking out onto eastern Nan Amlug.\n\nYou should return to Melthindir with the brooches you collected.
25000EBA01 - Collected Hillman brooches (
25000EBA02 - /
25000EBA03 - )
25000EBA04 - Hillmen from Angmar followed the Orc army through Ram Dúath into the North Downs and established an encampment near the head of the pass. These Hillmen serve to keep open the passage from Angmar.
25000EBA05 - 'The Hillmen encamped at the eastern entrance of the Ram Dúath pass have me concerned.\n\n'These are men who long ago foreswore their allegiance to Angmar, after the Witch-king was defeated, and have never united beneath a single banner since. That they should now serve under the banner of Angmar is troubling, but that they should guard the pass into Angmar is alarming.\n\n'Before we can know best how to deal with them, we need to know their strength. These Hillmen often wear brooches by which they distinguish one another. Collect these brooches, so that I may determine what is the composition of their ranks.'
25000EBA06 - The Hillmen are encamped near the mouth of the eastern entrance to Ram Dúath, north-east of Esteldín.\n\nArohir has asked you to infiltrate the Hillman encampment and collect some of the brooches the Hillmen wear as badges of rank, so that he might determine the composition of their forces.
25000EBA07 - 'There is no doubt then that they have brought forces who are well-armed if these are the most plentiful of the inhabitants of their encampment. This bodes ill for our chances to push through the eastern section of Ram Dúath.\n\n'We will need to redouble our efforts against the Angmarim if we are to make a strong attack against them in the north. Regardless, you have earned a small reward, my friend.'
25000EBA08 - Collected a Hillmen brooch (
25000EBA09 - /
25000EBA0A - )
25000EBA0B - 'Bring the brooches of the Hillmen. We must learn the composition of their forces.'
25000EBA0C - Return to Melthindir
25000EBA0D - 'There is no doubt then that they have brought forces who are well-armed if these are the most plentiful of the inhabitants of their encampment. This bodes ill for our chances to push through the eastern section of Ram Dúath.\n\n'We will need to redouble our efforts against the Angmarim if we are to make a strong attack against them in the north. Thank you, friend.'
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000EBA0E - Collect brooches from Hillmen (
25000EBA0F - /
25000EBA10 - )
25000EBA11 - Bring the brooches back to Arohir
25000EBA12 - Collect Hillman brooches (
25000EBA13 - /
25000EBA14 - )
25000EBA15 - Hillmen of the North
25000EBA16 - The Hillmen are encamped near the mouth of the eastern entrance to Ram Dúath, north-east of Esteldín.\n\nYou should collect brooches from the Hillmen, so that the composition of their forces may be determined.
25000EBB00 - Angmarim-brooch[ev]
25000EBB01 - Angmarim wear these brooches as symbols of office and station.
25000EBB02 - Angmarim-brooches[ps]
25000EBC00 - 'I have heard that the Earth-kin in the Ram Dúath are hard-pressed by foes from Angmar. We have little force to spare to assist them, what with the Orc-army on our doorstep, but if you would, perhaps you could go to assist them.\n\n'The Earth-kin have a village on the west side of the Ram Dúath. The east side is strongly held by Angmar, so you should avoid it for now. Yet you should also avoid the lairs of the drakes that make their nests further still to the west than the earth-kin. Seek out the Earth-kin chieftain and speak to him in my name.'
25000EBC01 - 'You come from Arohir, little one? Yes, I know that name of old. When we came to this place many years ago from the south, he welcomed our people and gave us gifts in friendship.'
25000EBC02 - 'Please seek out the Earth-kin chief in the western Ram Dúath.'
25000EBC03 - Into the Ram Dúath
25000EBC04 - Arohir has heard that the good Earth-kin of the Ram Dúath are hard-pressed by foes out of Angmar, and he has sent you to investigate.
25000EBC05 - The Earth-kin chief is in his village on the west side of the Ram Dúath.\n\nArohir has sent you to the Earth-kin of the Ram Dúath to offer aid against the forces of Angmar that are harrying them.
25000EBD00 - You have defeated Zanthrug
25000EBD01 - You are too far away to place the breastplate near the fountain
25000EBD02 - Two Uruk-generals passed through the Ram Dúath with the Orc-horde. One of these Uruks passed to the west and disappeared into the ancient ruins of Fornost.
25000EBD03 - 'It is unlikely that the second Uruk-general will show his face to us in Fornost; nevertheless, we must attempt to lure him out and defeat him.\n\n'Take this armour into Fornost, and display it somewhere near the Great Fountain. That may be enough to goad the general into revealing himself. The Great Fountain may not appear as such -- it has surely been desecrated by the Orcs -- so you may want to look for something that appears like an idol to Sauron.\n\n'The battle will likely be difficult. I would advise you not to even dare entering Fornost without allies. Return to me after you have defeated the Uruk-general.'
25000EBD04 - An Uruk-general was spotted entering Fornost, where he set up camp near the Great Fountain in the courtyard. Daisy Harbrook warns that the fountain has likely been desecrated and turned into an idol to Sauron.\n\nDaisy Harbrook advised you to place armour she gave you somewhere near the fountain in order to challenge the Uruk-general.
25000EBD05 - 'This victory will hearten everyone throughout the North Downs. A pity we did not stop these monsters before they achieved their goals.\n\n'Still, we cannot let such a victory go without recognition. You have my thanks and the gratitude of all the North Downs,
25000EBD06 - .'
25000EBD07 - Daisy Harbrook awaits your return at the Free Peoples' Camp outside of Fornost.\n\nYou have proven victorious over the second Uruk-general. You should return to Daisy Harbrook at once with news of your success.
25000EBD08 - 'Zanthrug may be angered enough at the sight of his brother's armour to draw him forth to your challenge.'
25000EBD09 - 'Where's my breastplate? Are you a wizard?'
25000EBD0A - 'You are a hero amongst us all,
25000EBD0B - .'
25000EBD0C - Call forth Zanthrug and defeat him
25000EBD0D - Speak with Daisy Harbrook
25000EBD0E - Speak to Arohir
25000EBD0F - Fornost: A Leader Unveiled
25000EBE00 - Uruk-breastplate[v]
25000EBE01 - A breastplate taken from an Uruk-leader in Dol Dínen.
25000EBE02 - ...[e]
25000EBF00 - Collected the Uruk-general's armour
25000EBF01 - The Uruk-general Zaukîl can be found atop a hill at the heart of the Orc-encampment in Dol Dínen, south-east of Esteldín.
25000EBF02 - The Uruk-general Zaukîl can be found atop a hill at the heart of the Orc-encampment in Dol Dínen, south-east of Esteldín.\n\nYou should slay Zaukîl, the Uruk-general of Dol Dínen, and bring back his armour as proof of the deed.
25000EBF03 - The Uruk-general Zaukîl can be found atop a hill at the heart of the Orc-encampment in Dol Dínen, south-east of Esteldín.\n\nYou should slay Zaukîl, the Uruk-general of Dol Dínen, and bring back his armour as proof of the deed.
25000EBF04 - 'This is a fine trophy. Though the second Uruk-general will likely not view you as a worthy challenge, this may play to his vanity.'
25000EBF05 - Defeat Zaukîl and collect his armour
25000EBF06 - Arohir awaits you at Esteldín.\n\nOne of the two Uruk-generals leading the Orc horde has been slain at your hand. Arohir will want to hear of your victory.
25000EBF07 - 'The defeat of the Uruk-general at Dol Dínen has earned you great favour among the Dúnedain of the North,
25000EBF08 - .'
25000EBF09 - 'Did you bring me any evidence of your deeds? How am I to believe you? Come back to me when you have a piece of his armour as proof.'
25000EBF0A - 'Your courage has lent us time to prepare. Well done,
25000EBF0B - !'
25000EBF0C - 'Your courage has lent us time to prepare. Well done,
25000EBF0D - !'
25000EBF0E - Bring the armour to Elúr
25000EBF0F - 'This is a fine trophy,
25000EBF10 - ! I am pleased that this Zaukîl roams the earth no longer.'
25000EBF11 - Collect the Uruk-general's armour
25000EBF12 - Master of the Black Tide
25000EBF13 - The Uruk-general Zaukîl can be found atop a hill at the heart of the Orc-encampment in Dol Dínen, south-east of Esteldín.\n\nYou should slay Zaukîl, the Uruk-general of Dol Dínen, and bring back his armour as proof of the deed.
25000EC000 - Slain Bloghtop Combatants (
25000EC001 - /
25000EC002 - )
25000EC003 - Slain Blogthop Berserkers (
25000EC004 - /
25000EC005 - )
25000EC006 - A great host of Orcs spilled through Ram Dúath, driving the Men of the North Downs from their farms. Esteldín, home of the few remaining Dúnedain of the North, was spared discovery. It is from there that the Rangers begin to plan their counter-offensive against the black tide of Angmar.
25000EC007 - The Orcs of the Blogmal are vying for glory in battle.\n\nYou should bring allies with you to slay the Orcs that patrol the trenches in Dol Dínen. These warriors are some of the strongest the Ongbúrz have to offer.
25000EC008 - The strongest warriors of the Ongbúrz tribe can be found patrolling the deep trenches of Dol Dínen, south-east of Esteldín.\n\nYou should defeat the strongest of the Ongbúrz in Dol Dínen.
25000EC009 - 'Though it may seem a hollow victory,
25000EC00A - , know that each Orc that perishes is one that cannot lay siege to the North Downs.\n\n'Take this with my thanks.'
25000EC00B - Tell Elúr of your victory
25000EC00C - Elúr is at his encampment south-east of Esteldín.\n\nYou should tell Elúr of your victory against the Orcs of Dol Dínen.
25000EC00D - 'Gather your allies and enter the trenches of Dol Dínen. If you can slay the Ongbúrz's strongest warriors, it will take them more time to replace their lost captains.'
25000EC00E - 'Your assistance against the Orcs of the Blood Mountain has been invaluable,
25000EC00F - .'
25000EC010 - 'It will take them much longer to replace their lost captains, thanks to you,
25000EC011 - .'
25000EC012 - Find and kill Blogthop Combatants (
25000EC013 - /
25000EC014 - )
25000EC015 - Find and kill Blogthop Berserkers (
25000EC016 - /
25000EC017 - )
25000EC018 - Orcs of the Blood Mountain
25000EC100 - Killed the Hillman Plague-bearer (
25000EC101 - /
25000EC102 - )
25000EC103 - Hillmen from Angmar followed the Orc army through Ram Dúath into the North Downs and established an encampment near the head of the pass. These Hillmen serve to keep open the passage from Angmar.
25000EC104 - The leader of the Hillmen is near; she is powerful.\n\nA command tent lies at the heart of the camp, sheltered by the walls of Ram Dúath. Oathsworn guards watch over their leader, a powerful witch of the north known only as the Plague-bearer. If unchecked, she will spread her plague into the North Downs.
25000EC105 - Within the shadow of the Ram Dúath a Hillman Plague-bearer commands her forces south into the North Downs. You must find her and defeat her.\n\nYou should find and defeat the leader of the Angmarim forces.
25000EC106 - After entering the Ram Dúath, you sought out and defeated the leader of the Angmarim forces.
25000EC107 - Kill the Hillman Plague-bearer
25000EC108 - After entering the Ram Dúath, you sought out and defeated the leader of the Angmarim forces.
25000EC109 - 'Use caution when confronting the Angmarim leader. She will use her strength and the oaths of her Men to fight you. You should enlist the aid of others. Had I Rangers to spare I would send them with you.'
25000EC10A - Inconceivable! You did it!
25000EC10B - Kill the Hillman Plague-bearer (
25000EC10C - /
25000EC10D - )
25000EC10E - Completed
25000EC10F - Plague-bearer of the North
25000EC110 - Within the shadow of the Ram Dúath a Hillman Plague-bearer commands her forces south into the North Downs. You must find her and defeat her.\n\nYou should find and defeat the leader of the Angmarim forces.
25000EC200 - You have collected several Ongbúrz badges, indicating that the enemy force in Dol Dínen is stronger and more organized than any in the North Downs would wish.
25000EC201 - Collected Ongbúrz badges (
25000EC202 - /
25000EC203 - )
25000EC204 - A great host of Orcs spilled through Ram Dúath, driving the Men of the North Downs from their farms. Esteldín, home of the few remaining Dúnedain of the North, was spared discovery. It is from there that the Rangers begin to plan their counter-offensive against the black tide of Angmar.
25000EC205 - '
25000EC206 - , I have a task for you. The Orcs in Dol Dínen, to the south-east, are fortifying their position. They dig trenches, tear down trees, and are burning enough of them to cover the area in a heavy cloud of smoke and ash.\n\n'One of our scouts, Elúr, has already headed southwards to scout. Would you be willing to join him?'
25000EC207 - Collected an Ongbúrz badge (
25000EC208 - /
25000EC209 - )
25000EC20A - Ongbúrz Skirmishers can be found among the goblins who patrol the outskirts of the Orc-host in Dol Dínen, south-east of Esteldín.\n\nElúr told you about the skirmishers of the Ongbúrz tribe, and has asked you to slay them in hopes that the army at Dol Dínen will be deterred.
25000EC20B - 'We should be pleased at the small victories we achieve, for in the end they may be what will win us this war. We are under siege whether we wish to believe it or not.\n\n'Esteldín has been fortunate to remain hidden this long...we can only hope that our fortunes hold.'
25000EC20C - 'Be cautious not to venture too deeply into the encampment. The Orcs further in are more powerful and will be too great a match for one person alone.'
25000EC20D - Find Elúr and speak with him
25000EC20E - Collect Ongbúrz badges (
25000EC20F - /
25000EC210 - )
25000EC211 - 'The Ongbúrz are dreadful foes,
25000EC212 - . I have been watching as they amass at our borders, south in a land called Dol Dínen.\n\n'These Orcs bear badges that tell much about their rank and their purpose. If you could collect these, I believe we will have a better understanding of the collective Ongbúrz tribe.'
25000EC213 - Return the Ongbúrz badges to Arohir
25000EC214 - Collect Ongbúrz badges (
25000EC215 - /
25000EC216 - )
25000EC217 - Completed
25000EC218 - Shattering the Alliance
25000EC219 - Elúr can be found at his encampment south of Esteldín, north of the wasteland that is Dol Dínen.\n\nYou should find Elúr and hear out his concerns about what he's witnessed at Dol Dínen.
25000EC21A - You have collected several Ongbúrz badges, indicating that the enemy force in Dol Dínen is stronger and more organized than any in the North Downs would wish.
25000EC300 - Ongbúrz-insignia[v]
25000EC301 - The Orcs of Angmar are well organized, and they each wear insignias like this one to show their affiliation.
25000EC302 - Ongbúrz-insignias[ps]
25000EC400 - Destroyed Hillman weapons rack (
25000EC401 - /
25000EC402 - )
25000EC403 - Destroyed Hillman shield rack (
25000EC404 - /
25000EC405 - )
25000EC406 - Destroyed Hillman food crates (
25000EC407 - /
25000EC408 - )
25000EC409 - Hillmen from Angmar followed the Orc army through Ram Dúath into the North Downs and established an encampment near the head of the pass. These Hillmen serve to keep open the passage from Angmar.
25000EC40A - The Rangers of Esteldín are ill-prepared to deal with such a force from Ram Dúath, for the Hillmen are well-armed and outfitted.\n\nYou should find and destroy their weapons, shields, and food stores. This may slow the Hillmen advance long enough to prevent them from mounting a sufficent attack.
25000EC40B - Completed
25000EC40C - The food stores, weapons, and shields can be found in the northern part of the Hillmen's camp, north-east of Esteldín.\n\nYou should destroy the food stores, weapons, and shields of the Hillmen, affecting their ability to effectively wage war.
25000EC40D - You found and destroyed the weapons, armour, and food stores of the Hillmen in an effort to slow their progress and ability to field a true army. You have done the Rangers of Esteldín a great service.
25000EC40E - You found and destroyed the weapons, armour, and food stores of the Hillmen in an effort to slow their progress and ability to field a true army. You have done the Rangers of Esteldín a great service.
25000EC40F - 'We must slow the Angmar's progress. The Orcs alone are a devastating force. With the added threat of the Hillmen, the danger is tenfold. Should the Angmarim gain enough strength, we will lose the North Downs entirely.'
25000EC410 - You are a force of destruction!
25000EC411 - Destroy Hillman weapons rack (
25000EC412 - /
25000EC413 - )
25000EC414 - Destroy Hillman shield rack (
25000EC415 - /
25000EC416 - )
25000EC417 - Destroy Hillman food crates (
25000EC418 - /
25000EC419 - )
25000EC41A - Return to Esteldin and speak with Arohir
25000EC41B - War and Famine
25000EC500 - Bridge-defenders[n]
25000EC501 -
25000EC600 - Elúr's Axe[n]
25000EC601 -
25000EC700 - Ongbúrz Combatant[mv]
25000EC800 - Ongbúrz Man-slayer[mv]
25000EC900 - Ongbúrz Battle-master[mv]
25000ECA00 - Ongbúrz Skirmisher[mv]
25000ECB00 - 'We need more information from their lines.'
25000ECB01 - 'Others here may have need of your assistance, as well.'
25000ECB02 - Collected an Orc-banner from Dol Dínen
25000ECB03 - Collected an Orc-banner from the Norbury Gate
25000ECB04 - Collected an Orc-banner from Nan Wathren
25000ECB05 - A great host of Orcs spilled through Ram Dúath, driving the Men of the North Downs from their farms. Esteldín, home of the few remaining Dúnedain of the North, was spared discovery. It is from there that the Rangers begin to plan their counter-offensive against the black tide of Angmar.
25000ECB06 - '
25000ECB07 - , if I may have a moment of your time, there is something that I have concerns about. One of my kindred, Golodir, once feared a Shadow in the North, a single banner calling the Orcs, Men, and all other evil around the ancient city of Carn Dûm. I fear that Shadow has arisen.\n\n'The Orc-host swept through the North Downs so quickly that none had opportunity to determine their true strength. I wish to know if this is one Orc-tribe or many.\n\n'I believe there are three tribes: One in the north-west near Fornost, one in the south-west near Trestlebridge, and the last in Dol Dínen, south-east of Esteldín. Bring me the banners that fly at the outskirts of these camps.'
25000ECB08 - DNT - The banners of the Orc-tribes fly at the outskirts of their camps near Fornost at the Norbury Gates, near Trestlebridge at Nan Wathren, and Dol Dínen, south-east of Esteldín.\n\nDaervunn of Esteldín fears that the Orcs of Angmar are united together for a common cause. He has asked you to bring him the banners from their primary camps to prove whether there is truth to this belief.
25000ECB09 - 'Golodir may have been correct. I will inform the others of what you have discovered. Often the Orcs that pillage from the north invade and steal cattle or raze the forest, but an invasion of this magnitude has not occurred since the Witch-king's attack against the North Kingdom ages ago. We must be vigilant in our defence of the North Downs.\n\n'I will consult with Halbarad to see if there is mention of these tribes in the writings of Arnor. I am sure we will have further need of your aid.'
25000ECB0A - 'We must know if the Orcs are a coordinated effort of several tribes or a single massive force. Bring me the banners from their camps to the north-west near Fornost, the south-west near Trestlebridge, and south-east in Dol Dínen.'
25000ECB0B - 'Let us look at the banners.'
25000ECB0C - Return the Orc-banners to Daervunn
25000ECB0D - 'From Gosgenathad...'
25000ECB0E - Collect an Orc-banner from Dol Dínen
25000ECB0F - Collect an Orc-banner from the Norbury Gate
25000ECB10 - 'From Nan Wathren...'
25000ECB11 - Collect an Orc-banner from Nan Wathren
25000ECB12 - HIDING CONTENT - The Black Tide of Angmar
25000ECB13 - 'Finally, from Dol Dínen.'
25000ECB14 - 'There are three tribes; all distinct. Who is leading them?'
25000ECC00 - Ongbúrz Banner[ev]
25000ECC01 - A banner symbolizing the Ongbúrz tribe of Orcs.
25000ECC02 - ...[es]
25000ECD00 - Blogmal Banner[e]
25000ECD01 - A banner symbolizing the Blogmal tribe of Orcs.
25000ECD02 - ...[es]
25000ECE00 - Tarkrîp Banner[e]
25000ECE01 - A banner symbolizing the Tarkrîp tribe of Orcs.
25000ECE02 - ...[es]
25000ECF00 - 'The Orcs of Dol Dínen are not some ravaging horde sent hither without direction.\n\n'These banners belong to three tribes. Each tribe performs a different purpose. At Nan Wathren, the Orcs attack Trestlebridge relentlessly, trying to force their way into Bree-land. At Gosgenethad, the Orcs are the defenders of Fornost. South at Dol Dínen, they prepare for a long occupation.\n\n'We must know their strengths and their intent. The camp in the south, at Dol Dínen, seems to be the most fortified. You must infiltrate this camp and find their orders. I would not go beyond their outer camps.'
25000ECF01 - 'This appears to be written in the Black Speech. There are none here that understand this accursed language. Those that do -- our chieftain Aragorn, Mincham, and others -- are abroad.\n\n'You have done well to get this,
25000ECF02 - .'
25000ECF03 - '
25000ECF04 - , I need you to find those orders! Surely they lie somewhere in Dol Dínen.'
25000ECF05 - 'Go to the outskirts of the Orc-encampment at Dol Dínen. Goblins and perhaps an occasional Orc have been spotted in this area. Search the tents there for any sign of orders and return to me when you have found them.'
25000ECF06 - HIDING CONTENT - Orders from the Front
25000ECF07 - A great host of Orcs spilled through Ram Dúath, driving the Men of the North Downs from their farms. Esteldín, home of the few remaining Dúnedain of the North, was spared discovery. It is from there that the Rangers begin to plan their counter-offensive against the black tide of Angmar.
25000ECF08 - Collected Uruk-orders
25000ECF09 - Collect Uruk-orders
25000ECF0A - DNT - The orders may be found at one of the outer camps in Dol Dínen, south-east of Esteldín.\n\nConcerned by the coordinated efforts of three Orc-tribes in the invasion of the North Downs, Elúr has asked you to seek out their orders.
25000ECF0B - Bring the Uruk-orders to Elúr
25000ECF0C - Elúr may be found at his campsite, north-west of the camps at Dol Dínen.\n\nReturn the Uruk-orders to Elúr.
25000ED000 - Uruk-orders[ps]
25000ED001 - You cannot make out the language written on the heavy soiled parchments. Return them to Daervunn at Esteldín.
25000ED002 - ...[e]
25000ED100 - A great host of Orcs spilled through Ram Dúath, driving the Men of the North Downs from their farms. Esteldín, home of the few remaining Dúnedain of the North, was spared discovery. It is from there that the Rangers begin to plan their counter-offensive against the black tide of Angmar.
25000ED101 - 'Before you go, I would ask that you hear me out.'
25000ED102 - 'We are close to finding out the intentions of the invading Orcs, friend. We need to learn what is written upon these pages. While there are none currently here in Esteldín that can decipher these notes, there is a Ranger in the North Downs who can.\n\n'Mincham has long studied the Enemy and their Black Speech. Would you carry the orders to him at his camp in the west? He is encamped near the Fields of Fornost at the south-west edge.\n\n'Hurry,
25000ED103 - . Time is of the essence.'
25000ED104 - Mincham has a small camp overlooking the Greenway just south of the Fields of Fornost.\n\nDaervunn returned the orders to you and sent you to speak with Mincham, who is proficient in the Black Speech of Mordor, at his camp bordering the Fields of Fornost in the west. He hopes that Mincham will be able to translate the orders.
25000ED105 - 'I smelled the foul documents when you made your way into my camp. Esteldín needs me again, I see. Give them here.\n\n'These are indeed orders, orders to dig trenches. It also mentions a leader in the south and another who made his way into Fornost. This news is troublesome, friend. The Orcs are organized under a unified leadership. The North Downs was a prize to claim for Angmar, and the Orc-tribes each want to win the prize, but despite their nature they are working together.\n\n'Their assault on Trestlebridge and burning the fields was a diversion so they could enter Fornost. I wonder what they desire there? Quickly return to Daervunn.'
25000ED106 - Daervunn awaits your return at Esteldín.\n\nMincham returned the orders to you and sent you back to Daervunn with his report.
25000ED107 - 'The Black Speech is a foul and vile tongue, but I suppose my knowledge of it will aid my kindred....'
25000ED108 - 'We must form a plan and strike quickly. If there are Uruk-leaders amongst the Orcs, then we must find them and end them before they claim the North Downs. This is no time for hesitation.\n\n'I will see that Halbarad is informed of what you learned,
25000ED109 - . Thank you for your assistance. Please take this reward for your efforts.'
25000ED10A - 'We must learn what is written on those pages,
25000ED10B - . We must know how strong their forces are and what their true intentions are within the North Downs.'
25000ED10C - 'We must learn what is written on those pages,
25000ED10D - . We must know how strong their forces are and what their true intentions here are within the North Downs.'
25000ED10E - 'We must warn the others in the North Downs of the threats we face.'
25000ED10F - 'The Shadow in the East is rising, and now we must fight the Shadow in the North as well. These are dark times,
25000ED110 - .'
25000ED111 - Ask Mincham to translate the Uruk-orders
25000ED112 - 'Thanks to you, we now know the Orcs meant to enter Fornost.'
25000ED113 - Bring Mincham's report to Daervunn
25000ED114 - 'Angmar will not stop until they control the North Downs,
25000ED115 - , nor can we allow our vigilance to fail.'
25000ED116 - Deciphering the Black Speech
25000ED200 - Daervunn's Shoulder Guards[n]
25000ED201 -
25000ED300 - Daervunn's Hooded Cloak[n]
25000ED301 -
25000ED400 - 'I have been in this foul place too long….'
25000ED401 - A scarred, middle-aged Ranger.
25000ED402 - Mincham[mn]
25000ED500 - The campfire can be found north-west of the crossroads in the North Downs.\n\nYou should find the source of the fire's light.
25000ED501 - Aggy Digwed has cautioned you against venturing too far north along the Greenway.
25000ED502 - The signpost points to a dark land to the north, Fornost, but the light of a campfire catches your eye....
25000ED503 - 'You have helped us a great deal,
25000ED504 - , but I see that you are ready to be on your way. I would like to give you a word of advice.\n\n'Follow the Greenway north, but do not pass into the shadowed fields. Turn east at the crossroads; never go north beyond.\n\n'You would do well to heed this advice. I bid you a safe journey!'
25000ED505 - The Greenway heads north from Trestlebridge to a crossroads, where it continues north or turns east.\n\nAggy Digweed has suggested that you turn east at the crossroads.
25000ED506 - 'You have come from Amarion, then? It is good to know that he has not yet given in to despair. He has always had a tendency to think too much, and thinking too much on the state of things in Fornost or Annúndir is a dangerous road.\n\n'I am well, but there are always dangers, especially this close to Fornost. The evil that threatens us all has a firm grip on the lost city.'
25000ED507 - Travel to the crossroads north along the Greenway
25000ED508 - 'The last I heard of him, Mincham had set up a camp in the Fields of Fornost. If you find him there, be sure to lend him whatever aid he requires. Look to the rocky hills left of where the Greenway descends into the Fields of Fornost.'
25000ED509 - 'It is good to know that Mincham is still alive.'
25000ED50A - 'There are too few of us Rangers left.'
25000ED50B - Investigate the campfire at the edge of the darkened fields
25000ED50C - 'I appreciate Amarion's concern, but I am well.'
25000ED50D - 'The Fields of Fornost are an unsettling place for the living...they have seen too much death.'
25000ED50E - Turn East, Never North
25000ED50F - 'Ah! Hail, traveller. If you are in need of a warm fire or a meal, you are welcome to join our strange company.\n\n'We do not get many folk at the edge of Fornost. What errand could possibly bring you hither?'
25000ED600 - Disabled a noxious idol (
25000ED601 - /
25000ED602 - )
25000ED603 - The grave is undisturbed
25000ED604 - Strange idols can be found all over Tham Lorn, spewing noxious green clouds into the Fields of Fornost.
25000ED605 - Strange idols can be found all over Tham Lorn, spewing noxious green clouds into the Fields of Fornost.\n\nYou should disable the idols, and stop the spread of corruption from this evil place.
25000ED606 - Disable burning idols in Tham Lorn
25000ED607 - Burning idols can be found at Tham Lorn in the western Fields of Fornost.\n\nYou should disable the idols, and stop the corruption from this part of Fornost.
25000ED608 - 'I am glad you were able to disable those idols, for I believe they, fueled by Olnathron herself, have been responsible for the increase in the corruption of Fornost of late.'
25000ED609 - Return to Mincham
25000ED60A - Burning idols can be found at Tham Lorn in the western Fields of Fornost.\n\nYou should disable the idols, and stop the corruption from this part of Fornost.
25000ED60B - Mincham awaits you at his camp.\n\nYou have disabled many of the burning idols at Tham Lorn, and should tell Mincham what you accomplished.
25000ED60C - 'Heh, heh, yes, that's Mincham right over there. I'd take it to him myself, but, uh, I'm busy right now. Yes, that's it, very busy!, heh, heh.'
25000ED60D - 'What? How did you get this? This is my wife's bracelet. She...She died here in the North Downs....\n\n'Many years past, I was sent here to watch over these fields. I was lonely, and it seemed quiet, so I sent for my wife and child. But they were waylaid by Orcs not far from here and killed before they ever reached me. I found only their bodies and never caught the murdering Orcs who slew them. I have lived with the guilt ever since.\n\n'I buried them not far from here...buried my wife with that very bracelet. Please, see to their graves. I cannot bring myself to do it, but I need to know....\n\n'Their graves are to the north-west of here, in a place with several ancient burial mounds. Only beasts and fell creatures live there now.'
25000ED60E - 'Yes, well, sorry about that. I, er, I knew his wife's name, you see....\n\n'I mean, thanks for that, all right?'
25000ED60F - 'What were you and that odd fellow Colbert whispering about?'
25000ED610 - 'Please do this thing for me. My wife...I...well, I will tell you more when you return.'
25000ED611 - Bring the bracelet to Mincham.
25000ED612 - Disable burning idols in Tham Lorn (
25000ED613 - /
25000ED614 - )
25000ED615 - See to the grave of Mincham's child
25000ED616 - Clouds of Corruption
25000ED800 - Colbert awaits you at his overlook south of Amon Amrûn.\n\nYou should speak with Colbert.
25000ED801 - Tell Colbert the Mad that the stirred shades have returned to rest
25000ED802 - 'My head...it is a little clearer now. The fog is receding. How strange.\n\n'Do you know, it wasn't very wise for my brother or I to come here and start robbing random tombs. We are professional treasure-hunters, but we separated from the rest of the group a few weeks back. We were seeking the riches of old Fornost.\n\n'I wonder if the others are still encamped where we left them....'
25000ED803 - Colbert the Mad has followed you to Amon Amrûn, where something happened to make him lose his mind after he stirred up the furious shades from their tomb while attempting to rob it.
25000ED804 - Dropped the chest!
25000ED805 - 'I must tell you that the tidings you bring could not be worse, unless the Nine themselves had come to Fornost. You must go at once to Esteldín and speak with Halbarad, who commands there in the name of our chieftain, Aragorn.\n\n'Inform Halbarad of what you learned from that shade and say, too, that I believe this is dire news for all the North Downs. Esteldín is a far distance from here. Follow the road which runs east from the Greenway, through Amon Raith, crossing the river at the ruins of Ost Lagoros. The ruins where Esteldín lies hidden are due east of Gatson's farm.\n\n'Esteldín is the hidden refuge of my people. I charge you not to speak of it to any but my kindred.'\n
25000ED806 - Esteldín is reached by travelling along the road east from the Greenway, passing Amon Raith and crossing the river at the ruins of Ost Lagoros. The ruins where Esteldín lies are due east of Gatson's farm.\n\nMincham has asked you to go to Esteldín to speak to the Ranger Halbarad, the leader of his people in the absence of their chieftain, Aragorn.
25000ED807 - 'Mincham would not have sent you here were your tidings not urgent. Let me hear your news....\n\n'Amarthiel is a name out of the past. A name of dread. These are dark days indeed in which her name is spoken once again. I might have dismissed your tidings considering that a shade out of the past might well call on dead names, but Mincham would not be concerned did he not believe that there is more behind this shade's words.\n\n'This is something I must dwell on later. I will not speak of Amarthiel at this time, and we have many other concerns here at present. I must thank you for your aid. I only hope that Mincham is wrong and this news is nothing more than the ranting of an ancient and maddened spirit.'
25000ED808 - The wrath of the tomb's guardian has been appeased
25000ED809 - 'Halbarad needs to know what the shade revealed to you...go to Esteldín at once,
25000ED80A - !'
25000ED80B - 'If Halbarad does not feel it is time to speak of Amarthiel, I will say no more.'
25000ED80C - You ask Colbert the Mad what happened here after he attempted to rob the graves of Amon Amrûn.\n\n'Two went in and one came out. But I never came out, not really. The shades that stirred as we cradled the loot, they stir now in my mind, always.\n\n'I can never leave Amon Amrûn. Like the shades. Soon I'll be no more than a wandering ghost, just like them.'
25000ED80D - 'It is well you learned what you did from the Oathbreaker-captain,
25000ED80E - . That knowledge may be to our benefit.'
25000ED80F - You have discovered a stolen chest that surely enraged the shades, and none other than Colbert's brother...dead.
25000ED810 - 'Thank you for bringing this news to me,
25000ED811 - . This is something I must dwell upon.'
25000ED812 - 'The name of Amarthiel should not be spoken lightly.'
25000ED813 - Find the heirloom chest and return it to its tomb
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000ED814 - The Madman's Tale
25000ED815 - Amon Amrûn is in the eastern Fields of Fornost in the North Downs.\n\nYou should search Amon Amrûn for signs of what happened to cause Colbert to go mad.
25000ED900 - You have defeated Olnathron
25000ED901 - Mincham believes that Olnathron can be found in some ancient ruins in the western Fields of Fornost.
25000ED902 - You have arrived at Tham Lorn; Olnathron must be near.
25000ED903 - 'I believe Olnathron is at Tham Lorn, some ruins in the western fields. I have heard dark rumours about that place of late, and it could well be the source of the evil stirrings in Fornost.\n\n'My horse will take you there if you wish to go. You must be careful. You are a seasoned warrior, but this place is truly evil.'
25000ED904 - Mincham's horse will take you back
25000ED905 - Olnathron can be found to the west of the graves of his wife and child.\n\nFearing for the strength of his will, Mincham has asked you to find and confront the fell spirit who has taken his wife's semblance.
25000ED906 - 'Ah, my friend. I know you have been victorious. A shadow that has darkened my thoughts has vanished.\n\n'You have the gratitude of the Rangers.'
25000ED907 - Take the horse from Mincham's Camp to Tham Lorn
25000ED908 - Mincham awaits you at his camp.\n\nMincham will be relieved to learn that the fell spirit Olnathron has been sent back to the abyss.
25000ED909 - 'Please find and confront the fell spirit, Olnathron.'
25000ED90A - 'The Dúnedain cannot withstand the might of the dead, and neither can you. You will all die, and this land will be covered in our fell shadows.'
25000ED90B - 'That these fell spirits now openly torment the mortal world is a testament to the evil of these times.'
25000ED90C - Return to Mincham
25000ED90D - 'Thank you,
25000ED90E - . I will never forget the service you have done me and the memory of my wife.'
25000ED90F - Confront the fell spirit Olnathron
25000ED910 - Defeat Olnathron
25000ED911 - The Fortress of Olnathron
25000ED912 - Tham Lorn, in the western Fields of Fornost, can be reached by taking the horse from Mincham's Camp.\n\nYou should travel to Tham Lorn to confront Olnathron once and for all.
25000EDA00 - Enraged shades can be found roaming Amon Amrûn in the eastern Fields of Fornost.\n\nYou should defeat shades that patrol the surface of the ruined tombs.
25000EDA01 - You have defeated the Oathbreaker-captain
25000EDA02 - The ancient guardians of Amon Amrûn have awoken, pouring out of the tombs in a blind rage.
25000EDA03 - Defeated an enraged shade (
25000EDA04 - /
25000EDA05 - )
25000EDA06 - The ancient guardians of Amon Amrûn have awoken, pouring out of the tombs in a blind rage.
25000EDA07 - Defeat shades at Amon Amrûn (
25000EDA08 - /
25000EDA09 - )
25000EDA0A - Enraged shades can be found roaming Amon Amrûn in the eastern Fields of Fornost.\n\nYou should defeat shades that patrol the surface of the ruined tombs.
25000EDA0B - You have defeated a number of angry shades at Amon Amrûn.
25000EDA0C - You have defeated a number of angry shades at Amon Amrûn.
25000EDA0D - 'It is our duty to offer the shades of Men freedom from their curse and call them to fight against Angmar...even more so in that these Men are our own kindred.'
25000EDA0E - 'What? Who dares to interrupt my ancient vigil?\n\n'You fool! How dare you remind me of our pathetic oaths to the craven Arvedui! We have sworn new oaths now!\n\n'We follow Amarthiel, and soon we will sweep aside all the living fools of the North!'
25000EDA0F - Defeat enraged shades at Amon Amrûn
25000EDA10 - Completed
25000EDA11 - Talk to the shade of the Oathbreaker-captain
25000EDA12 - Defeat the Oathbreaker-captain
25000EDA13 - Roused Guardians of Amon Amrûn
25000EDB00 - 'These Orcs are not just a simple, ravaging horde. They are united in a cause. Angmar has arisen and desires the North Downs as its prize. While the eyes of the Free Peoples were distracted to the host at Dol Dínen, a second army came here and claimed the ancient ruins of Fornost.\n\n'Fortunately, they are unaware that not all of the eyes upon the Fields of Fornost were dead and sightless. My kindred are scattered, and it will take too long for my brethren at Esteldín to gather enough strength to defend against Angmar.\n\n'I need you to go to Amon Raith in the east, upon which young Amarion keeps watch, and warn him of Angmar's presence here at Fornost.'
25000EDB01 - 'I will not relax my vigilance -- Mincham does not admit fear without cause -- though I know not of what help I may be. Since these refugees came to Amon Raith, I have been able to do little else than protect them.\n\n'Nevertheless, I thank you for your warning, friend.'
25000EDB02 - 'Word must be taken to Amarion upon Amon Raith. Orcs have come to Fornost, and I do not believe they will stop there.'
25000EDB03 - Warning Amon Raith
25000EDB04 - 'The Orcs at Fornost and at Dol Dínen have some foul plan, I am certain of it.'
25000EDB05 - While the Free Peoples of the North Downs were occupied with the threat of the Orc-army in Dol Dínen, they were nearly oblivious of the second host which marched west to Fornost.
25000EDB06 - 'Young Amarion must learn to put his duty ahead of his compassion.'
25000EDB07 - 'I will endeavour to keep vigil over the roads that pass from Dol Dínen to Fornost.'
25000EDB08 - 'It is difficult to know when I must put duty ahead of compassion.'
25000EDB09 - Speak with Amarion
25000EDB0A - Amarion is at his camp atop Amon Raith, east of the Fields of Fornost.\n\nMincham believes the Orcs at Fornost have some greater plan than the occupation of the old ruins and has asked you to carry word of warning to Amarion, a young Ranger assigned to keep watch upon Amon Raith.
25000EDC00 - 'Though it will bring him no solace, we must inform Captain Trotter that the Orc-tribe he faces is part of the larger horde within the North Downs. The orders you presented me specifically mention the nature of the Orcs in Nan Wathren.\n\n'They are savages. Their tribe, the Tarkrîp -- or Man-flayers -- wish only to taste the flesh of Men, they will not cease their assaults.\n\n'Please, make your way south to Trestlebridge and inform Captain Trotter that he should send a courier south to my brethren in the Bree-fields, they may yet have strength or influence enough to aid him.'
25000EDC01 - 'Warnings from Men who will not come to our aid mean little to me
25000EDC02 - . If this, Mincham, wishes to offer Trestlebridge aid, he can bring his sword here to stand by our side.\n\n'I will not sacrifice another spear without it first biting Orc-flesh. Your warnings are well-heard, but there are none to carry a message to the south.'
25000EDC03 - 'Make haste! If the weight of two Orc-tribes cannot force the Tarkrîp to heed orders from their masters, then Trestlebridge faces an enemy that will not cease. You must warn Captain Trotter and implore him to call upon aid.'
25000EDC04 - 'Warnings from Men who will not come to our aid mean little to me
25000EDC05 - . If this, Mincham, wishes to offer Trestlebridge aid, he can bring his sword here to stand by our side.\n\n'I will not sacrifice another spear without it first biting Orc flesh. Your warnings are well heard, but there are none to carry a missive to the south.'
25000EDC06 - Word to Trestlebridge
25000EDC07 - 'Alas that Captain Trotter does not fully realize the danger besetting Trestlebridge,
25000EDC08 - .'
25000EDC09 - While the Free Peoples of the North Downs were occupied with the threat of the Orc-army in Dol Dínen, they were nearly oblivious of the second host which marched west to Fornost.
25000EDC0A - 'We know of the Orcs...Your concern is appreciated, but there are none to help us,
25000EDC0B - .'
25000EDC0C - Relay Mincham's concerns to Captain Trotter
25000EDC0D - Captain Trotter leads the people of Trestlebridge, along the Greenway far to the south of the Fields of Fornost.\n\nThe town lives under constant watch and fear that Orcs of the Tarkrîp tribe will return and complete their massacre and destruction of the town. Mincham's words may sway Captain Trotter to call upon the aid of others from the south. Mincham directed you to explain the true danger of the Orc-tribe facing Captain Trotter and the besieged town of Trestlebridge.
25000EDD00 - 'While the eyes of Esteldín have been turned to the east, news from west and south tells me that the Enemy is moving on many fronts. I fear that the strength of Esteldín is nearly spent, and alone we cannot face this greater threat. \n\n'A council of the Free Peoples of the North Downs must be called. Yet before I do so, I need more knowledge of this threat. I need to know if Fornost, once the capital of Arnor of old, has fallen under the sway of Angmar once more. If the Enemy has taken and fortified the ruins of Fornost, we are in the gravest of dangers.\n\n'Travel to Mincham, a Ranger who camps on the Fields of Fornost to the west, and ask for his aid.'
25000EDD01 - 'The Enemy retaking Fornost of old? Aye, from what I have seen here, I believe it most likely that they have. From this lonely camp, I have seen the spectres of the Oathbreakers stir and fell spirits from Angmar take shape upon the Fields.\n\n'I have also seen Orcs spilling out from the gates of Fornost. So, yes, the Enemy has indeed taken Fornost once more.\n\n'What cannot be told is the strength of the Enemy within the ruined city. And for that, I shall need your help.'
25000EDD02 - 'Before calling the peoples of the North Downs for a council, I will need more knowledge of the Enemy's movements.\n\n'Travel to Mincham's camp on the Fields of Fornost and ask for his aid.'
25000EDD03 - Book 3, Chapter 1: Ranger of the Fields
25000EDD04 - From the reports coming from the west and south of the North Downs, Halbarad believes the Enemy is moving on many fronts. The strength of Esteldín is nearly tapped, and Halbarad feels a council of the Free Peoples must be called. Before doing so, he desires more knowledge on the Enemy's movements.
25000EDD05 - Mincham can be found in his camp on the southern edge of the Fields of Fornost.\n\nHalbarad has asked you to speak with Mincham to learn if the Enemy has retaken the ruins of Fornost, the ancient capital of Arnor.
25000EDE00 - Defeated Ongbúrz Orcs at Norbury Gates (
25000EDE01 - /
25000EDE02 - )
25000EDE03 - Defeated Wargs at Norbury Gates (
25000EDE04 - /
25000EDE05 - )
25000EDE06 - Defeated Wargs at Norbury Gates (
25000EDE07 - /
25000EDE08 - )
25000EDE09 - Mincham believes that the Enemy has indeed returned to Fornost, but cannot tell the strength of the forces there as they approached the city from the north.
25000EDE0A - 'I cannot tell you the strength of the forces of Angmar within Fornost, for I did not see them approach. The Orcs and Wargs that guard the gates must have entered Fornost from the north!\n\n'I fear the only way to know the true strength of the Enemy within Fornost is to test the defences erected at its gates by the Orcs. I would do this myself, but my old injury prevents me from doing so.\n\n'If you are willing, go to the Norbury Gates north of here and slay what Orcs and Wargs you find. After you have done so, bring me a report of what you find.'
25000EDE0B - The Norbury Gates lie to the north of Mincham's camp.\n\nMincham believes the only way to determine the strength of the forces of Angmar within Fornost is to test the defences erected at its gates. He has asked you to slay Orcs and Wargs and bring him a report of the resistance there.
25000EDE0C - 'You are truly of stout heart to face such beasts. You have my gratitude,
25000EDE0D - . I only wish I could have done this myself, instead of sending you in my stead, but time and injury prevent me from wielding a sword, let alone drawing a bow.\n\n'From what you tell me, Angmar did not merely send a token force to Fornost. Nay, it appears they sent an army. Fornost has fallen once more to Angmar!'
25000EDE0E - Mincham can be found at his camp in the southern Fields of Fornost.\n\nThe Ranger Mincham will need to hear your report regarding the defences at the gates of Fornost.
25000EDE0F - 'I fear that the only way we will learn the strength of Angmar's forces within Fornost is to test their defences at the Norbury Gates.\n\n'Travel north to the gates and defeat what Orcs and Wargs you find there. Once you have done this, return to me and report what you have found.'
25000EDE10 - 'Now that the Enemy has taken Fornost once more, all may be lost...'
25000EDE11 - 'Fornost is lost, and all of Eriador may be as well...'
25000EDE12 - Defeat Ongbúrz Orcs at Norbury Gates (
25000EDE13 - /
25000EDE14 - )
25000EDE15 - Defeat Wargs at Norbury Gates (
25000EDE16 - /
25000EDE17 - )
25000EDE18 - Defeat Wargs at Norbury Gates (
25000EDE19 - /
25000EDE1A - )
25000EDE1B - Book 3, Chapter 2: The Gates of Fornost
25000EDF00 - 'Quick now, you must return to Halbarad in Esteldín and tell him what you have learned here: Angmar has taken Fornost once more.\n\n'From such a fortified spot, Angmar could dominate all of the North. But there are even worse things to worry about. Tales tell of a great evil which inhabits the collapsed and ruined halls of Fornost. This evil could be called to serve Angmar!\n\n'Go to Esteldín and tell Halbarad all that you have learned here!'
25000EDF01 - 'I suppose we can be thankful that we are no longer as ignorant of the Enemy's plans as once we were. Yet the question of how we will face this threat looms over us all.\n\n'The peoples of the North Downs must be called together for a council to deal with this threat. There is much to do, and much I will ask of you in the days ahead, if you are of willing spirit!'
25000EDF02 - 'Do not tarry here, go to Esteldín and tell Halbarad what we have learned. A host out of Angmar lies north of the gates of Fornost. The old city has fallen to the Enemy once more!'
25000EDF03 - Book 3, Chapter 3: Fallen Once More
25000EDF04 - After reporting to him of your battles against the Orcs and Wargs that guard the gates of Fornost, Mincham surmised that it was as Halbarad feared: Angmar has sent a large force to reclaim and fortify Fornost.
25000EDF05 - Halbarad can be found in Esteldín.\n\nMincham beseeches you take the knowledge of Angmar's presence at Fornost to Halbarad.
25000EE000 - 'I welcome the company of another here to my lonely post.'
25000EE001 - 'Beware the fields. They have driven men mad....'
25000EE002 - 'If you hear voices on the fields, heed them not! They will only lead you astray....'
25000EE100 - 'My responsibilities weigh heavily upon me.'
25000EE101 - Amarion[mn]
25000EE200 - Defeated Krithmog
25000EE201 - Legend tells of a powerful Warg once offered the ability to rule all Wargs in return for service to the Iron Crown. A collar fashioned of iron was made and powerful sorceries used to enchant the item. The great beast was slain and the collar removed, but tales of the beast have been passed down through the ages amongst the Men of the North Downs.
25000EE202 - 'If it is true and the forces of Orcs and Angmarim within Fornost have created a fell wight from the corpse of Krithmog, then we must ferret out the beast and end its existence once more. Fortunately, this old collar may prove the key. It bound the Warg once and may do so again.\n\n'There. I have inscribed an ancient rune I learned in my travels. Take the collar up once more. It will draw the beast to you, if you can find the right place to set it down.'\n\n'You will need to search for a location within Fornost that Krithmog may be hiding. No doubt it is a deep, dark warren abounding with Wargs. Find the proper place to set down that collar, then destroy the evil Warg a final time.'
25000EE203 - Krithmog is somewhere within Fornost in the North Downs.\n\nIf Krithmog has been returned to life and taken to Fornost he will be found somewhere where the Wargs are plentiful. Place the collar in a suitable location, then spring your trap upon him. Will Widdup named the collar as the ancient binding of Krithmog and sent you in search of a place to offer it to the revived Warg-king.
25000EE204 - 'The beast is quiet again. We must remain vigilant, for as long as there are enemies within Fornost there is a chance that the beast will return once more.\n\n'We must discover the intentions of this invasion force. For the moment, you have given us a great victory over an ancient and deadly foe.'
25000EE205 - Will Widdup is at the Treasure Hunters' Camp, in the northern North Downs.\n\nWill Widdup awaits news of your battle against Krithmog.
25000EE206 - '
25000EE207 - , I bid you enter Fornost and find Krithmog...the Warg-king must be destroyed!'
25000EE208 - 'The beast rests again. We must remain vigilant, for as long as there are enemies within Fornost there is a chance that the beast will return once more.\n\n'We must discover the intentions of this invasion force. For the moment, you have given us a great victory over an ancient and deadly foe.'
25000EE209 - 'Your victory over Krithmog was a great deed of arms,
25000EE20A - !'
25000EE20B - Find a place to offer the collar to Krithmog and slay him when he appears
25000EE20C - Return the collar to Will Widdup
25000EE20D - Speak with Amarion
25000EE20E - Fornost: A Collar for the King
25000EE300 - Krithmog's Collar[mn]
25000EE301 - A massive iron collar found on one of the denizens of Dol Dínen. The collar has been engraved with the rune of Elbereth.
25000EE302 - ...[p]
25000EE400 - You recall the legend of the Warg-king Krithmog. The Treasure Hunters' Camp, occupied by folk who harbour an interest in Fornost, would be a good place to bring the iron collar you discovered.
25000EE401 - 'Ah, this collar is a fell thing. But it is good that you have found it!\n\n'This is Krithmog's collar, lost for half an age. I gather it has been passed from Warg to Warg, and you found it by chance. It was once used to bind Krithmog to the service of Angmar. Perhaps it will once again bind him, but this time to his doom!'
25000EE402 - 'You have nothing for me?'
25000EE403 - The Iron Collar
25000EE404 - Legend tells of a powerful Warg once offered the ability to rule all Wargs in return for service to the Iron Crown. A collar fashioned of iron was made and powerful sorceries used to enchant the item. The great beast was slain and the collar removed, but tales of the beast have been passed down through the ages amongst the Men of the North Downs.
25000EE405 - Show the collar to someone at the Treasure Hunters' Camp
25000EE406 - Will Widdup is at the Treasure Hunters' Camp outside of Fornost City, in the northern North Downs.\n\nYou should speak with Will Widdup.
25000EE500 - Heavy Iron Collar[e]
25000EE501 - A massive iron collar found on one of the denizens of Dol Dínen.
25000EE502 - ...[e]
25000EE600 - The Ranger Amarion was encamped at Amon Raith, watching over the surrounding lands. He was not prepared to care for the farmers fleeing Angmar's invasion of Annúndir.
25000EE601 - Collected tough boar-meat (
25000EE602 - /
25000EE603 - )
25000EE604 - 'You are welcome to rest here for a time, friend, but I am afraid that you will not find much peace. Evil things stir in Fornost, while the hills of Annúndir to the east are under siege. Good people now look to me for their defence...but I do not know if I have strength.\n\n'As well, food is in short supply, and I fear to leave these people alone while I hunt. Amon Raith was of old a defensible position, but I am only one man and do not have the courage of my fathers.\n\n'If you choose not to heed my warning and travel east, might I ask that you hunt the boars that roam Annúndir? Those boars are a hearty stock and will have enough meat to feed these poor people. If you must hunt the boars of the Greenway, you may, but you may find the task much more difficult.'
25000EE605 - Boars have taken over the ruins of Minas Vrûn, east of Amon Raith.\n\nAmarion has asked you to hunt the boars of Minas Vrûn so that he can feed the farmers that have taken refuge at Amon Raith.
25000EE606 - 'You are as skilled in the hunt as you are welcome,
25000EE607 - ! This meat will last for a long while! The Wargs and goblins cannot stay in Annúndir forever, and with this meat I can feed the families of Annúndir who have come to me for protection. You have my thanks.'
25000EE608 - Collect tough boar-meat at Minas Vrûn (
25000EE609 - /
25000EE60A - )
25000EE60B - The Ranger Amarion is at Amon Raith, west of Annúndir and east of the Greenway.\n\nAmarion is waiting for you to return with the boar-meat with which he hopes to feed the farmers under his care.
25000EE60C - 'I will not blame you should you fear to travel into Annúndir, for a plague of Wargs and goblins has taken that land, and it is foolish to wander there.\n\n'Still, the plight of these people is desparate, and my food stores will not last forever. The meat of the boars of Annúndir may stave off a bitter end.'
25000EE60D - 'Do not mistake my disappointment for reproach,
25000EE60E - , but I was hoping you would hunt some of the boars of Annundir to the east and return with some of their meat. My food stores will not last forever, and there are many mouths to feed here at Amon Raith.\n\n'If you must hunt the boars along the Greenway, you may, but you may find the task much more difficult.'
25000EE60F - 'The food supply here is much better now than it was.'
25000EE610 - 'You are welcome to rest here for a time, friend, but I am afraid that you will not find much peace. Evil things stir in Fornost, while the hills of Annúndir to the east are ravaged by Wargs. These people look to me for their defence....\n\n'Alas, food is in short supply, and I fear to leave them alone while I hunt. Amon Raith was of old a defensible position, but I am only one man.\n\n'If you choose not to heed my warning and travel east, might I ask that you hunt the boars that roam Minas Vrûn? They have taken over those ruins, and show no sign of leaving.'
25000EE611 - 'Most of the people here fled from Annundir, to the east.'
25000EE612 - Bring tough boar-meat to Amarion
25000EE613 - Low Food Stores
25000EE700 - Tough Boar-meat[n]
25000EE701 - The meat of the boars that roam Annúndir is tough, but provides nourishment for those who need it.
25000EE702 - Tough Boar-meat[p]
25000EE800 - 'People of the North Downs, hope returns to us all.'
25000EE801 - 'We have amongst us one who will aid you all. Speak now and let them know what you need.'
25000EE802 - Defeated goblins (
25000EE803 - /
25000EE804 - )
25000EE805 - The goblins pose a threat to the people of the North Downs, and should be punished for wandering so far afield.
25000EE806 - Destroyed a goblin-tent (
25000EE807 - /
25000EE808 - )
25000EE809 - 'I would turn back, if I were you! It's naught but danger up ahead.\n\n'The way you came is safe, right? Well, I'll head that way. To this Amarion fellow. Sounds better than trying to fend for myself out here.'
25000EE80A - Destroy goblin-tents (
25000EE80B - /
25000EE80C - )
25000EE80D - The goblin camp is east of Amon Raith, on the southern hills of Annúndir.\n\nYou should enter the goblin camp and defeat a number of goblins there.
25000EE80E - 'You have done well,
25000EE80F - , and almost better than I had hoped! The goblins have surely heard our message: they are not welcome here, nor ever will be!\n\n'I do not have the means to reward you as richly as you deserve, but I hope this small token will serve as a reminder of the good you have accomplished for Amarion and the people of Annúndir.'
25000EE810 - The Ranger Amarion is at Amon Raith, west of Annúndir.\n\nAmarion is waiting to hear about your attack on the goblins of Annúndir.
25000EE811 - 'The time has come to deal a decisive blow to the goblins camped on the southern hills of Annúndir to the east. Defeat as many of the foul creatures as you can and return to me with news of your deeds!'
25000EE812 - 'You have been a great help to me,
25000EE813 - , and a true friend.'
25000EE814 - 'You have struck a decisive blow against the goblins, and for that I am grateful.'
25000EE815 - Defeat goblins (
25000EE816 - /
25000EE817 - )
25000EE818 - 'Our situation seemed dire, but you have pushed back the darkness.'
25000EE819 - The Scout Becomes the Hunter
25000EE900 - You assess the threat posed by this goblin camp
25000EE901 - You were seen by a goblin, and have failed your scouting mission!
25000EE902 - You were seen by a goblin, and have failed your scouting mission!
25000EE903 - Amarion is worried about the goblin presence in southern Annúndir and fears what will happen if the creatures learn of the refugees at Amon Raith.
25000EE904 - The time for stealth is over, for a man nearby needs your help
25000EE905 - 'We have enough food now to last a good while, but the people under my care will not be satisfied until they have reclaimed their lands from the Wargs and goblins that have invaded Annúndir.\n\n'We must be cautious. There is a camp of goblins on the slopes of the southern hills. Returning the refugees to their homes must start with the destruction of those goblins, but first I need to know their numbers.\n\n'Travel east into Annúndir and get as close to the goblin camp as you can without being seen. I do not want the goblins following you back to Amon Raith, so use stealth.'\n\nNOTE: Take care to remain unnoticed by the enemy.
25000EE906 - The goblins have established a camp on the southern hills of Annúndir, east of Amon Raith.\n\nAmarion has asked you to scout the goblin camp and assess the threat it poses to those under his care. He has warned you to take care. If a goblin sees you, it might track you back to Amon Raith.\n\nNOTE: Take care to remain unnoticed by the enemy.
25000EE907 - 'Thank goodness! I thought I was done for. I ran from the Wargs, and was ambushed by goblins instead.'\n\nYou explain that the way to Amon Raith is clear of goblins, and urge the man to head that way to come under Amarion's protection.\n\n'Thank you,
25000EE908 - ! I will. You're not...you're not going further, are you?'
25000EE909 - The man in need of aid can be found just outside of the goblin stronghold in the central North Downs.\n\nYou should speak with the man.
25000EE90A - 'The goblin camp is east of here, on the southern hills of Annúndir. Get as close to the camp as you can, without being seen by any of the goblins, and assess their numbers. Do not be spotted, for the creatures will be able to track you to Amon Raith!'
25000EE90B - 'I am impressed by your scouting ability, friend.'
25000EE90C - Approach the distraught man
25000EE90D - 'We may be able to drive the goblins from Annundir after all.'
25000EE90E - Scout the goblin camp
25000EE90F - Avoid goblins
25000EE910 - Avoid Stonehold Spear-hurlers
25000EE911 - 'Ha!'
25000EE912 - Spying on the Goblins
25000EE913 - 'Help!'
25000EEA00 - 'This message poses more riddles than answers,
25000EEA01 - , but I thank you for bringing it! It would appear that a gang of Tarkrîp Orcs unearthed something, then divided into two parties and headed both north-west and south-east. The party that went south-east may have been carrying something.\n\n'What they found remains a mystery, and it is one for which I do not have the answer. You have done well to bring this here, and I would reward you as best I may. Perhaps someday we will learn the answer to this riddle.'
25000EEA02 - Defeated the Stonehold Chief
25000EEA03 - 'I need that message if I am to learn what the goblins are up to!'
25000EEA04 - The Stonehold Chief
25000EEA05 - 'This message poses more riddles than answers,
25000EEA06 - , but I thank you for obtaining it! It would appear that a gang of Orcs unearthed something from the Warg-infested plains of Annundir, and, splitting into two war-bands, headed to the northwest and the southeast. The southeast band may have been carrying something, but this goblin-scout could not be sure.\n\n'What they found remains a mystery, and it is one for which I do not have the solution. You have done well to bring this here, and I would reward you as best I may. Perhaps someday we will learn the answer to this riddle.'
25000EEA07 - 'Blah!'
25000EEA08 - 'Journey to the goblin camp on the southern slopes of Annúndir, to the east of Amon Raith, and defeat the Stonehold Chief there. I want the message that was delivered to him.'
25000EEA09 - 'Amarion thinks a message was delivered to the Stonehold Chief in the camp on the southern hills of Annúndir? If he's right, you'd better go wrest that message from the goblin-chief! Who knows what they might be planning?'
25000EEA0A - The Stonehold Chief is in the goblin camp on the southern hills of Annúndir, east of Amon Raith.\n\nYou should find and defeat the Stonehold Chief.
25000EEA0B - 'You found the message? What does it say? You'd better tell Amarion at once!'
25000EEA0C - You have defeated the Stonehold Chief, eliminating the greatest weight of the goblin threat in Annúndir.
25000EEA0D - You have defeated the Stonehold Chief, eliminating the greatest weight of the goblin threat in Annúndir.
25000EEA0E - 'Annundir is still under threat, but at least we have been fighting back.'
25000EEA0F - The Ranger Amarion is at Amon Raith.\n\nAmarion will want to see the message you recovered from the body of the goblin-chief.
25000EEA10 - 'Orcs and Wargs and goblins? What has happened to this place?'
25000EEA11 - The goblin-chief might still have been carrying the message that was delivered to him.\n\nAmarion wants you to recover the message that was delivered with such haste to the goblin-chief.
25000EEA12 - 'When will we be able to return to our homes? I do not know.'
25000EEA13 - The Ranger Amarion is at Amon Raith.\n\nAmarion will want to see the message you recovered from the body of the goblin-chief.
25000EEA14 - 'What did the Orcs find in Annúndir? More importantly, where were they taking it?'
25000EEA15 - 'I do not know when my duty here will come to an end.'
25000EEA16 - You have defeated the Stonehold Chief, eliminating the greatest weight of the goblin threat in Annúndir.
25000EEA17 - 'All I care about is keeping these people safe.'
25000EEA18 - 'I do not know when my duty here will come to an end.'
25000EEA19 - 'All I care about is keeping these people safe.'
25000EEA1A - 'I do not know when my duty here will come to an end.'
25000EEA1B - The Stonehold Chief is in the goblin camp on the southern hills of Annúndir, east of Amon Raith.\n\nYou should defeat the Stonehold Chief.
25000EEA1C - Defeat the Stonehold Chief and retrieve the message
25000EEA1D - 'All I care about is keeping these people safe.'
25000EEA1E - Bring urgent goblin-message to Amarion
25000EEA1F - Find and defeat the Stonehold Chief
25000EEA20 - Completed
25000EEA21 - The Stonehold Chief lies at the centre of all the goblins' mischief in Annúndir. You should defeat the Stonehold Chief, and send a strong message to the goblins menacing these lands.
25000EEA22 - Defeat the Stonehold Chief
25000EEA23 - Completed
25000EEA24 - Found the Stonehold Chief
25000EEA25 - The Stonehold Chief lies at the centre of all the goblins' mischief in Annúndir. You should defeat the Stonehold Chief, and send a strong message to the goblins menacing these lands.
25000EEC00 - Skotskold[n]
25000EEC01 -
25000EED00 - Crazed Stonehold[m]
25000EEE00 - Stonehold Spear-hurler[m]
25000EEF00 - Widdup's Padded Gauntlets[n]
25000EEF01 -
25000EF000 - Krithmog's Stompers[n]
25000EF001 -
25000EF100 - Túrcham[n]
25000EF101 -
25000EF200 - Lucky Moonstone[E]
25000EF201 -
25000EF300 - Calenhen[n]
25000EF301 -
25000EF400 - Krithmog's Slayer[n]
25000EF401 -
25000EF500 - William Peake[mn]
25000EF600 - 'The lock looks intact, let me see.'
25000EF601 - 'You cleared out the rest of the Wargs that were hanging about? Thank you,
25000EF602 - ! You're a real hero! We'll go back soon, and try to rebuild.'
25000EF603 - 'My father's sword. I shall not keep it within the chest any longer. When my ankle heals, I shall prepare to assail the Wargs.'
25000EF604 - 'I shall put this sword to good use. My farm will be reclaimed!'
25000EF605 - Nathan Hodges is at Amon Raith.\n\nYou should tell Nathan Hodges that his farm is now safe from the Wargs.
25000EF606 - Retrieved William Peake's heirloom chest (
25000EF607 - /
25000EF608 - )
25000EF609 - William Peake lost a chest containing an heirloom of his family when he and his wife fled from the Wargs invading Annúndir.
25000EF60A - Look out! A pack of Wargs approaches....
25000EF60B - 'When Camilla and me fled from the Wargs, I tried to bring one chest with me -- it contains an heirloom I received from my father. In my fear, I let the box slip through my grasp. Fortune smiled then and a farmhand took up the box and fled. Camilla and me ran south into the goblins. The farmhand ran here.\n\n'Camilla and me arrived to find the farmhand trying to pry the box open. When he saw us coming he leapt up and ran north, taking an awful tumble down the hill here. I gave chase until Amarion caught me and begged me to let the box go. Amarion said to trust you. He saved me you see; so I trust him. I know it might seem petty, but the gift my father gave me is important to me,
25000EF60C - .\n\n'My farmhand run off towards Amon Amrûn, north and a bit east of Amon Raith. Please, find him and my heirloom.'
25000EF60D - Nathan Hodges' Farm can be found east along the road from Amon Raith in the North Downs.\n\nYou should go to Nathan Hodges' Farm and ensure that it is free of Wargs.
25000EF60E - 'He's dead then? I did not wish such a terrible fate on him. Take this pittance of coin with my thanks. I was afraid you might take a wrong step and fall to certain doom! I am glad you are safe, and that this chest is undamaged as well.\n\n'Within is my father's sword, passed through generations, though I don't wish to wield it. Its history reaches back to the battle on the fields north of Amon Raith, and I was loath to lose it.\n\n'Now I think it's time to drive away these Wargs,
25000EF60F - . If it weren't for my leg, I would stand with you against them!'
25000EF610 - Defeated an attacking Warg (
25000EF611 - /
25000EF612 - ) -- but stand fast! There may be more....
25000EF613 - William Peake awaits the return of the heirloom chest at Amon Raith, south of Amon Amrûn.\n\nIn the middle of the ruin of Amon Amrûn, you discovered the grisly scene of the farmhand dead near William Peake's chest. You should return at once to Amon Raith with the chest.
25000EF614 - Nathan Hodges and his wife were driven from their farmstead by an attack by Wargs. They have asked you to see if it's safe for them to return.
25000EF615 - 'You'd better retrieve my heirloom chest,
25000EF616 - . If the Wargs are planning on staying, I might have need of it.\n\n'I chased me farmhand down the hill behind us and injured my leg. He was headed northward towards Amon Amrûn. Best begin looking there, but take care howls and screams fill the air along the Fields of Fornost.'
25000EF617 - 'You'd better retrieve my heirloom chest,
25000EF618 - . If the Wargs are planning on staying, I might have need of it. I chased him down the hill behind us and injured my leg in the pursuit. He was headed northward towards Amon Amrûn, best begin looking there, but take care howls and screams fill the air along the Fields of Fornost.'
25000EF619 - Defeat Wargs at Nathan Hodges' Farm (
25000EF61A - /
25000EF61B - )
25000EF61C - Retrieve William Peake's heirloom chest (
25000EF61D - /
25000EF61E - )
25000EF61F - 'Our poor farm, overrun by Wargs! We fled this way, and this kind Ranger vowed to protect us from the dangers coming out of Annúndir.\n\n'I dare not go back. What if the Wargs linger there? It is east along the road. I would dearly love to return soon. We have a livelihood to make there.'
25000EF620 - Return the heirloom chest to William Peake
25000EF621 - Nathan Hodges' Farm
25000EF622 - Tell Nathan Hodges the farm has been cleared of Wargs
25000EF800 - The burial mound looks recently exhumed
25000EF801 - The Wargs have free reign of the unguarded lands of Annúndir, especially upon the toothed hill of Haudh Eglan.
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000EF802 - Defeated a Warg in Annúndir (
25000EF803 - /
25000EF804 - )
25000EF805 - The Wargs have free reign of the unguarded lands of Annúndir, especially upon the toothed hill of Haudh Eglan.\n\nYou should defeat the Wargs of Annúndir and investigate Haudh Eglan.
25000EF806 - Haudh Eglan lies north of a cliff called \qAmlaith's Scar,\q which likewise lies west of Ost Lagoros in Annúndir.\n\nYou should defeat Wargs and search Haudh Eglan.
25000EF807 - 'You found evidence of digging among the Wargs at that large mound? That's very strange. I wonder if they found what they were looking for?\n\n'I wonder what it is they seek....'
25000EF808 - Defeat Wargs in Annúndir and investigate Haudh Eglan
25000EF809 - Orthonn can be found at Ost Lagoros, bordering the eastern edge of Annúndir (across the river).\n\nYou should bring news of Haudh Eglan to Orthonn.
25000EF80A - 'The Wargs have gathered among the ancient burial-mounds in far northern Annúndir. Return to Amlaith's Scar, where you found my chest, and continue north to Haudh Eglan.\n\n'If you search the top of the largest mound, you might find some sign that can tell us why they have come to Annúndir. Perhaps then we will know how to get them to leave.'
25000EF80B - 'You found evidence of digging among the Wargs at that large mound? That's very strange. I wonder if they found what they were looking for?\n\n'Were they searching for the bones of some dead warrior? I have no idea, but I confess that the idea has given me the chills.\n\n'Amarion looks displeased about something. More displeased than usual, I should say. I wonder what he's seen?'
25000EF80C - Defeat Wargs in Annúndir (
25000EF80D - /
25000EF80E - )
25000EF80F - Search the burial mound of Haudh Eglan
25000EF810 - Talk to Orthonn
25000EF811 - Wargs of Annúndir
25000EF812 - Haudh Eglan lies north of a cliff called \qAmlaith's Scar,\q which likewise lies west of Ost Lagoros in Annúndir.\n\nYou should defeat Wargs and search Haudh Eglan.
25000EF900 - Disturbed Earth[e]
25000EF901 - Someone or something has been digging in the soil here.
25000EF902 - Disturbed Earth[p]
25000EFA00 - Heirloom Chest[v]
25000EFA01 - A simple looking wooden box. The initials W.P. are carved into the bottom of the box.
25000EFA02 - Heirloom Chests[ps]
25000EFB00 - Helm of Annúndir[n]
25000EFB01 -
25000EFD00 - Skyn-hálm[n]
25000EFD01 -
25000EFE00 - Stonehold Chief[m]
25000EFF00 - Vorth-leggar[n]
25000EFF01 -
25000F0000 - Olnathron's Destruction[n]
25000F0001 -
25000F0100 - Olnathron's End[n]
25000F0101 -
25000F0200 - 'Hullo, friend! Have you seen any bears about? You got to keep your eyes open... they could be anywhere. Cunning beasts, they are!'
25000F0201 -
25000F0202 - Colbert the Mad[mn]
25000F0300 - Simple Rations[e]
25000F0301 - Bland but nourishing rations.
25000F0302 - Simple Rations[p]
25000F0400 - Dry Rations[e]
25000F0401 - Dry but nourishing rations.
25000F0402 - Dry Rations[p]
25000F0500 - Hard Rations[e]
25000F0501 - Hard but nourishing rations.
25000F0502 - Hard Rations[p]
25000F0600 - Rich Rations[e]
25000F0601 - Rich and nourishing rations.
25000F0602 - Rich Rations[p]
25000F0800 - Tasty Rations[e]
25000F0801 - Tasty and nourishing rations.
25000F0802 - Tasty Rations[p]
25000F0900 - Travelling Rations[E]
25000F0901 - Tough but lasting foodstuffs to sustain you on swift journeys. (Required for many fast-travel skills)
25000F0902 - Travelling Rations[E]
25000F0A00 - Bronze Smithing Hammer[E]
25000F0A01 - A sturdy set of hammer and tongs for use in smithing and smelting metal.
25000F0A02 - +1% Weaponsmith Critical Chance
25000F0A03 - +1% Metalsmith Critical Chance
25000F0B00 - Bronze Woodworking Tools[ps]
25000F0B01 - A fine set of woodworking tools.
25000F0B02 - +1% Woodworker Critical Chance
25000F0C00 - Bronze Prospector's Tools[ps]
25000F0C01 - A set of prospecting tools used to extract and smelt metal ore.
25000F0C02 - -0.25s Prospector Mining Duration
25000F0D00 - Bronze Forester's Axe[E]
25000F0D01 - A heavy hatchet for chopping branches.
25000F0D02 - -0.25s Forester Chopping Duration
25000F0E00 - Bronze Cooking Supplies[ps]
25000F0E01 - A set of bowls, spoons, pans and more.
25000F0E02 - +1% Cook Critical Chance
25000F0F00 - Bronze Scholar's Glass[E]
25000F0F01 - A fine crystal lens, useful in examining various documents.
25000F0F02 - +1% Scholar Critical Chance
25000F1000 - Bronze Jeweller's Tools[ps]
25000F1001 - Finely detailed crafting tools, moulds, clamps and other tools of the jeweller's trade.
25000F1002 - +1% Jeweller Critical Chance
25000F1100 - Bronze Tailor's Tools[ps]
25000F1101 - Awls, moulds, and tanning supplies for the working of leather.
25000F1102 - +1% Tailor Critical Chance
25000F1200 - Bronze Farming Tools[ps]
25000F1201 - Hoes, spades, and tools of the farmer's trade.
25000F1202 - -0.25s Farmer Harvesting Duration
25000F1300 - 'Fools... '
25000F1301 - 'What? What? Idalene? An evil spirit? You fought her? It's gone?\n\n'I don't know what to say. I feared...I don't know what I feared, but I didn't expect that!\n\n'Well, all that matters is that she is safe now. Thank you...thank you so much for saving her!'
25000F1302 - 'Tra-lily-la, tra-la! Oh! But it is long since I had someone to sing and dance with me. Come, sing! Tra-lily, tra-la....'
25000F1303 - The Voice Upon the Air
25000F1304 - Meditate to listen for any strange sounds
25000F1305 - 'I am driven from this one...'
25000F1306 - You have driven off the fell spirit Olnathron from Idalene
25000F1307 - 'Found your Idalene yet? She's out there, you know. Dancing with the bears. Or with the ghosts of the bears. But there are no bears in Deadmen's Dike are there? But I've seen them!'
25000F1308 - 'But I am not defeated!'
25000F1309 - 'Ha! I saw your girl again! She was right here!\n\n'Eh? You know? Ah, too bad. Hoped to surprise you. Seemed all right though. Not a bear, after all!'
25000F130A - 'We shall meet again....'
25000F130B - The song came from the north-west of Mincham's Camp, in the Fields of Fornost.\n\nYou should search for the source of the strange song.
25000F130C - 'You found Colbert? He's seen her? That's wonderful. Something must have happened to her, so please rescue Idalene before it's too late!'
25000F130D - You suddenly detect, just barely, a far-off song, ghostly and unsettling
25000F130E - Dallin Endholder is back in Trestlebridge.\n\nHaving driven off a fell spirit that had somehow been possessing Idalene, you should return to Dallin Endholder and tell him what happened.
25000F130F - 'I understand you have freed young Idalene from a dreadful curse. You have done well, very well indeed.'
25000F1310 - 'Thank you so much for rescuing Idalene!'
25000F1311 - You ask Idhremmin what he hears, but he does not respond. His expression is slightly annoyed, as if you have interrupted him in something important.
25000F1312 - Idhremmin breaks his silence to caution you against seeking the voice
25000F1313 - You tell Idhremmin that you have heard the strange voice, and he looks at you sharply. His words come haltingly, as if the Common Speech is strange to him.\n\n'You hear the twisted song. Great evil lies beyond the light of this fire. Do you seek death? If not, stay, and listen from afar.'
25000F1314 - Idhremmin is at Mincham's Camp in the North Downs, at the south-west edge of the Fields of Fornost.\n\nYou should consult with Idhremmin about what you heard.
25000F1315 - You suddenly detect, just barely, a far-off song, ghostly and unsettling
25000F1316 - Idhremmin is at Mincham's Camp in the North Downs, at the south-west edge of the Fields of Fornost.\n\nYou should ask Idhremmin what he hears.
25000F1317 - 'You did well. Not many would have survived such an encounter, let alone drive off the fell-spirit without harming the girl.'
25000F1318 - Find the source of the unsettling song
25000F1319 - Defeat Idalene
25000F131A - Idhremmin is at Mincham's Camp in the North Downs, at the south-west edge of the Fields of Fornost.\n\nYou should meditate and listen for signs of whatever has held Idhremmin's attention for so long.\n\nNOTE: This quest requires emotes. Type the '/meditate' command and hit enter.
25000F131B - Tell Idhremmin that you heard the chilling voice in the air
25000F131C - Idhremmin is at Mincham's Camp in the North Downs, at the south-west edge of the Fields of Fornost.\n\nYou should wait and listen for signs of whatever has held Idhremmin's attention for so long.
25000F131D - Protect yourself!
25000F131E - Return to Idhremmin
25000F131F - Ask Idhremmin what he hears in the Fields of Fornost
25000F1320 - Idhremmin can be found at Mincham's Camp on the edge of the Fields of Fornost.\n\nYou should return to Idhremmin at Mincham's Camp.
25000F1321 - Idhremmin has heard a strange voice wafting from the Fields of Fornost, and you have decided to investigate.
25000F1322 - Meditate to listen for any strange sounds
25000F1323 - Idhremmin looks past you, his eyes searching the fell-looking fields
25000F1324 - 'You ask of Idhremmin? He watches and listens all day. Myself, I haven't strong hearing, let alone the keen senses of the Elves. I know not to what he hearkens.\n\n'He speaks very little, but of one thing I am certain: Whatever draws his attention, he fears it. He will not venture into the Fields of Fornost to seek it.'
25000F1400 - Idhremmin peers at you calmly but does not speak.\n\nAfter a moment of uncomfortable staring, he looks away and seems to listen intently to some distant sound only he can hear.
25000F1401 - Mincham is at Mincham's Camp at the south-west edge of the Fields of Fornost.\n\nYou should speak with Mincham.
25000F1402 - Idhremmin is at Mincham's Camp at the south-west edge of the Fields of Fornost.\n\nYou should introduce yourself to Idhremmin.
25000F1403 - Mincham has offered to introduce you to his two strange companions.
25000F1404 - This man seems quite unhinged
25000F1405 - 'I am Mincham, a Ranger of the North, and ever a protector of these lands. My duty bids me to keep watch over the Fields of Fornost, for they have grown dark and evil. Wise folk do not come near this place.\n\n'Allow me to introduce my companion, Colbert the Mad (so he likes to call himself); he wandered out of the field one day and sat himself down at my fire. It was some time ago, and he has not left.'
25000F1406 - Colbert the Mad is at Mincham's Camp at the south-west edge of the Fields of Fornost.\n\nYou should introduce yourself to Colbert the Mad.
25000F1407 - 'Idalene? Idalene? Sorry, don't know her. Can't help you. Pity. Eh? What? Yes, I do go into the fields of Fornost from time to time. Strange place, that. Haunted, you know. The ghosts of bears...and of other things.\n\n'Oh? Oh? Idalene's a girl from Trestlebridge. Aha! Thought she was a bear. Can't be too sure about such things, you know. Since you mention it, think I saw a girl out there the other day. Couldn't be sure what she was really, so I didn't get too close. You never know out there, you know?'\n\n'Funny thing. I really don't think that's a good place for a girl to be wandering around, alone. Could be dangerous! Oh, right, anyway, I saw her not too far north-west of here, just sort of frolicking, I guess you could say. Hm? No, don't mention it, my pleasure.'
25000F1408 - Introduce yourself to Colbert the Mad
25000F1409 - 'Please find Colbert up north and see if he knows anything about what happened to Idalene!'
25000F140A - 'Idalene? Sorry, I haven't encountered anyone at all out here of late, apart from that strange man Colbert over there.\n\n'Strange fellow, that Colbert, but there's no malice in him. I hope he can help you out in your search.'
25000F140B - The man fixes you with a hard stare, lines of amusement etched into his pale skin.\n\n'Yes, I am Colbert the Mad. I came out of Fornost and lived to tell the tale. I remember no time before, but I walked the dark fields and saw many things.\n\n'You are
25000F140C - the Mad. Yes, mad, mad, mad, to come to this place. There are ghosts, yes, and evil spirits, but more terrible than any are the bears!'
25000F140D - Speak with Mincham
25000F140E - 'And there is Idhremmin, our vigilant lookout. He speaks but rarely and smiles not at all, but his watchful presence eases my fears and lets me sleep better at night, so I do not begrudge him his silence.\n\n'I believe he came from Meluinen far to the south-east, but I do not know what brought him hither.'
25000F140F - Eccentric Company
25000F1410 - Introduce yourself to Idhremmin
25000F1500 - Someone is watching you from a hill just south of Amon Amrûn.\n\nYou should confront the person who followed you here.
25000F1501 - Amon Amrûn is in the eastern Fields of Fornost.\n\nThe shades of Amon Amrûn seem to be disturbed because their ancient tomb has been robbed.
25000F1502 - Unlocking the chest, you find a bracelet inside.
25000F1503 - Speak with the person who followed you here
25000F1504 - 'Clever, to have found me out! The Brothers Colbert, Adventurers, that's who we were afore we adventured here. The Brothers Colbert, Grave Robbers, afore we robbed the wrong grave. The Brothers Colbert, making a fine living, before Amon Amrûn.\n\n'Now it is just one Colbert, Colbert the Mad.'\n\nIt would seem that Colbert the Mad sent you here as a sort of confession to his crimes of robbing tombs and poking around where he didn't belong.
25000F1505 - Many old treasures from before the days of Fornost's downfall still remain in the Fields of Fornost.
25000F1506 - 'I went many, many places in the Fields of Fornost. I came from a group of treasure hunters, you know, but they are still within. I went to Amon Amrûn and heard the call of death.\n\n'I sought treasure there, but I could not withstand the presence there. It is far to the east. Will you seek your own death? Mad, mad, mad.'
25000F1507 - The chest your key opens is supposed to be in some ghost-infested ruins to the north-east of Mincham's camp.\n\nColbert has given you a key which he says will open a treasure in the Fields of Fornost.
25000F1508 - 'Heh, you got it!\n\n'Eh, is this it? Just this little bracelet? Here, let me see that.\n\n'Oh. This is, well, this isn't what I thought. Let's see, now, what should I do....'
25000F1509 - Colbert is at Mincham's camp.\n\nYou retrieved a bracelet from the chest, which Colbert might have a use for.
25000F150A - 'You do want the treasure, don't you?'
25000F150B - 'Are you too frightened to go get that treasure? Don't blame you, ha!'
25000F150C - Investigate Amon Amrûn
25000F150D - Dúmorn is enraged by the notion of thieves rummaging through the ancient tomb of Amon Amrûn
25000F150E - Defend yourself against the wrath of Dúmorn
25000F150F - Find the treasure
25000F1510 - This entrance has been opened...and you feel as if you are being watched
25000F1511 - Search for signs of looters at Amon Amrûn
25000F1512 - Bring the bracelet to Colbert
25000F1513 - 'Who disturbs Amon Amrûn? More thieves to unearth our treasure? Have a taste of death, thief!'
25000F1514 - Treasures from the Fields
25000F1515 - Amon Amrûn is in the eastern Fields of Fornost.\n\nColbert the Mad wants you to investigate Amon Amrûn, for he claimed there was a great deal of treasure there, but he was afraid to claim it.
25000F1800 - Dallin seems to be constantly scanning the area around him for unseen dangers.
25000F1801 - Dallin Endholder[mn]
25000F1900 - 'They came on us in the night...they were everywhere. We lost so many...so many....'
25000F1901 - 'I knew I should have left, but my Idalene, she just wouldn't hear it. Now she's gone....'
25000F1902 - 'Nellie is leading these people on a fool's errand. Trestlebridge is as good as lost!'
25000F1A00 - Endholder's Boots[n]
25000F1A01 -
25000F1B00 - Túronn[n]
25000F1B01 -
25000F1C00 - Grave[e]
25000F1C01 - An open grave.
25000F1C02 - Generic Quest Items[ps]
25000F1E00 - 'The Rangers of the North are in need of hardy folk who seek to aid in the defence of the southern lands.'
25000F1E01 - Halbarad[mn]
25000F1F00 - Found Remmenaeg's morgul-hilt
25000F1F01 - Found Brogadan's morgul-hilt
25000F1F02 - Found Rhavameldir's morgul-hilt
25000F1F03 - Ranger-scouts reported that there were wraiths within the ruins of Fornost.
25000F1F04 - Found Megoriath's morgul-hilt
25000F1F05 - 'Word has come to me from our scouts outside the gates of Fornost that powerful wraiths have been seen within the city. I do not doubt the words of my men, and if these spirits are indeed who I believe them to be, there is a greater evil there that we have not yet perceived.\n\n'These wraiths must be the spirits of the four traitors that aided Angmar in the downfall of the Kings' Norbury. In the last stand against the Enemy, a great treachery occurred and the gates of the city were thrown down. Legend tells that the men were bewitched by the Witch-king's champion, a woman named Amarthiel. If these wraiths are indeed these men they must be dealt with.\n\n'I would ask that you visit Istuienn, who is learned in these matters. She may be able to assist you in finding some way of ending the threat of these new foes.'
25000F1F06 - Istuienn can be found outside the library in Esteldín.\n\nHalbarad suggested that you speak with Istuienn, a lore-master of the Rangers. She might know how to defeat the wraiths of Fornost.
25000F1F07 - 'The fall of the Kings' Norbury? In my youth, I transcribed an ancient text written by the Elf Laerdan. Alas that Laerdan is no longer with us, for he left many years ago with Golodir and no word has returned of them. He was a great lore-master and had long studied Fornost and Amarthiel.\n\n'Before its downfall, Amarthiel had entered Fornost under a false guise. She appeared as a great smith, offering her skills against the works of the Enemy. Her words and council were heeded by many. She aided in the crafting of armaments and gear of war. Laerdan believed that before the downfall of the city, Amarthiel wielded a great power to sway the minds of men. Four of the captains of the city-guard were enthralled by Amarthiel and taken into her service. When the Witch-king's horde pressed its final assault on Fornost, these men and their followers overthrew the door-wardens and opened the gates. \n\n'One account has been preserved from those who escaped. The ancient text of Laerdan gives the account of the last of the king's rear-guard to leave the city. The text claims the four men captive to Amarthiel's will swore an oath to her upon morgul-blades, pledging their unending service and then threw themselves upon the swords. If the wraiths have returned to fulfill their oath, Halbarad is right to fear. I would ask you to gather companions and seek the wraiths in the ruins of Fornost. If you can, recover the hilts of the morgul-blades. I am sure that they would still possess them and guard them fiercely. If the account is true, then the blade-hilts bind these wraiths to Middle-earth, and their destruction may bring about an end to their evil.' \n
25000F1F08 - The morgul-hilts are in the possession of the four wraiths within Fornost.\n\nIstuienn believes that you may be able to find and recover the hilts of the four morgul-blades discussed in Laerdan's text inside the ruins of Fornost.
25000F1F09 - Istuienn is outside the library in Esteldín.\n\nYou should bring the four morgul-hilts to Istuienn at once.
25000F1F0A - 'Istuienn is a scholar of our people...she may know of a means to banish the wraiths of Fornost.'
25000F1F0B - 'You have returned with the morgul-hilts! Give them up quickly. It is not wise even for those strong of will such as you to handle these hilts for long. You have my thanks in recovering them...you must recount the story of their finding.\n\n'So, you say you have defeated the wraiths? I fear that they were not wholly destroyed, as the oath that binds them has not yet been fulfilled. The malice of their spirits still remains, and they will return in time. I have read all I can from the morgul-hilts. They are twisted and black, but they bear strange devices for works of the Enemy. I have one more task for you.'
25000F1F0C - 'Bring me the hilts of the morgul-blades used to corrupt the wraiths...perhaps by destroying them, the spell will be undone.'
25000F1F0D - 'Have you found all of the morgul-hilts?'
25000F1F0E - Find the morgul-hilts (
25000F1F0F - /
25000F1F10 - )
25000F1F11 - Bring the morgul-hilts to Istuienn
25000F1F12 - Found Rhavameldir's morgul-hilt
25000F1F13 - Found Megoriath's morgul-hilt
25000F1F14 - Fornost: The Darkness Within
25000F1F15 - Bring the morgul-hilts to Istuienn
25000F2000 - After rescuing Dori from the clutches of the Dourhands, both Dori and Hannar agreed that the Dwarves of Othrikar shall come to the Council of Esteldín.
25000F2001 - 'Before he retired, I told Dori of your message about this Council of Esteldín. He recommended that we should go, and I agree with him!\n\n'The dwarves shall lend their might to this Council and free all of the North Downs from the clutches of the Enemy! Go now and tell the Rangers we shall come!'
25000F2002 - Halbarad can be found in Esteldín.\n\nHannar told you to bring word to Halbarad that the Dwarves of Othrikar agreed to come to the Council.
25000F2003 - 'These are good tidings! With the dwarves aiding us, our chances of turning the tide against Angmar are that much greater.\n\n'You have done very well this day,
25000F2004 - , very well indeed!'
25000F2005 - 'Go now,
25000F2006 - , and bring word to these Rangers that the Dwarves of Othrikar will come to their Council. The battles ahead will be glorious!'
25000F2007 - 'My hand longs to grasp my axe and cleave the Orcs in twain!'
25000F2008 - 'Hope stirs once more in the breasts of the Dwarves of Othrikar!'
25000F2009 - 'First the Angmarim, then the Dourhands!'
25000F200A - 'My thanks for that fine rescue,
25000F200B - !'
25000F200C - Book 3, Chapter 4, Part III of III: The Dwarves Shall Come
25000F200D - 'I hope all is well in Othrikar. The dwarves there have suffered long!'
25000F200E - 'Cursed Dourhands, in league with Angmar. Gives all dwarves a bad name!'
25000F2100 - 'We will need the might of the Dwarves of Othrikar if we are to face the threat of Angmar. The Dwarves there are good Longbeards, but have long been put to task by the Dourhands. When the Dourhands showed their true loyalties, the Longbeards drove them out of Othrikar.\n\n'Yet, they are still hard-pressed by the Dourhands, and only recently has one of Durin's Folk from Erebor, Dori, come to aid them. It will not be easy to convince them to lend their strength to the Council, but you must try.\n\n'Travel to Othrikar and speak with Dori. If you cannot find Dori for some reason, speak to a dwarf named Hannar. It is he who leads the Longbeards of Othrikar.'
25000F2101 - 'You seek Dori? Alas, Dori has been captured by the Dourhands! An envoy of the traitors just left and said that if we did not turn over the mines to them, Dori would be killed!'
25000F2102 - 'We will need the might of the dwarves to face the threat from Angmar. Travel to Othrikar and speak with Dori. If he cannot be found, speak with a dwarf named Hannar.'
25000F2103 - Book 3, Chapter 4, Part I of III: A Call to Dwarves
25000F2104 - To deal with the threat from Angmar, Halbarad has decided that he must call a council of the Free Peoples of the North Downs -- the Council of Esteldín.
25000F2105 - Talk to Dori or Hannar
25000F2106 - Both Dori and Hannar should be found in Othrikar, which lies north of Esteldín.\n\nHalbarad told you that the Dwarves of Othrikar are good Longbeards who were put to task by the Dourhands for many years, though they have recently thrown off their yoke. Although they are still pressed by the Dourhands, Halbarad has asked you to bring them word of the Council of Esteldín.
25000F2200 - 'With the Uruk Drukordh slain, the threat of the Orcs is lessened, and I am free to come to the Council of Esteldín.\n\n'You should bring word to Halbarad that we shall attend him, and that we will arrive soon!\n\n'Your brave deeds may yet prove a strong foundation for our defences.'
25000F2201 - 'The message you bear is joyous, twice over! The Uruk Drukordh is dead and the Elves have agreed to come to the Council? \n\n'You have done very well, for the might of the Elves shall improve our lot all the more. You have my thanks for this!'
25000F2202 - 'You should go now to Halbarad and bring him word that we are coming.'
25000F2203 - Book 3, Chapter 5, Part III of III: Might of the Elves
25000F2204 - 'With the Uruk-chieftain dead, Lin Giliath shall be at least a measure safer. But for how long?'
25000F2205 - After defeating the Uruk Drukordh, Gildor told you that the Elves of Lin Giliath shall come to the Council of Esteldín.
25000F2206 - 'A Council of Elves, Men and dwarves? A sight not seen in a very long time, I ween.'
25000F2207 - Halbarad can be found in Esteldín.\n\nGildor told you to bring word to Halbarad that the Elves have agreed to come to the Council of Esteldín.
25000F2300 - 'To the south of Esteldín, there stands a small refuge of the Elves. Many long years have the Elves dwelt there; however, in recent days, most of the Elves left the glade. What is worse, I have heard that those few that remained were slain by Stone-trolls from the North.\n\n'It is an irony that Gildor Inglorion, an Elf-lord of Rivendell, was coming to give word of the Enemy's movements, but arrived too late to save those who remained.\n\n'He should be called to the Council, but I fear that he will be too consumed by the desire to protect both the glade and his people from their rage. It will be your task to go to Lin Giliath and convince Gildor to come to the Council.'
25000F2301 - 'Greetings. I wish I could extend to you a warmer welcome, but these are dark times for the Elves. The shadow of the Enemy has grown long, longer than perhaps any had thought, and the Elves of Lin Giliath have paid the price for our complacency.'
25000F2302 - 'Without the Elves, I fear any campaign we launch against Angmar will fail. You must travel to Lin Giliath to the south and speak with Gildor Inglorion. Ask him to come to the Council.'
25000F2303 - 'Hail and well met, good
25000F2304 - . You were once a companion of the Ranger Amdir, were you not? Tell me, what has become of Amdir?\n\n'He perished a wraith, you say? Ah! Poor Amdir! At least now he is at peace, or so I hope. I too have seen dark things since I left Amdir's company: not the least, the death of the Elves of Lin Giliath.\n\n'The shadow of the Enemy has grown long -- longer than perhaps any had thought, and the Elves that once lived here have paid the price for our complacency.'
25000F2305 - Book 3, Chapter 5, Part I of III: A Call to Elves
25000F2306 - To deal with the threat from Angmar, Halbarad has decided that he must call a council of the Free Peoples of the North Downs -- the Council of Esteldín.
25000F2307 - Gildor Inglorion can be found in the Elf-glade of Lin Giliath, south of Esteldín.\n\nHalbarad told you that the Elf-glade was recently attacked by Stone-trolls. He expressed his concern that the Elves of Lin Giliath will be too overwhelmed dealing with the aftermath of this attack to come to the Council.
25000F2400 - 'In the past, the Orcs that have attacked have been of the Tarkrîp tribe. The bloodlust of that tribe usually causes them to throw themselves heedlessly into the battle, without forethought.\n\n'The Orcs that now move on Trestlebridge appear to be of the more powerful Ongbúrz tribe. These warriors are stronger and more skilled. The townsfolk will not be able to stop them. I would send a party of my men to aid them, but all my kin are dealing with matters in the east.\n\n'You and I may reach them in time, however. You have done much already, but I would ask for your help in this battle. Gather what warriors you can and return to me. But make haste...Trestlebridge does not have much time.'\n\nNOTE: It is suggested that you complete this quest while in a fellowship. Inspiration will assist you if you choose to undertake this challenge alone or with a smaller group.
25000F2401 - 'I must apologize to you, for I fear my behaviour towards you was nearly unforgiveable. I see now that the constant Orc attacks were nothing compared to what Angmar could bring to bear on this small town.\n\n'You and the Ranger Halbarad have risked your lives to save my people. I am in your debt.'
25000F2402 - 'Are you prepared for the battle ahead? It will be a difficult one, and we will need all the warriors you can gather.\n\n'Are you ready to leave now?'\n\nNOTE: It is suggested that you complete this instance in a fellowship. Inspiration will assist you if you choose to undertake this challenge solo or in a smaller group.
25000F2403 - Book 3, Chapter 6, Part II of III: The Defence of Trestlebridge
25000F2404 - Upon returning from Trestlebridge with Nellie Boskin's refusal to join the Council, Halbarad informed you that a large force of Orcs was moving on Trestlebridge.
25000F2405 - Talk to Halbarad
25000F2406 - Travel with Halbarad to Trestlebridge and aid in its defence.\n\nHalbarad told you that the Orcs moving on Trestlebridge are from the more powerful Ongbúrz tribe. The townsfolk will not be able to defend against them alone. Halbarad instructed you to gather allies and return to him.\n\nThis quest is meant for a fellowship. If you choose to undertake this quest solo you will receive an inspiration bonus, but the challenge will be great.
25000F2407 - Nellie Boskins can be found in Trestlebridge.\n\nAt Halbarad's side, you helped defend Trestlebridge from the Orcs that sought to destroy it. At the conclusion of the battle, Nellie Boskins asked to speak with you.
25000F2500 - Halbarad has been defeated!
25000F2501 - 'Halbarad, all of Trestlebridge is indebted to you and your companions.'
25000F2502 - 'These Orcs...they are unlike any I've fought before!'
25000F2503 - 'I only hope you can forgive my behaviour towards you!'
25000F2504 - 'How shall we stand against such creatures as these?'
25000F2505 - 'Are their numbers without limit?'
25000F2506 - 'Think nothing of it. It was my honour to aid you in this fight.'
25000F2507 - 'I must leave you now though and return to Esteldín.'
25000F2508 - 'My companions, though, shall remain behind, in the event more trouble arises.'
25000F2509 - 'I must have one final word with them, then leave!'
25000F250A - Slay the Orc-warchief.
25000F250B - travel_exit (info)
25000F250C - 'We have done well this day! I am indebted to you as well for your aid, as I fear the battle would have turned against the Free Peoples had you not been here.\n\n'I must leave now, and I hope it is not too much to ask of you to stay behind. I would ask that you ensure that Trestlebridge remains safe through the night, then return to me in Esteldín.\n\n'This was a great victory, my friend, a great victory indeed!'
25000F250D - 'I'll take you back to Nellie's house.'
25000F250E - 'The Orcs are nearly upon the town. Come with me quickly, we must convince Miss Boskins of the threat that is nearly upon her!'
25000F250F - You have failed to protect Trestlebridge
25000F2510 - You have defended Trestlebridge
25000F2511 - 'Follow me!'
25000F2512 - 'Mayor Boskins!'
25000F2513 - 'Nellie Boskins!'
25000F2514 - 'Mayor Boskins, look! One of the guards approaches!'
25000F2515 - 'Who's there? What is going on?'
25000F2516 - You have travelled with Halbarad to Trestlebridge to aid in its defence against Orcs of the Ongbúrz tribe.
25000F2517 - 'Miss Boskins, I am Halbarad of Esteldín. I come with a dire warning.'
25000F2518 - 'Orcs of a kind unknown to you are about to attack your town!'
25000F2519 - 'We have come to lend you what aid we can in the battle ahead.'
25000F251A - 'But Miss Boskins....'
25000F251B - 'Come, we must follow, the battle is upon us!'
25000F251C - 'To the bridge!'
25000F251D - 'Smash 'em! Kill 'em! Destroy these maggots!'
25000F251E - Talk to Halbarad
25000F251F - Defend Trestlebridge, and ensure that Halbarad and Nellie survive
25000F2520 - Nellie Boskins has been defeated!
25000F2521 - Talk to Halbarad
25000F2522 - Kill all the invading Orcs
25000F2523 - Speak with Nellie Boskins
25000F2524 - 'They are of the Ongbúrz tribe...and more will be upon us soon!'
25000F2525 - 'Do not give up hope! We shall yet stand this day!'
25000F2526 - 'I think the end is in sight, Miss Boskins!'
25000F2527 - 'It is the war-chief! Our enemy is upon us!'
25000F2528 - Aid Halbarad in the defence of Trestlebridge.
25000F2529 - Halbarad stands on the Trestlebridge, near Nellie Boskins.\n\nAlongside Halbarad and the people of Trestlebridge, you have defended the town against the Ongbúrz Orcs.
25000F252A - You have defeated the Orcs! Nellie Boskins would like to thank you for your help in the defence of Trestlebridge.
25000F252B - 'Quickly, I must have a word with you!'
25000F252C - 'Mayor Boskins, Orcs of a kind I've never seen before approach!'
25000F252D - 'Ah, I see. So I refuse your call to council, and now this new Orc-threat appears?'
25000F252E - 'I think we know how to deal with Orcs...without your help.'
25000F252F - 'Why don't you return to your home. We will deal with this Orc-threat.'
25000F2530 - 'Come! Perhaps it is another attack!'
25000F2531 - 'Men! To me! We must defend Trestlebridge!'
25000F2532 - 'Perhaps your words were true, Halbarad. Come now, to the bridge!'
25000F2533 - 'The Orcs are upon us! To the bridge, quickly!'
25000F2534 - 'We have done it! Trestlebridge is free from the Orcs...at least for a little while. I know that soon enough they will attack us anew. However with your help, or others like you, we can counter the challenges ahead!\n\n'Yet, those are concerns for another day! Our victory gives me hope that Trestlebridge will be as it once was, full of life and people! And your bravery here will not soon be forgotten!'
25000F2535 - 'Huzzah! Trestlebridge is saved!'
25000F2536 - travel_exit (desc)
25000F2537 - Instance: The Defence of Trestlebridge
25000F2600 - 'The debt I owe you and the Rangers cannot be repaid easily, but I hope to make a start of it by answering Halbarad's call to the Council. Whatever strength the Men of Trestlebridge can lend to Halbarad's endeavour shall be his to command.\n\n'Please, go tell Halbarad that I will come to this Esteldín as soon as I settle matters here. I am still responsible first to my people, but I see now that the Free Peoples of the North Downs must stand together, if we are to remain free.\n\n'Thank you, my friend.'
25000F2601 - 'It is good to see you again. My thanks for your help in that battle. Without you and your companions, I would have surely fallen, as would Trestlebridge.\n\n'It is also good to know that Nellie Boskins will come to the Council. She is a fine and strong woman, and I will welcome her and her people's presence in the conflict ahead!'
25000F2602 - 'Please bring word to Halbarad that I shall come myself to the Council and that whatever strength the people of Trestlebridge can lend to his plans, we shall do so, willingly and gratefully!'
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000F2603 - Book 3, Chapter 6, Part III of III: The Free Peoples of Trestlebridge
25000F2604 - 'I judged you much too harshly before! I hope you can forgive me.'
25000F2605 - After you and Halbarad came to the aid of her town, Nellie Boskins swore to lend what strength the people of Trestlebridge have to his endeavour. They will come to the Council of Esteldín.
25000F2606 - 'A Council in Esteldín. If only my father was here to see it....'
25000F2607 - 'My people are a stout-hearted lot, but will it be enough in the battles to come?'
25000F2608 - Halbarad can be found in Esteldín.\n\nNellie Boksins has asked you to inform Halbarad that she will come to the Council of Esteldín.
25000F2700 - 'Of all those that have suffered in the North Downs, it is perhaps the people of Trestlebridge who have suffered the most. They have stood firm against all Orc attacks, but their own numbers are dwindling. In fact, the mayor of the town, Lovelle Boskins, was recently slain, and his daughter, Nellie, now leads the people there.\n\n'I would ask you to go to Trestlebridge and speak with Nellie. We will need her leadership at the Council.\n\n'I will give you a word of warning: although her people have the most to gain from coming, Nellie will be the hardest to convince. The constant attacks will block all thoughts of anything but dealing with the immediate threat.'
25000F2701 - 'Good, you've returned! It does not surprise me that Nellie refused the call to the Council, but that does not matter now.\n\n'Word has arrived here that a large contingent of Orcs is moving on Trestlebridge. The people there are a strong folk, but I fear they are no match for these Orcs and the chieftain who leads them.\n\n'We must go to their aid.'
25000F2702 - 'Nellie Boskins can be found in the town of Trestlebridge to the south-west of Esteldín. I will warn you that the constant threat against her town may make it difficult to convince her to come to the Council.'
25000F2703 - 'A \qCouncil of Esteldín?\q Have you taken leave of your senses,
25000F2704 - ? Are you unaware of the dangers facing this town? The constant attacks we must endure?\n\n'These Men in the east, if they truly cared about the threats facing Trestlebridge, they would help us here with these Orcs. We would not have had to suffer as we have! I...we lost all those dear to us!'\n\n'No, I shall not come to this Council, nor anything else. And I shall not be convinced otherwise! Now, if you have no other business, leave me to see to defence of this town!'
25000F2705 - Book 3, Chapter 6, Part I of III: A Call to Men
25000F2706 - 'I have no need of your Ranger friends!'
25000F2707 - To deal with the threat from Angmar, Halbarad has decided that he must call a council of the Free Peoples of the North Downs -- the Council of Esteldín.
25000F2708 - Nellie Boskins can be found in Trestlebridge.\n\nHalbarad warned you that Nellie may be so consumed with the defence of Trestlebridge that she will not see the importance of coming to the Council of Esteldín.
25000F2709 - Halbarad can be found in Esteldín.\n\nUpon hearing your message regarding the Council of Esteldín, Nellie Boskins ardently refused to come, saying that the defence of her town was above all other concerns. You should return to Halbarad with her answer.
25000F2800 - 'Hail
25000F2801 - , we have had word that you would be coming from the south-lands.'
25000F2802 - Gildor Inglorion[mn]
25000F2900 - Drukordh has been defeated!
25000F2901 - This looks to be a good place to draw upon the Elf-stone's power
25000F2902 - This is not a place to draw upon the Elf-stone's power
25000F2903 - When you arrived at Lin Giliath, Gildor told you that the Orcs to the west are planning to move against the Elf-glade.
25000F2904 - 'This Council of Esteldín -- I wish that I could simply commit to such an endeavour, but it is not so simple. Many of my people are nearly overcome with grief and anger at what happened here. And the threats against Lin Giliath are not yet dealt with. Our scouts tell me that the Orcs in Nan Wathren are planning to move against us soon.\n\n'The scouts say that these Orcs are being led by a great Uruk of Angmar named Drukordh, who camps in the deepest parts of Nan Wathren. Perhaps if this Uruk were slain, Lin Giliath would be protected enough for me to come to your Council. It is a heavy burden, but I would task you with this, if you remain of stout heart.\n\n'The Uruk is a mighty foe, and so you should not attempt to confront him on your own. If you must, then use the strength of this elf-stone to find the strength to prevail from deep within yourself.'\n\nUsing the Elf-stone allows you to access the inspiration buff while solo or in a smaller fellowship.
25000F2905 - Drukordh can be found in the deepest, most southern recesses of Nan Wathren.\n\nGildor told you that if the Uruk Drukordh were slain, then Lin Giliath would remain safe enough for him to come to the Council of Esteldín. You were warned not to confront the Uruk without the help of allies.\n\nUsing the Elf-stone allows you to access the inspiration buff while solo or in a smaller fellowship.
25000F2906 - 'Ah, you have done it! We heard the wails of the Orcs from here! You have seen to the safety of Lin Giliath,
25000F2907 - , and for this you have my thanks!'
25000F2908 - Gildor can be found in Lin Giliath.\n\nWith the Uruk Drukordh slain, you should make your way back to Gildor and bring him this good news.
25000F2909 - 'The Uruk that leads the Orcs of Nan Wathren is called Drukordh. Our scouts say that he camps in the deepest, most southern recesses of Nan Wathren. If this Uruk were slain, the threat of the Orcs attacking Lin Giliath would be lessened, and I could come to the Council of Esteldín.'
25000F290A - 'The Uruk that leads the Orcs of Nan Wathren is called Drukordh. Our scouts say that he camps in the deepest, most southern recesses of Nan Wathren. If this Uruk were slain, the threat of the Orcs attacking Lin Giliath would be lessened, and I could come to the Council of Esteldín.'
25000F290B - Find and kill Drukordh
25000F290C - Return to Gildor at Lin Giliath
25000F290D - Return to Gildor at Lin Giliath
25000F290E - Book 3, Chapter 5, Part II of III: Tending the Glade
25000F2A00 - Drukordh[mn]
25000F2B00 - Luth-feld[n]
25000F2B01 -
25000F2C00 - Norbury Gates
25000F2C01 - Norbury Gates
25000F2D00 - Snake-skin Locket[E]
25000F2D01 - An odd trinket, but it brings luck fighting serpents.
25000F2E00 - Thinker's Shoes[n]
25000F2E01 -
25000F2F00 - Derdail[n]
25000F2F01 -
25000F3000 - Rendail[n]
25000F3001 -
25000F3100 - 'It is time for the Dourhands to feel our wrath!'
25000F3101 - Hannar was displaced by Torfi Hammerhorn as the leader of the Dwarf miners of the North Downs.
25000F3102 - Hannar[mn]
25000F3200 - 'Good day to you! Have you seen all the hendrevail, or North-hawks as some call them? These wicked birds have always been dangerous, but it seems there are more and more of them about nowadays. I think that the Dourhands have started taming them. I'm afraid they are being used as spies.\n\n'If you would earn favour with us, go out and kill as many of the foul creatures as you can. You can find them all throughout the hills around Othrikar.\n\n'If you will do this for us, I'll see to it that you are rewarded for your work.'
25000F3201 - 'Aye, a fine job you've done for us. I'm still worried about those Dourhands, but at least now perhaps they have been somewhat blinded.'
25000F3202 - 'I am sure the Dourhands are using those wretched birds to spy on us.'
25000F3203 - A Bird in the Hand
25000F3204 - Return to Hlája Sagasong
25000F3205 - An unusual number of hendrevail, North-hawks, have begun to flock near Othrikar, and Hlája Sagasong fears the Dourhands may be using them to spy on the mine.
25000F3206 - Defeated north-hawks (
25000F3207 - /
25000F3208 - )
25000F3209 - Defeat north-hawks (
25000F320A - /
25000F320B - )
25000F320C - There are North-hawks all throughout the hills around Othrikar.\n\nHlája Sagasong has asked you to assist the Dwarves of Othrikar by slaying as many hendrevail as you can.
25000F320D - Hlája Sagasong is at Othrikar.\n\nHlája Sagasong sent you to slay the hendrevail flocking in the hills around Othrikar. You should return to him with the news of your success.
25000F3300 - Defeated Dourhand Falconer (
25000F3301 - /
25000F3302 - )
25000F3303 - Defeated Falconer Brúni
25000F3304 - The hendrevail have taken to nesting in Kamskut, a sinister-looking structure nestled in the mountains north-east of Othrikar.
25000F3305 - The hendrevail have taken to nesting in Kamskut, a sinister-looking structure nestled in the mountains north-east of Othrikar.\n\nYou should investigate Kamskut, for this nesting behaviour is surely not natural.
25000F3306 - Falconer Brúni is at Kamskut in the North Downs, north-east of Othrikar.\n\nYou should defeat Brúni and his falconers.
25000F3307 - You have defeated Brúni, a Dourhand falconer, and his fellows at Kamskut.
25000F3308 - Defeat Brúni and his falconers
25000F3309 - You have defeated Brúni, a Dourhand falconer, and his fellows at Kamskut.
25000F330A - 'Those filthy birds are getting worse. You need to find those roosting grounds and deal with Brúni!'
25000F330B - Completed
25000F330C - 'You did a great thing for us, ridding us of that falconer!'
25000F330D - 'Songs will be sung of your valiant deeds against the hendrevail at Othrikar!'
25000F330E - Defeat Dourhand Falconers (
25000F330F - /
25000F3310 - )
25000F3311 - Defeat Falconer Brúni
25000F3312 - Birds of a Feather
25000F3313 - Falconer Brúni is at Kamskut in the North Downs, north-east of Othrikar.\n\nYou should defeat Brúni and his falconers.
25000F3400 - You have defeated a number of the dangerous Dourhand miners at Thurûm, reducing the grave threat to Othrikar.
25000F3401 - Found Dourhand Plans (
25000F3402 - /
25000F3403 - )
25000F3404 - A number of Dourhand miners have gathered at Thurûm, too close to Othrikar for comfort. You should defeat the Dourhands that have amassed at Thurûm.
25000F3405 - Found the Dourhand Plans (
25000F3406 - /
25000F3407 - )
25000F3408 - A number of Dourhand miners have gathered at Thurûm, too close to Othrikar for comfort.\n\nYou should defeat the Dourhands that have amassed at Thurûm.
25000F3409 - Find the Dourhand Plans (
25000F340A - /
25000F340B - )
25000F340C - Dourhand miners can be found at Thûrum, north of Othrikar.\n\nYou should defeat miners at Thurûm.
25000F340D - 'Well done! Let's see what the foulbeards have in mind....\n\n'Oh! This is bad! Very bad....'
25000F340E - 'I need you to find those plans!'
25000F340F - Return the plans to Hannar
25000F3410 - Defeated a Dourhand at Thurûm (
25000F3411 - /
25000F3412 - )
25000F3413 - Find the Dourhand Plans (
25000F3414 - /
25000F3415 - )
25000F3416 - Completed
25000F3417 - Defeat Dourhands at Thurûm (
25000F3418 - /
25000F3419 - )
25000F341A - Miners at Thûrum
25000F341B - You have defeated a number of the dangerous Dourhand miners at Thurûm, reducing the grave threat to Othrikar.
25000F3500 - Marching Orders
25000F3501 - Dourhand Plans
25000F3502 - Papers describing the Dourhands' plans to retake Othrikar from the Longbeards.
25000F3503 - ...[p]
25000F3504 - Torfi Hammerhand
25000F3505 - We gather great forces in the north and west of Othrikar, and we move soon. Scout the city, and return to us at nightfall. We make our move at first light.
25000F3600 - 'Despite your work, it seems like there are more hendrevail than ever in the hills, and some say they have actually been seen in the Dourhand camps.\n\n'We know so little about these creatures beyond the fact that they are dirty, evil, and vicious birds. We'll need to know more if we are to do anything about them. There's a hunter who often roams the Kingsfell by the name of Orthonn who might know a bit more about wild creatures like the hendrevail. Calls himself a Ranger, strange fellow. He can often be found at a camp in the old ruins of Ost Lagoros not far north-west of Gatson's farm, a distance south and west from Othrikar.\n\n'I would appreciate it if you could go speak with him for me.'
25000F3601 - 'A breeding-ground, is it? I wonder....\n\n'Thank you for your assistance,
25000F3602 - . When we have discovered the location of this roosting ground, I may have need of your aid again.'
25000F3603 - 'If Orthonn out in the Kingsfell can tell us something of the hendrevail, we might have better success dealing with them.'
25000F3604 - 'Ah, yes, hendrevail. Strange birds, violently hostile, even to creatures much larger than themselves, and very territorial. Yet they can be trained. Hendrevail have been used occasionally by Orcs and evil Men in the past, but for the most part their malice is wholly natural.\n\n'So the Longbeards of Othrikar fear their Dourhand rivals are using these birds as spies? It may be so in truth. Unlike some other hawks and falcons, the hendrevail of the northern hills favour a mass roosting ground. They care little for their chicks, and like as not this is where the Dourhands gathered the fledgelings to be trained.\n\n'I would counsel you to seek out this roosting spot, no doubt in a secluded corner of the hills.'
25000F3605 - Feathered Foes
25000F3606 - 'The dwarves should be wary of the hendrevail, for they are oft used as spies by the Enemy.'
25000F3607 - Despite your efforts, the threat of the hendrevail remains as a blight in the hills around Othrikar.
25000F3608 - Talk to Orthonn at Ost Lagoros
25000F3609 - Orthonn is collecting herbs in the Kingsfell, likely at his camp in the ruins of Ost Lagoros north-west of Gatson's farm, some distance south and west of Othrikar.\n\nHannar explained that his people did not know enough about hendrevail to know how to deal with them, since hunting them did not appear to work. He asked you to go speak with a hunter named Orthonn who might have some insights about the birds.
25000F360A - Talk to Hannar at Othrikar
25000F360B - Hannar is at Othrikar.\n\nYou managed to find the Ranger who Hannar sent you to seek, and he suggested you look for the hendroval roosting ground. You should return to Hannar with this information.
25000F3700 - You have arrived at Thurûm, and it is crawling with Dourhands. These foes are surely organized, and pose a dire threat to Othrikar.
25000F3701 - You have arrived at Thurûm, and it is crawling with Dourhands. These foes are surely organized, and pose a dire threat to Othrikar.
25000F3702 - Thurûm is north of Othrikar.\n\nYou should search Thurûm for the source of the Dourhand presence, and defeat the leader of this rabble.
25000F3703 - 'You defeated Torfi Hammerhorn? Truly? This is welcome news for us Longbeards! Long have we suffered the oppression of those loutish Dourhands, and we do not wish to suffer it again.\n\n'You have done us a noble service, my friend. The Longbeards of Othrikar will long remember your name!'
25000F3704 - Find and defeat the leader of the Dourhands
25000F3705 - Hannar is at Othrikar.\n\nTorfi Hammerhorn perished during the battle at his camp, routing his forces. You should return to Hannar with news of your victory.
25000F3706 - 'Torfi Hammerhorn's attack against Othrikar must be stopped at its source!'
25000F3707 - 'Welcome back,
25000F3708 - ! Your defeat of Torfi Hammerhorn will live long in Longbeard memories!'
25000F3709 - 'There you are, my good
25000F370A - ! The Dwarves of Othrikar are ever at your service!'
25000F370B - Defeat Torfi Hammerhorn
25000F370C - Pulling Beards
25000F370D - Thurûm is north of Othrikar.\n\nYou should search Thurûm for the source of the Dourhand presence, and defeat the leader of this rabble.
25000F3800 - You successfully dealt with the Dourhand scouts around the dwarf-keep of Othrikar.
25000F3801 - Stop the Scouts
25000F3802 - Defeat a Dourhand scout (
25000F3803 - /
25000F3804 - )
25000F3805 - 'The Dourhands' scouts have been spying on us long enough. I want you to put an end to it!'
25000F3806 - There are Dourhand scouts scattered throughout the area north of Othrikar.\n\nIn an effort to reduce the threat of the Dourhands becoming more than a nuisance, Hannar has asked you to put an end to the unhindered spying of the Dourhand scouts.
25000F3807 - You have defeated your last scout...and recovered an interesting piece of parchment!
25000F3808 - You successfully dealt with the Dourhand scouts.
25000F3809 - Defeated Dourhand scouts (3/5)
25000F380A - Defeated Dourhand scouts (4/5)
25000F380B - The Dourhand forces have gathered north and west of Othrikar, and pose a serious threat to the peaceful dwarves there
25000F380C - There are Dourhand scouts scattered throughout the area north of Othrikar.\n\nIn an effort to reduce the threat of the Dourhands becoming more than a nuisance, Hannar has asked you to put an end to the unhindered spying of the Dourhand scouts.
25000F380D - There are Dourhand scouts scattered throughout the area north of Othrikar.\n\nIn an effort to reduce the threat of the Dourhands becoming more than a nuisance, Hannar has asked you to put an end to the unhindered spying of the Dourhand scouts.
25000F380E - There are Dourhand scouts scattered throughout the area north of Othrikar.\n\nIn an effort to reduce the threat of the Dourhands becoming more than a nuisance, Hannar has asked you to put an end to the unhindered spying of the Dourhand scouts.
25000F380F - The map you found is in your inventory.\n\nYou should read the map you recovered from the Dourhands.
25000F3810 - TBD
25000F3811 - Defeat Dourhand scouts (
25000F3812 - /
25000F3813 - )
25000F3814 - There are Dourhand scouts scattered throughout the area north of Othrikar.\n\nIn an effort to reduce the threat of the Dourhands becoming more than a nuisance, Hannar has asked you to put an end to the unhindered spying of the Dourhand scouts.
25000F3815 - Hannar is in Othrikar.\n\nYou should return to Hannar.
25000F3816 - Read the Dourhand Plans
25000F3817 - Return to Hannar
25000F3818 - Defeat Dourhand scouts (1/5)
25000F3819 - The Dourhands, an ancient, but declined dwarf-family, were recently outed from Thorin's Halls and the mines of Othrikar for their betrayal of Durin's Folk, the Longbeards. The rogue clan continues to be a nuisance in the North Downs.
25000F381A - Defeat Dourhand scouts (2/5)
25000F381B - Defeat Dourhand scouts (3/5)
25000F381C - Defeat Dourhand scouts (4/5)
25000F381D - 'I do not like the report you bring back of all the scouts who have amassed around Othrikar. The Dourhands are gathering in the hills...that much is clear. We must drive them out!'
25000F381E - Defeated Dourhand scouts (2/5)
25000F381F - 'Ever since we threw those cursed Dourhands out of Othrikar, they've been skulking around the area. We think they're planning to raid us and retake the mines!\n\n'They have several large camps around the northlands, and they have scouts spying on us here as well as carrying messages between the camps.\n\n'Soon we will be ready to move against the Dourhands directly, but for now I need you to put an end to this spying. Defeat as many of the Dourhands' scouts as you can find around Othrikar and the northlands of Nan Amlug.'
25000F3900 - 'Good to be free from those bonds!'
25000F3901 - 'You have done a great thing for the Dwarves of Othrikar this day! Dori arrived not long before you and is resting inside, but he told us of your valiant rescue! We are at your service!'
25000F3902 - 'Now, follow me!'
25000F3903 - 'Well, it's about time! Those Dourhands took the hoard of gems I brought, we've got to get them back. Othrikar is depending on them!\n\n'Come on now, before the Dourhands get suspicious!'
25000F3904 - Book 3, Chapter 4, Part II of III: Freeing Dori
25000F3905 - 'Hold the line! Don't let them pass!'
25000F3906 - 'We've got to get the gems back!'
25000F3907 - 'They're deep in the camp, follow me!'
25000F3908 - You have failed to protect Dori
25000F3909 - 'This way, back here!'
25000F390A - 'We will do nothing until Dori is freed!'
25000F390B - You have escorted Dori to safety
25000F390C - 'When I was first brought here, I was taken into this part of the camp!'
25000F390D - The Dourhands' camp where Dori is being held is west of Othrikar. Search the ruins for where Dori is being held.\n\nHannar told you that the dwarves could not even consider coming to the Council of Esteldín, unless Dori was freed from the Dourhands. As an envoy of the Rangers, he told you that you must free him if you hope to have the support of the dwarves at the Council.\n\nThis quest is meant for a fellowship. If you choose to undertake this quest solo you will receive an inspiration bonus, but the challenge will be great.
25000F390E - 'If the gems are anywhere, they'll be back here!'
25000F390F - Hannar can be found at the mines of Othrikar.\n\nAfter escorting Dori to safety, he told you to return to Othrikar and speak to Hannar.
25000F3910 - 'Not much further!'
25000F3911 - 'Here! That chest! They put the gems there!'
25000F3912 - 'All right, I've got the gems. Let's be off!'
25000F3913 - 'I'll be glad to leave this place behind!'
25000F3914 - 'I shall see you again, I am sure!'
25000F3915 - Find Dori
25000F3916 - 'Don't let them pass!'
25000F3917 - Escort Dori to safety
25000F3918 - 'Just a moment!'
25000F3919 - 'Stay close!'
25000F391A - When you arrived at Othrikar, bringing word of the Council of Esteldín, Hannar told you that Dori, the emissary of the Longbeards of Erebor, had been captured by the Dourhands.
25000F391B - 'We're nearly free of the camp!'
25000F391C - 'Don't falter now! It's only a bit further!'
25000F391D - 'At last, free of the Dourhands!'
25000F391E - 'Stop them!'
25000F391F - 'I can make it to Othrikar from here!'
25000F3920 - 'Stop them!'
25000F3921 - 'You have my thanks!'
25000F3922 - 'A council of the Free Peoples? How could we give thought to a council with Dori gone? It was only with Dori's arrival, and the hoard of gems he brought, that hope began to creep back into our hearts. But Dori has been captured, the gems lost, and hope is stolen away.\n\n'If those Men, those Rangers, wish to have the help of the Dwarves of Othrikar, then Dori must be freed! You -- if you are the Rangers' envoy -- must do this if you desire our presence at this council!\n\n'Dori is likely being held in the Dourhands' camp to the west of Othrikar. Free Dori and escort him to safety! Once he is free, we will make our decision regarding this council of yours.'\n\nNOTE: It is suggested that you complete this quest while in a fellowship. Inspiration will assist you if you choose to undertake this challenge alone or with a smaller group.
25000F3923 - 'About time someone rescued me!'
25000F3A00 - Dolg-klath[n]
25000F3A01 -
25000F3B00 - Balanamath[n]
25000F3B01 -
25000F3C00 - Brúni's Slayer[n]
25000F3C01 -
25000F3D00 - Hannar's Crystal Earring[n]
25000F3D01 -
25000F3E00 - Dourhand Falconer[m]
25000F3F00 - Falconer Brúni[mn]
25000F4000 - Pride
25000F4100 - Healing
25000F4101 -
25000F4200 -
25000F4201 - Success!
25000F4202 - Interrupted!
25000F4300 - Whirling Axe
25000F4400 - Orthonn[mn]
25000F4500 - 'Dagoras sent you? If you have spoken to him then I can speak freely of my duties. Your help is welcome indeed. Many of the herbs I am seeking have become hard to find in these lands.\n\n'Periwinkle can be found growing from rock outcroppings in the hills of Nan Amlug to the north, near the dwarf-mines of Othrikar. Meadowsweet is found here in the Kingsfell growing at the base of trees on the southern side. I have picked almost all in this area, but I know of some plants in the spider-lair south of Esteldín. Butterbur can be found in Meluinen, not far from the Elf-refuge of Lin Giliath, growing along the water's edge.\n\n'These herbs are useful in treating many ailments and injuries, and my kin are certain to suffer more than their share in the coming days.'
25000F4501 - Collected butterbur (
25000F4502 - /
25000F4503 - )
25000F4504 - 'Ah, very good! These will do quite well. My thanks for your efforts.'
25000F4505 - Herbs and Simples
25000F4506 - 'Please gather those herbs as I have instructed.'
25000F4507 - Collected meadowsweet (
25000F4508 - /
25000F4509 - )
25000F450A - 'Orthonn will need your aid,
25000F450B - . The sooner he has collected his herbs, the sooner he will be able to return to the safety of Esteldín.'
25000F450C - Collected periwinkle (
25000F450D - /
25000F450E - )
25000F450F - 'Thank you for gathering these herbs. I am certain they will be much needed before all is done.'
25000F4510 - Collected butterbur (
25000F4511 - /
25000F4512 - )
25000F4513 - Orthonn is in the Kingsfell, probably near Gatson's farm.\n\nDagoras is certain that Orthonn will need help if he is to gather enough herbs to accomodate the Rangers in their bloody conflict with the Orcs of Angmar.
25000F4514 - 'Periwinkle, meadowsweet, butterbur...I think we will have enough for now. Thank you,
25000F4515 - !
25000F4516 - Periwinkle can be found among rock outcroppings atop the hills of Nan Amlug, near Othrikar. Meadowsweet can be found in south facing tree roots in the spider-camp south of Esteldín. Butterbur can be found growing along the waters edge in the fens near the Elf-refuge of Lin Giliath in Meluinen. Orthonn is encamped in the Kingsfell in some ruins near Gatson's farm.\n\nAs Dagoras suggested, Orthonn has use for you. The young Ranger asked you to gather periwinkle, meadowsweet, and butterbur for him and suggested locations where the herbs might be found.
25000F4517 - 'It is well that you gathered those herbs for Orthonn. They will be needed.'
25000F4518 - 'You are an herbalist, as well as a
25000F4519 - ? One might think you were a Ranger.'
25000F451A - 'You are an herbalist, as well as a
25000F451B - ? One might think you were a Ranger.'
25000F451C - 'Ah, what a pleasant surprise! I do have a great fondness for herb-lore. Thank you for this gift,
25000F451D - .'
25000F451E - Periwinkle can be found among rock outcroppings atop the hills of Nan Amlug, near Othrikar. Meadowsweet can be found in south facing tree roots in the spider-camp south of Esteldín. Butterbur can be found growing along the waters edge in the fens near the Elf-refuge of Lin Giliath in Meluinen.\n\nYou should gather herbs for Orthonn.
25000F451F - Bring the herbs to Orthonn
25000F4520 - Bring the herbs to Orthonn
25000F4521 - Collect meadowsweet (
25000F4522 - /
25000F4523 - )
25000F4524 - Collect periwinkle (
25000F4525 - /
25000F4526 - )
25000F4527 - Orthonn is in Kingsfell, north of Gatson's Farm.\n\nYou should bring the herbs you gathered to Orthonn.
25000F4528 - Collect butterbur (
25000F4529 - /
25000F452A - )
25000F452B - Collect meadowsweet (
25000F452C - /
25000F452D - )
25000F452E - Collect periwinkle (
25000F452F - /
25000F4530 - )
25000F4531 - You have encountered a number of interesting herbs in your travels. These should be collected as you make your way through the lands, and brought to the Ranger Orthonn.
25000F4532 - Collect butterbur (
25000F4533 - /
25000F4534 - )
25000F4535 - Collected meadowsweet (
25000F4536 - /
25000F4537 - )
25000F4538 - Collected periwinkle (
25000F4539 - /
25000F453A - )
25000F453B - You have encountered a number of interesting herbs in your travels. These should be collected as you make your way through the lands, and brought to the Ranger Orthonn.
25000F4600 - Meadowsweet[e]
25000F4601 - An herb native to the Kingsfell.
25000F4602 - Meadowsweet-plants[p]
25000F4700 - Periwinkle[e]
25000F4701 - An herb native to Nan Amlug.
25000F4702 - Periwinkle-plants[ps]
25000F4800 - Butterbur[e]
25000F4801 - An herb native to Meluinen.
25000F4802 - Butterbur-plants[ps]
25000F4900 - 'Hullo there. Maybe you can help me out. We're in a bit of a bind here. This is the last farm in the North Downs -- all of the other landowners have been run off their places by the Orcs.\n\n'I don't mind saying that the Orcs who've moved into the area are more than I can handle on my own. I've made ties with a few of them Rangers and been helping provision them for a good many years. It's about time they did me a good turn for it.\n\n'Now, I don't know where he goes with it, but I take their goods to a Ranger who camps out near those old ruins to the north-west of my farm. Ost Lagoros is what they call it, I think. The fellow's name is Orthonn.'
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000F4901 - 'Orthonn won't help? But I can't leave! Those Orcs will come through here and burn everything! My family has had this farm since time out of mind, and I'll not be the one to let it all go to ruin.\n\n'The farmhands that haven't fled...Gilmar and those other fools will stick with me to the end if I stay. What can I do?'
25000F4902 - 'Us that are still here will cleave to Master Gatson no matter what may come, even if Orcs be the end of us.'
25000F4903 - 'Gatson? He has not fled south as he was told? Aye, he has aided us with provisions on many an occasion, but he has always been paid in either coin or goods.\n\n'When we learned that a great host of Orcs was amassing in the North, preparing to march upon Eriador, we sent messages to all the farmers of the North Downs, warning them to flee south. My kindred have not the numbers to defend these farmers from the Orc army.\n\n'Gatson's farm stands in the path of Angmar's army. Return to him, if you will, and exhort him and his hands to leave at once. His farm is not defensible.'
25000F4904 - The Last Farm
25000F4905 - 'Please go to Orthonn out in those old ruins and get me some help defending my farm against the Orcs!'
25000F4906 - Orcs have entered the North Downs from the north. The farmers of the region fled south, except old Gatson, who is determined to hold his land against the Orcs.
25000F4907 - 'I cannot help Gatson...he was warned to leave the North Downs, and leave he must.'
25000F4908 - Orthonn may be found at the ruins of Ost Lagoros, north-west of Gatson's farm by the river.\n\nFarmer Gatson told you that he has been helping the Rangers with provisions for many years and now expects them to help him protect his farm. He has sent you to speak with the Ranger he delivers the food to, a man named Orthonn.
25000F4909 - Gatson awaits you at his farm to the east of Ost Lagoros.\n\nOrthonn admitted that Gatson had provisioned them often, but told you that the Rangers did not have the numbers to defend the farms of the North Downs. He asked you to return to Gatson and exhort the farmer and his workhands to flee at once.
25000F4A00 - 'I own land? A farm o' me own? I always wanted a farm o' me own. But...I durstn't leave Mr. Gatson.\n\n'What did he do, I wonder? The old fellow, I mean. That one what the old rock tells about. What did he do to get that land? I can't rightly take it if I ain't heard how he got it. I mean, he might've done something wicked and cruel....\n\n'Say, maybe those Rangers know something about this. They seem to know lots o' old stories. Maybe that fellow we sell provisions to, Orthonn, will know something about this. He's out in those ruins to the west -- Ost Lagoros, he calls 'em.'
25000F4A01 - 'Bardulf Gilmar...the name rings familiar.\n\n'If it was Eärnur -- then Prince of Gondor -- who granted this land to Bardulf Gilmar as you say, then it might have been for some deed during Eärnur's battle with Angmar at Fornost. Our archive does possess the remnant of a chronicle of the Battle of Fornost.\n\n'I will make a fair copy of the pages related to your search for you to carry away with you.'
25000F4A02 - Heritage of Gilmar
25000F4A03 - 'Herbs, plants, and animals, I know well. Ask me the names of all the kings of Arnor and Gondor, and I can tell you. Of Gilmar's forebear, I know naught.\n\n'You are a friend of the Rangers, and if you do not know of it already, you should learn that my kindred dwell in some ruins to the east of Gatson's farm. Esteldín, we call it. Istuienn, a kinswoman of mine, keeps watch over our archives there. She may be able to help you.'
25000F4A04 - 'So it was a good deed me forebear did!\n\n'And I know just what I'll do with his land. Me and Mr. Gatson talked about it while you were gone away to see them Rangers. We'll be partners, we will! We'll hire some hands and work both farms, soon as we finish clearing out them Orcs and such.\n\n'Thank'ee for the helping hand!'
25000F4A05 - 'Maybe that Orthonn fellow out in Ost Lagoros will know something o' me ancestor.'
25000F4A06 - 'Weren't the Rangers no help?'
25000F4A07 - 'You should bring that excerpt to Gilmar...it should please him greatly.'
25000F4A08 - An heir to Bardulf Gilmar may yet be found somewhere in the North Downs.
25000F4A09 - 'If you wish to know the history of herbs, speak with me...for the history of Men, you should go to Istuienn in Esteldín.'
25000F4A0A - Orthonn is at the ruins of Ost Lagoros, north-west of Gatson's Farm.\n\nYou found a stone marker bequeathing land to the forebear of Gatson's workhand, Gilmar. Gilmar has asked you to ask the Ranger Orthonn about his forebear.
25000F4A0B - 'So, my forebear saved a Prince? How grand!'
25000F4A0C - Istuienn is at Esteldín, east of Gatson's farm.\n\nYou found a stone marker bequeathing land to the forebear of Gatson's workhand, Gilmar. Gilmar sent you to speak to the Ranger Orthonn, but Orthonn was unable to help. He did, however, suggest you seek Istuienn, the archivist at Esteldín.
25000F4A0D - 'Just you wait! Soon I'll have a farm just as famous as Mr. Gatson's!'
25000F4A0E - Gilmar is at Gatson's farm.\n\nIstuienn, who keeps the Rangers' archives, provided you an excerpt of some old chronicles explaining how Gilmar's ancestor saved the life of Eärnur, an ancient Prince of Gondor, and was granted land in perpetuity for his valour.
25000F4A0F - 'I'm sorry about thinking you was shifty when you just come here. You done a good turn by me, and I owe you.'
25000F4A10 - 'Have you more questions of history for me, stranger?'
25000F4A11 - Seek Bardulf Gilmar's heir
25000F4A12 - Talk to Gilmar at Gatson's Farm
25000F4A13 - Talk to Orthonn at Ost Lagoros
25000F4A14 - Talk to Istuienn at Esteldín
25000F4A15 - Bring the excerpt to Gilmar at Gatson's Farm
25000F4A16 - Bring the excerpt to Gilmar at Gatson's Farm
25000F4A17 - You discovered a stone marker in the midst of a barren, but fertile land. The marker declared the surrounding land to be the property of Bardulf Gilmar and his heirs. If any such heirs yet live, it is unlikely that they know of their legacy.
25000F4A18 - On the face of this marker is a weathered engraving: 'This land is granted to Bardulf Gilmar and his line, now and forever, in recognition of his valiant deeds. Eärnur, son of Eärnil, Prince of Gondor, T.A. 1975.'\n\nThe surrounding land is barren and abandoned. If Gilmar's heirs yet live, they may not be aware of their legacy.
25000F4B00 - Chronicles of Arthedain
25000F4B01 - Chronicle Excerpt
25000F4B02 - Unsigned
25000F4B03 - ...At Fornost, we met the hosts of the Witch-king, and the Angmarim faltered beneath the wrath of our swords. Then the Witch-king sent forth a great troll against us, and it slew many and smote our Prince, Eärnur, and broke his shield. In that hour arose one of the Bree-men, Bardulf Gilmar, and he leaped upon the back of the troll, hewing its neck three times with his peasant's axe, at last dealing it a mortal blow. The troll fell, and the Angmarim again were routed. The Witch-king fled and was not seen again in the North. Thus was our lord saved by the hand of a Bree-man, to whom we did much honour....
25000F4C00 - 'The Enemy is closing in upon us….'
25000F4C01 - A grizzled warrior with a long scar tracing down his cheek.
25000F4C02 - Dagoras[mn]
25000F4D00 - A large contingent of Orcs has moved south-west, spearheading the main host as they march through the North Downs. These are Orcs of the Ongbúrz tribe out of Angmar, cunning builders of siege weapons and defences.
25000F4D01 - A large party of Orcs has established a camp south-west of Esteldín, a spearhead pushing north-west from their main host at Dol Dínen.\n\nYou should slay the chieftain of the Orcs at this camp. With his defeat, any remaining Ongbúrz Orcs will be unable to act until a new leader arrives.
25000F4D02 - The Ongbúrz camp is south-west of Esteldín across the Kingsfell.\n\nYou should slay the Orc-chieftain in hopes that his death will throw the Ongbûrz into disarray.
25000F4D03 - You have defeated the Ongbúrz Chieftain, a cruel Orc who stood at the head of Gurzlum's might.
25000F4D04 - Defeat the Ongbúrz Chieftain
25000F4D05 - You have defeated the Ongbúrz Chieftain, a cruel Orc who stood at the head of Gurzlum's might.
25000F4D06 - 'The Orcs in the Kingsfell are not just a threat to us, but also to Gatson's Farm and the Elves in Meluinen.'
25000F4D07 - Completed
25000F4D08 - 'With their captain slain, the Ongbúrz will be thrown into disarray, until another chieftain can be sent to lead them.'
25000F4D09 - 'Your ambush on the Ongbúrz spearhead has bought us valuable time!'
25000F4D0A - Slay the Ongbúrz Chieftain
25000F4D0B - Blunting the Spear
25000F4D0C - The Ongbúrz camp is south-west of Esteldín across the Kingsfell.\n\nYou should slay the Orc-chieftain in hopes that his death will throw the Ongbûrz into disarray.
25000F4E00 - 'Far to the north and east, the Dúnedain of the North have established a hidden encampment which they call Esteldín. These Men do their best to fight threats in the North Downs, but their numbers are now too few and the dangers too great.\n\n'If you are willing to go, I would have you complete the original mission of our company. Go to Esteldín and speak with the watch-captain, Dagoras. Tell him that the Nine are abroad and have crossed the River. The Enemy is on the move.\n\n'Esteldín is hidden in the mountains on the border of the Kingsfell and Nan Amlug. This is a message that should not be delayed.'
25000F4E01 - 'The Nine are abroad, after all this time? This is fell news, for it can only mean one thing: the Ring of the Enemy has been found.\n\n'We can only hope that the Enemy himself has not already reclaimed it, or the world as we know it is at an end. I think that if this were so, our chieftain, Aragorn, or Elrond Halfelven would have sent word.\n\n'Thank you,
25000F4E02 - . I will deliver this news to Halbarad, our steward in the absence of Aragorn.'
25000F4E03 - 'Esteldín is hidden in the mountains north and east of Lin Giliath, near the border of the Kingsfell and Nan Amlug. Dagoras must be told of the passing of the Nazgûl.'
25000F4E04 - Inform Esteldín
25000F4E05 - 'The Dúnedain of Esteldín have many concerns and their numbers are few, but news of the Nazgûl is news they must hear.'
25000F4E06 - You have helped Aglardir resupply Lin Giliath, but his worries are not yet eased. The original mission of Gildor Inglorion's company remains unfulfilled.
25000F4E07 - 'Thank you,
25000F4E08 - . Our mission was too important to abandon completely.'
25000F4E09 - 'You bring us dire tidings,
25000F4E0A - , for we know now that the Enemy moves both in the South and the North.'
25000F4E0B - 'The Rangers of Esteldín have much to consider. Thank you for your expedience,
25000F4E0C - .'
25000F4E0D - Esteldín is north-east of Lin Giliath, hidden within the eastern mountains between the Kingsfell and Nan Amlug.\n\nAglardir has sent you to Dagoras, the watch-captain of Esteldín, to tell him of the passing of the Nazgûl.
25000F4F00 - Hillmen have established a small camp beyond the Ram Dúath
25000F4F01 - The Western Ram Dúath is home to worms and drakes.
25000F4F02 - Orcs stormed out of the Ram Dúath and swept across the North Downs. After their passage, Hillmen out of Angmar came through the pass and encamped beyond the cliff faces and treacherous paths.
25000F4F03 - '
25000F4F04 - , I have need of your assistance. As you are aware, Orcs attacked the North Downs in force, driving farmers from their homes and burning the lands to the south-east. While our attention was turned to the Orcs, we did not notice the Hillmen who came after.\n\n'I look to Dol Dínen as the primary threat against our lands, but we are spread so thinly in the North Downs that we cannot fully determine the threat the Hillmen of Angmar pose.\n\n'I need you to scout the Hillman-encampment to the north-east for us. From that camp, head west until you find an outcropping of strange spiny rocks. The pass continues to the north-west of these rocks. I need to know what you find at both places.'
25000F4F05 - The Hillman-encampment is north-east of Esteldín. The pass is west of the Hillman-encampment, north-west of an outcropping of spiny rocks.\n\nMelthindir has asked you to scout the Hillman-encampment and the pass through which the Hillmen approached to determine the severity of the threat they pose, so that the Rangers can plan a defence against them.
25000F4F06 - 'It is a relief to know that the Angmarim forces are not as great as I had feared. Also, while I had known the valley in the west to be home to worms, I did not know that drakes had come there as well.\n\n'You have done us a great service this day,
25000F4F07 - .\n\n'There is much yet to be done before we are prepared to deal with the threat from Angmar.'
25000F4F08 - Melthindir awaits your report at Esteldín.\n\nAngmarim forces have sent a small company of Hillmen to the south-east entrance of Ram Dúath. At the southwest entrance of Ram Dúath, you discovered evidence of many worms and drakes. You should return to Melthindir with your report.
25000F4F09 - 'Take care not to be discovered by the Hillmen. Surprise will be our greatest advantage.'
25000F4F0A - 'Your report shall serve us well,
25000F4F0B - .'
25000F4F0C - 'There is much yet to be done before we can assail Angmar.'
25000F4F0D - Scout the Hillman camp at the Eastern Ram Dúath
25000F4F0E - Scout the pass through the Western Ram Dúath
25000F4F0F - Return to Melthindir
25000F4F10 - Scouting the Ram Dúath
25000F5000 - A monstrous breed of spider has built a nest south of Esteldín, threatening the security of the outpost's inhabitants.
25000F5001 - A monstrous breed of spider has built a nest south of Esteldín, threatening the security of the outpost's inhabitants.\n\nYou should defeat the queen of the spiders in the Snares.
25000F5002 - The Kingsfell Spider-queen is somewhere in the spider-lair south of Esteldín.\n\nYou should slay the queen of the spiders who threaten the people of Esteldín, thereby lessening the danger posed by the foul creatures.
25000F5003 - 'You have done well,
25000F5004 - . The death of the spider-queen should throw the entire lair into disarray.'
25000F5005 - Defeat the Spider-queen
25000F5006 - Dagoras is at Esteldín.\n\nYou should speak with Dagoras and inform him that you have slain the spider-queen.
25000F5007 - 'The spiders of the Kingsfell will be crippled if their queen is slain,
25000F5008 - .'
25000F5009 - 'With their queen dead, the spiders will not be so bold.'
25000F500A - 'Spiders are a foul spawn of the Enemy. You have dealt them a tremendous blow.'
25000F500B - Slay the spider-queen.
25000F500C - Spider-queen
25000F500D - The Kingsfell Spider-queen is somewhere in the spider-lair south of Esteldín.\n\nYou should slay the queen of the spiders who threaten the people of Esteldín, thereby lessening the danger posed by the foul creatures.
25000F5300 - 'We've had reports that Wargs are moving into the area around Esteldín. While we are not yet prepared to move against the Enemy in the North Downs, we can't have these foul beasts spying on us here.\n\n'We need you to hunt these creatures down and slay them. It should not be difficult to find the Wargs, for they prowl to the west and south, hunting for those of us who dare to oppose Angmar.\n\n'If they learn the whereabouts of Esteldín, the Orcs will be able to sweep down upon us, and our line will be ended. You must hurry before they find us.'
25000F5301 - 'Well done! If only there were more of us in Esteldín, we Rangers could deal with such creatures ourselves, but all our attention is, by necessity, consumed by the Orc army. Your work is allowing us to gather our forces to deal with the greater threat.'
25000F5302 - 'Wargs are the forward scouts of the Enemy...if they discover Esteldín, the armies of Angmar will descend upon us, and we will fall.'
25000F5303 - Warg-slayer
25000F5304 - 'The Wargs will be wary from now on. You have done well,
25000F5305 - .'
25000F5306 - Foul Wargs prowl the North Downs, hunting for those who would oppose their masters. Their presence threatens the security of Esteldín.
25000F5307 - 'We cannot allow the Wargs to disclose the location of Esteldín. Thank you for your aid in the matter.'
25000F5308 - Defeated Wargs (
25000F5309 - /
25000F530A - )
25000F530B - Defeat Wargs (
25000F530C - /
25000F530D - )
25000F530E - There are Wargs in the areas west and south of Esteldín.\n\nIn order to protect the secrecy of Esteldín, Dagoras has asked you to hunt down and slay as many Wargs as you can.
25000F530F - Dagoras is at Esteldín.\n\nDagoras, the Ranger Watch-captain, asked you to hunt the Wargs of the North Downs in order to protect the location of Esteldín. You should return to him with word of your success.
25000F5400 - Gloves of the Chieftain[n]
25000F5401 -
25000F5500 - Ongbúrz Chieftain[mv]
25000F5600 - Aglardir[mn]
25000F5700 - 'I saw Orcs when I passed this way, and could not turn a blind eye to them. I am glad I came here in time to save these Men.\n\n'I came seeking aid on behalf of Lachenn, the Master of Lin Giliath, a small refuge of my kindred in the lush land of Meluinen. It is a small thing, no more than a slight stirring of an ill wind. The Rangers are not in a position to send someone to Lachenn, but perhaps you would go?\n\n'Journey south; Lin Giliath is very near the border of Meluinen. If Lachenn is not able to speak with you, speak with Aglardir instead.'
25000F5701 - 'We are so lucky this Elf passed this way when he did, and lucky you came as well. I wish there was something we could do to help him in return, but we cannot abandon our farm.\n\n'Perhaps you could speak with him, if you wish to help.'
25000F5702 - 'Londrandir sent you to speak with Lachenn? You have come too late then.\n\n'Lachenn is dead. He was killed when Stone-trolls attacked Lin Giliath, sometime before my company arrived.'
25000F5703 - 'Lachenn is the Master of Lin Giliath in Meluinen, far to the east of this place. To reach Meluinen, leave the road as it passes through Kingsfell and journey to the south. Lachenn will be glad to have your assistance.'
25000F5704 - Londrandir's Message
25000F5705 - 'I cannot believe that Lachenn is gone. I will not believe it!'
25000F5706 - Londrandir, an Elf from the refuge of Lin Giliath, has come to Amon Raith, seeking the aid of the Rangers in a small matter.
25000F5707 - 'The stone-trolls of Taur Gonwaith must be made to pay for the death of Lachenn!'
25000F5708 - Londrandir stands at Gatson's Farm in the Kingsfell.\n\nYou should speak with Londrandir.
25000F5709 - Talk to Lachenn or Aglardir at Meluinen
25000F570A - Lachenn and Aglardir are at Lin Giliath in Meluinen, south of Esteldín.\n\nSince it is clear that the Rangers have their own burdens to bear, Londrandir has asked you to journey east to speak with Lachenn, the Master of Lin Giliath. If Lachenn is unavailable, he told you to speak instead with Aglardir.
25000F5800 - Collected Aurochs Steak (
25000F5801 - /
25000F5802 - )
25000F5803 - Many of the provisions stored at Lin Giliath were ruined by the Stone-trolls during their attack.
25000F5804 - 'We must restore the stores of Lin Giliath as soon as we can. Grief can cause both body and spirit to suffer, but against one of these hurts we can prepare.\n\n'The Stone-trolls ruined the food that was stored here, but there are other sources of sustenance. Hunt the aurochs on the plains of the Kingsfell, to the north of Lin Giliath. Their meat will go a long way to restoring Lin Giliath's stores.\n\n'An aurochs is a dangerous foe, and you must hunt several to obtain enough steaks.'
25000F5805 - Aurochs roam the plains of the Kingsfell, north of Lin Giliath.\n\nAglardir has asked you to hunt aurochs in Kingsfell for meat to replenish the stores of Lin Giliath.
25000F5806 - 'You have done very well,
25000F5807 - , and I thank you for your aid. This aurochs meat will keep us for as long as it takes to restore Lin Giliath.\n\n'I would have a further word with you. The grief of my friends is very deep, for Lachenn was beloved of many. Help them if you can and do not hold against them any harsh feelings if their despair seems to you strident. Thaliollang and Brethilwen were particularly close to Lachenn and held him in high regard. Give them comfort in their grief, for they have lost much to the evil that lurks in Taur Gonwaith.\n\n'Again, I thank you for your aid,
25000F5808 - , and wish you well.'
25000F5809 - Aglardir is in Lin Giliath, south of the Kingsfell.\n\nAglardir is awaiting your return with the aurochs meat to replenish the lost provisions kept at Lin Giliath.
25000F580A - 'Several herds of aurochs tread the plains of the Kingsfell to the north. With some allies, you should be able to hunt the mighty creatures and bring back enough meat to feed the company of Elves that now resides at Lin Giliath.'
25000F580B - 'You do not yet have enough aurochs meat to replenish the stores of Lin Giliath. Seek the aurochs on the plains of the Kingsfell to the north.'
25000F580C - 'Lin Giliath has now enough food for a time.'
25000F580D - 'The process of restoring the glade will be a long one, and not easy.'
25000F580E - Bring aurochs meat to Aglardir
25000F580F - 'Lachenn is missed by all, for he was beloved.'
25000F5810 - Bring Aurochs Steaks to Aglardir
25000F5811 - Provisions for the Glade
25000F5900 - Aurochs-steak[v]
25000F5901 - This large slab of aurochs-meat will help the Elves replenish their pantry.
25000F5902 - Aurochs-steaks[ps]
25000F5A00 - Collected supplies for Lin Giliath (
25000F5A01 - /
25000F5A02 - )
25000F5A03 - Aglardir has undertaken the difficult task of restoring Lin Giliath to peace in the wake of the Stone-troll attack.
25000F5A04 - 'Gildor Inglorion brought our company north to spread word of a great evil stirring in the south, but we found here only death. The keeper of this glade was friend to many of us, a fair Elf named Lachenn; he was slain by Stone-trolls before we arrived, and the refuge beset by ruin.\n\n'I do not know what called the trolls out of Taur Gonwaith, but we must rebuild this place as best we can, for it is what Lachenn would have us do were he here to ask it.\n\n'Revenge? It must wait. The trolls scattered the possessions that were stored here throughout Meluinen. Look for shattered barrels between here and Taur Gonwaith to the south. I need you to bring their contents to me.'
25000F5A05 - Shattered barrels can be found strewn throughout the fens leading to Taur Gonwaith in the south of Lin Giliath.\n\nAglardir has asked you to recover whatever supplies you can from the barrels the Stone-trolls scattered throughout the marshes.
25000F5A06 - 'I did not think we could hope for as much as you have returned with,
25000F5A07 - ; I thank you for your aid.\nThe trolls ruined or consumed much of the food that was stored here, and many relics were lost. Lachenn would grieve for these losses even as we grieve for him.'
25000F5A08 - Aglardir is in Lin Giliath, the glade on the border of Kingsfell and Meluinen.\n\nAglardir is waiting for you to return with the possessions you salvaged from the shattered crates strewn about Meluinen.
25000F5A09 - 'The Stone-trolls left much destruction in their wake. The food they likely consumed or wasted. The relics that were stored here may have been broken, but some may have survived.\n\n'Look for the shattered barrels littered about the marshes to the south, in Meluinen, and bring back what you can. Without Lachenn, this glade will never be what it was, but we must do what we can.'
25000F5A0A - 'Search the marshes to the south for the shattered barrels and return with what you can find,
25000F5A0B - .'
25000F5A0C - 'That such destruction should come to Lin Giliath is a terrible thing.'
25000F5A0D - 'Lachenn would want us to restore this glade as it was.'
25000F5A0E - Search shattered barrels (
25000F5A0F - /
25000F5A10 - )
25000F5A11 - 'I understand the need for revenge, but it is more important for us to rebuild.'
25000F5A12 - Bring supplies for Lin Giliath to Aglardir
25000F5A13 - Scattered Belongings
25000F5B00 - Supplies for Lin Giliath[p]
25000F5B01 - These supplies were stolen from the Elves of Lin Giliath by Stone-trolls.
25000F5B02 - Supplies for Lin Giliath[p]
25000F5C00 - A tall, young-looking elf. His eyes are bright, and his manner eager.
25000F5C01 - Londrandir[mn]
25000F5D00 - Dagoras' Leggings[n]
25000F5D01 -
25000F5E00 - Aglardir's Ruby Ring[n]
25000F5E01 -
25000F5F00 - Shattered Barrel[e]
25000F5F01 - This barrel of supplies belonging to the Elves has been smashed to pieces, the provisions inside ruined.
25000F5F02 - ...[e]
25000F6000 - Millos[n]
25000F6001 -
25000F6100 - Aurochs Skinner[n]
25000F6101 -
25000F6200 - Dagoras' Shoes[n]
25000F6201 -
25000F6300 - Kingsfell Spider-queen[f]
25000F6400 - Dagoras' Leggings[n]
25000F6401 -
25000F6500 - 'There's been Orcs around here lately. So far they've just skulked around, stealing things, but I'm sure as soon as they get their courage up, they're going to raid us. I guess I'm just too stubborn to run, and my hands, like Gilmar here, are too loyal to leave me, so I need you to get rid of these Orcs for me.\n\n'You'll like as not find them sneaking around in my fields to the south. Get those foul creatures off my land!'
25000F6501 - 'You've done well, my friend. We've got more problems, but at least you taught those Orcs a lesson.'
25000F6502 - 'I heard Master Gatson send you after them Orcs in the south fields. You be careful...they fight like a wolf cornered in a barn.'
25000F6503 - The Orc Threat
25000F6504 - 'Them Orcs smell weakness...If you can chase more of them off, they might think twice before bothering us again!'
25000F6505 - Orc scouts have been sneaking around Gatson's farm, stealing food, and Gatson is sure it is only a matter of time before they raid his farm in force.
25000F6506 - Defeated Orcs in Gatson's south fields (
25000F6507 - /
25000F6508 - )
25000F6509 - Defeat Orcs in Gatson's south fields (
25000F650A - /
25000F650B - )
25000F650C - Orcs can be found in Gatson's south fields.\n\nFarmer Gatson is resigned to the knowledge that the Rangers cannot help him, but he is still concerned for the safety of his workhands. He hopes that by dealing with the Orcs scouts that have been stealing from his fields, you might be able to deter a violent raid on his farm.
25000F650D - Gatson is at his farm, north of the fields.\n\nYou found and defeated many Orcs in Gatson's south fields. You should return to Gatson and tell him of your success.
25000F6600 - You have failed to defend Gatson's farm
25000F6601 - The Orcs have been driven off
25000F6602 - Your attacks on the Orcs in Gatson's fields has stirred their peers' wrath. Gatson expects a raid at any moment.
25000F6603 - 'It's my fault, I guess, but when you killed those Orcs in my fields, the rest of their ilk got pretty stirred up. I think they're getting ready to raid my herd, grazing to the south of here.\n\n'I'd like you to go down there and help my man Alwin defend the herd from those Orcs. Alwin's a fair hand with a bow, but he's no fighter. Them Orcs will finish my herd quick, and maybe worse. Make sure Alwin doesn't get hurt on my account!\n\n'I don't think the Orcs will be caught unawares this time.'
25000F6604 - Gatson's man Alwin is with the herd, south of the farm.\n\nGatson has asked you to help his farmhand, Alwin, defend his herd from the marauding Orcs. Make sure neither Alwin nor any of the herd come to harm.
25000F6605 - 'You have my thanks for helping out and keeping Alwin safe, but I'm afraid this doesn't solve the problem. Those Orcs'll be back. You can be sure of that.'
25000F6606 - Gatson is at his farm, north of the fields where his herd grazes.\n\nYou and Alwin managed to stave off the Orcs' raid on Gatson's herd. You should return to the farm and tell Gatson.
25000F6607 - 'Ye tell Master Gatson o' the drubbing what we gave them Orcs!'
25000F6608 - 'Oh, it's good to see ye! There's Orcs gathering out there. We best be on our guard!'
25000F6609 - 'Alwin's a fair shot with that bow of his but them Orcs will make a meal of him and the herd if you don't help.'
25000F660A - 'Alwin's with the herd a-ways south of here. Make sure he's not hurt because of my stubborn pride.'
25000F660B - Talk to Gatson's farmhand Alwin
25000F660C - 'Whew! We showed them Orcs a thing or two, didn't we?'
25000F660D - Defeat the attacking Orcs and protect Alwin and the herd
25000F660E - 'Them Orcs won't be coming 'round here anytime soon!'
25000F660F - Defending the Herd
25000F6610 - 'I can 'ardly believe we chased 'em all off and didn't lose a single head from the herd.'
25000F6700 - Defeated Dead-aim Ongbúrz in Gurzlum (
25000F6701 - /
25000F6702 - )
25000F6703 - Defeated Grim Ongbúrz in Gurzlum (
25000F6704 - /
25000F6705 - )
25000F6706 - Gurzlum lies too near to Gatson's farm, threatening the last inhabited farmlands of the North Downs.
25000F6707 - Gurzlum lies too near to Gatson's farm, threatening the last inhabited farmlands of the North Downs.\n\nYou should defeat Orcs at Gurzlum drive back the enemy threat in the Kingsfell.
25000F6708 - The Orc-camp Gurzlum is south-west of Gatson's fields.\n\nFarmer Gatson is sure the Orcs will attack his farm again if they are not deterred first.
25000F6709 - 'What? You defeated the Orcs at their source? Wonderful! You've saved me! Hooray!\n\n'I know it's not much, but I want you to take this reward. You're a true hero, and there's no denying it!'
25000F670A - Gatson is back at his farm, north-east of the Orc-camp.\n\nYou should tell Gatson of your success in thinning the Orc threat at Gurzlum.
25000F670B - 'Won't you raid the Orc-camps? Perhaps that might keep them from burning and pilaging my farm!'
25000F670C - 'I can't thank you enough for what you've done! You saved my farm!'
25000F670D - 'Thanks to you, my farm and my workhands are safe!'
25000F670E - Defeat Dead-aim Ongbúrz in Gurzlum (
25000F670F - /
25000F6710 - )
25000F6711 - Defeat Grim Ongbúrz in Gurzlum (
25000F6712 - /
25000F6713 - )
25000F6714 - Spoiler Raid
25000F6800 - Gatson's Spear[n]
25000F6801 -
25000F6900 - Gatson's Shoulder Guards[n]
25000F6901 -
25000F6A00 - Dead-aim Ongbúrz[m]
25000F6A01 - 'Victory!'
25000F6A02 - 'We'll come back for the rest later.'
25000F6A03 - 'Ha ha ha!'
25000F6A04 - 'Death to the farm scum!'
25000F6B00 - Gurzlum
25000F6B01 - Gurzlum
25000F6C00 - Grim Ongbúrz[m]
25000F6D00 - 'I won't lose my farm, that's what….'
25000F6D01 - A broad, square-faced farmer.
25000F6D02 - Gatson[mn]
25000F6E00 - 'I have just received word that there is, after all, one last farmer in the North Downs. A fellow named Gatson refuses to leave his land to the Orcs.\n\n'It may be that he still has grain to sell us. If you would, pay Gatson a visit to learn if this is true. Tell him we will pay him good silver for his produce.\n\n'Gatson's farm is not too far south of the hills.'
25000F6E01 - 'Aye, it's true, I had a rich harvest this year, and I'd gladly sell it off, if I could. I'd not done business with the dwarves in the past, because those Dourhands were nasty fellows, but now that Durin's Folk are in charge, I'd be more than willing to do business with them. \n\n'Or rather, I should say, I would happily sell the grain if I still had it! Those cursed Orcs have raided my farm and taken most of the harvest. Alas, it looks like I will not be able to help you. Unless....'
25000F6E02 - 'Plese go talk to the farmer Gatson to see about getting us some grain.'
25000F6E03 - Grain-buyer
25000F6E04 - Find Gatson at his farm
25000F6E05 - The Dwarves of Othrikar are beset by supply troubles, stemming from the incursion of Orcs and Wargs from the north and the betrayal of the Dourhands.
25000F6E06 - Gatson's Farm is south of Othrikar in the plains below the hills.\n\nAlmost all of the farmers of the North Downs have abandoned their lands in the face of the Orc incursion. Hornbori learned that one, a man named Gatson, is refusing to leave, however. Hornbori has asked you to speak to Farmer Gatson about purchasing grain.
25000F6F00 - Stolen sacks of grain can be found at Gurzlum, south-west of Gatson's Farm in the Kingsfell.\n\nYou should recover stolen sacks of grain from Gurzlum.
25000F6F01 - Gatson is at his farm in the Kingsfell, in the central North Downs.\n\nYou should speak with Gatson at his farm.
25000F6F02 - Collected stolen grain (
25000F6F03 - /
25000F6F04 - )
25000F6F05 - Collected grain sacks (
25000F6F06 - /
25000F6F07 - )
25000F6F08 - The Dwarves of Othrikar are beset by supply troubles, stemming from the incursion of Orcs and Wargs from the north and the betrayal of the Dourhands.
25000F6F09 - Collected grain sacks (
25000F6F0A - /
25000F6F0B - )
25000F6F0C - 'There may just be a chance that you could help me. It seems to me that all of my stolen grain may still be at the Orcs' camp not far from here. If you can recover that grain for me, I'll be glad to sell it off to Esteldín or Othrikar.\n\n'The Orcs have a big camp to the south and west of here. I don't know where in the camp they would be keeping the stolen grain, but you should retrieve four large sacks.\n\n'Bring me those sacks, and I'll see what I can do for the dwarves.'
25000F6F0D - Collect grain sacks (
25000F6F0E - /
25000F6F0F - )
25000F6F10 - The stolen grain may be found at the Orc camp, south-west of Gatson's farm.\n\nHornbori sent you to speak with Farmer Gatson about purchasing some grain, but when you arrived, Gatson told you that Orcs had stolen all the grain he had. Gatson offered to sell the grain at half his normal price if you could recover his stolen grain sacks.
25000F6F11 - 'Aye, that's the grain. You've done a good job. I'll send these on to Othrikar.'
25000F6F12 - Hornbori awaits your return at Othrikar.\n\nYou successfully recovered the grain from the Orcs and brought it back to Gatson's farm. In turn, Gatson has asked you to deliver it to Hornbori.
25000F6F13 - 'If you need to fight Orcs to get us some grain, well, that just so much more to the good, eh?'
25000F6F14 - 'Were you able to find the Orc camp? Did they have my grain?'
25000F6F15 - 'You ought to bring that grain back to your Dwarf friends at Othrikar.'
25000F6F16 - 'Oh, so you had to get the grain yourself from the Orcs? Well, half-price is half-price! This Gatson sounds like an honest man. We'll do more business with him if we can -- if things don't get too much worse around here.\n\n'Be that as it may be, you deserve an extra reward for fighting those Orcs. Please accept this silver with our gratitude!'
25000F6F17 - 'Could you not get the grain from Gatson?'
25000F6F18 - Return the Grain Sacks to Gatson
25000F6F19 - Collect grain sacks (
25000F6F1A - /
25000F6F1B - )
25000F6F1C - Bring the grain sacks back to Hornbori
25000F6F1D - Bring the grain to Gatson
25000F6F1E - 'Our grain! I had forgotten, for we were attacked while you were away. There -- you see? That Elf-fellow came in the nick of time, and took out several invading Orcs.\n\n'It grows ever more turbulent, despite our good fortune in receiving aid of late. I worry that we will have to abandon this farm soon.'
25000F6F1F - Grain-hunter
25000F6F20 - Collect stolen grain (
25000F6F21 - /
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000F6F22 - )
25000F7000 - Sack of Grain[e]
25000F7001 - A large sack of grain.
25000F7002 - Sacks of Grain[p]
25000F7300 - 'The Dourhands have left us here with no provisions…we must fend for ourselves.'
25000F7301 - Provisioner Hornbori is responsble for seeing that the Dwarf miners have enough food and other supplies to do their work.
25000F7302 - Hornbori[mn]
25000F7400 - 'Listen, friend, we have problems here. Big problems. Those cursed Dourhands weren't content to ruin the operation of the mines while they were here, but when they left, they ruined or stole what food we had.\n\n'Then there's Orcs and Wargs that came down from the north, driving the farmers who used to supply us out of their fields. And when we venture out of Othrikar, we have to do so in force, due to the Dourhands camped nearby. In short, we are having a lot of trouble with supplies.\n\n'We need meat. I can give you a fee in good silver, if you could hunt some bears for us. They wander the hills to the south.'
25000F7401 - 'Good, good. That meat should last us quite a while. Thank you for your help, friend.
25000F7402 - 'It will take a lot of bear meat to feed the hungry miners.'
25000F7403 - Bear-hunter
25000F7404 - The Dwarves of Othrikar are beset by supply troubles, stemming from the incursion of Orcs and Wargs from the north and the betrayal of the Dourhands.
25000F7405 - Gathered bear-meat (
25000F7406 - /
25000F7407 - )
25000F7408 - Return the Bear-meat to Hornbori
25000F7409 - Bears live in the hills south of Othrikar.\n\nTo help allay Othrikar's supply shortage, Hornbori has asked you to hunt bears for their meat.
25000F740A - Gather bear-meat (
25000F740B - /
25000F740C - )
25000F7500 - Bear-meat[p]
25000F7501 - A large cut of bear meat.
25000F7502 - Cuts of bear meat[p]
25000F7600 - Hornbori is at Othrikar.\n\nYou should bring the stolen yeast to Hornbori.
25000F7601 - Collected yeast pouch
25000F7602 - Sacks of yeast can be found around the camps at Thurûm, north of Othrikar.\n\nYou should collect sacks of yeast stolen from Othrikar.
25000F7603 - You have found a large sack of stolen yeast in the mining camp outside of Thurûm, bearing signs of having once belonged to Othrikar.
25000F7604 - You have found a large sack of stolen yeast in the mining camp outside of Thurûm, bearing signs of having once belonged to Othrikar. The good dwarves of Othrikar will surely be missing the key ingredient for their beer-brewing.
25000F7605 - The stolen yeast is at the Dourhand camp north of Othrikar. Hornbori is at Othrikar, south of the Dourhand camp.\n\nAfter you returned from Gatson's farm, Hornbori told you that the Dourhand dwarves had stolen or poisoned all of Othrikar's yeast, which threatens their supply of beer. He has asked you to rectify this outrage by recovering the stolen yeast.
25000F7606 - 'Ah, yes, this is the stuff! Certainly enough to supply us for the winter!\n\n'From now on, I'll see to it that all the dwarves in Othrikar remember you as the
25000F7607 - who saved their beer!'
25000F7608 - Bring the yeast to Hornbori
25000F7609 - 'Aye, we'll be drinking to your name as soon as the beer's done brewing!'
25000F760A - 'We need that yeast! Without it, we cannot brew anymore beer!'
25000F760B - Collected stolen yeast (
25000F760C - /
25000F760D - )
25000F760E - 'Thank you for your help,
25000F760F - . I don't know how we would have managed our supply problems if you hadn't come!'
25000F7610 - Bring the yeast to Hornbori
25000F7611 - Bring the yeast pouch back to Hornbori
25000F7612 - Collect stolen yeast (
25000F7613 - /
25000F7614 - )
25000F7615 - Collect the yeast pouch
25000F7616 - Bring pouch of yeast to Hornbori
25000F7617 - 'Our stolen yeast delivery! Morale was growing poor indeed with the prospect of no beer to sweeten our days. Thank you very much for bringing this home to us,
25000F7618 - .'
25000F7619 - Stolen Morale
25000F761A - Hornbori is at Othrikar.\n\nYou should bring the stolen yeast to Hornbori.
25000F7700 - Sack of Yeast[e]
25000F7701 - Yeast suitable for brewing.
25000F7702 - Sacks of Yeast[p]
25000F7900 - Happ-leggar[n]
25000F7901 -
25000F7A00 - Brew-master's Shield[n]
25000F7A01 -
25000F7B00 - 'The Jorthkyn have always been a mystery of sorts; helping my people without asking for payment. I came here to live among them so that our people could know each other better. \n\n'This group is all that remains of a hunting party from beyond the Ram Dúath. After crossing the pass, their First Hunter turned on them, throwing the party into chaos.\n\n'I am still a stranger and not fully trusted, especially after this recent betrayal. I will need to gain their trust again. I understand their tribal totem is the aurochs. When the First Hunter's group turned, they took one of the totem skulls. I have seen a totem shrine among the hills north-east from here. Collect this skull for me so that I might win the trust of the tribe.'
25000F7B01 - 'This is good, you have done fine but...well, I might have made a mistake....'
25000F7B02 - 'The Jorthkyn are still unsure of my intentions. You must bring me that Aurochs skull so that I might prove my good will.'
25000F7B03 - 'The Jorthkyn are still unsure of my intentions; you must bring me that aurochs skull.'
25000F7B04 - A Token of Worth
25000F7B05 - Ragnarr Hornsounder went to live among the Earth-kin, but a recent betrayal has made the Earth-kin distrustful.
25000F7B06 - Collected the Aurochs Skull
25000F7B07 - Bring the aurochs skull to Ragnarr.
25000F7B08 - The aurochs skull can be found in the Warg territory to the north-east of the Earth-kin camp.\n\nIn order to regain the trust of the Earth-kin, Ragnarr Hornsounder has asked you to collect an aurochs skull from the totem in the hills of eastern Nan Amlug and return it to him at the Earth-kin camp. A group of Wargs currently roam this territory.
25000F7B09 - Collect the Aurochs Skull
25000F7C00 - Aurochs-skull[v]
25000F7C01 - The skull of an aurochs.
25000F7C02 - ...[e]
25000F7D00 - 'It is said we share blood with these great lumps!'
25000F7D01 - Vendor
25000F7D02 - Ragnarr Hornsounder[mn]
25000F7E00 - You drop the skull of the Great Aurochs
25000F7E01 - You return the skull of the Great Aurochs
25000F7E02 - When First Hunter Jarkko betrayed the Suuri-lehmä, he left with the totem of the tribe's hunter; the skull of the Great Aurochs -- the namesake of the Suuri-lehmä. You brought a totem skull to Ragnarr, but it appears that it is not sufficient.
25000F7E03 - 'I seem to have misunderstood the Jorthkyn. The skull that was taken by the First Hunter was not just any aurochs skull, but the skull of the Great Aurochs -- the namesake of their tribe, Suuri-lehmä.\n\n'This skull has been a symbol of the tribe's hunters for generations. If you could retrieve this totem it would prove my purpose is pure and without ill intent.\n\n'Go to the camps of the traitorous Jorthkyn -- the Rauta-lehmä -- eastward across the Nan Amlug. That is where the skull of The Great Aurochs has been taken. Look for a place of reverence or altar, for even these lowly curs could not have abandoned all they once held dear. The skull will be difficult to carry.'
25000F7E04 - The skull of The Great Aurochs is being held in the lands of the Rauta-lehmä, eastward across Nan Amlug.\n\nIn order to prove his benign intent to the Earth-kin, Ragnarr Hornsounder has asked you to retrieve the stolen skull of The Great Aurochs from the Rauta-lehmä.
25000F7E05 - 'The gift of their returned totem will surely win the trust of the Jorthkyn! My thanks to you.'
25000F7E06 - Ragnarr Hornsounder is at the camp of the Suuri-lehmä, west of the Rauta-lehmä camp.\n\nYou should return the skull of the Great Aurochs to Ragnarr Hornsounder.
25000F7E07 - 'Have you not found the skull yet? I'm very sorry about the last incident. I promise, if you do this for me, I'll not ask another favour of you.'
25000F7E08 - 'Thank you,
25000F7E09 - ! The return of the Great Aurochs skull has gained me great favour with the Elder and has shown my true purpose here.'
25000F7E0A - 'It is said that dwarves and Jorthkyn are actually related!'
25000F7E0B - Collect the skull of the Great Aurochs
25000F7E0C - 'As Elder, I am shamed, Our hearts were shadowed by the betrayal of Jarkko. His falseness made us distrust Ragnarr.'
25000F7E0D - Return the Great Aurochs skull to the Suuri-lehmä
25000F7E0E - 'Because of you,
25000F7E0F - from afar, we will trust Ragnarr Hornsounder.'
25000F7E10 - Heritage Restored
25000F7F00 - Great Aurochs Skull[e]
25000F7F01 - A huge Aurochs skull that must have come from a giant of its kind.
25000F7F02 - ...[e]
25000F8000 - Threk-klath[n]
25000F8001 -
25000F8100 - Lothrinn[n]
25000F8101 -
25000F8200 - Hornsounder's Hammer[n]
25000F8201 -
25000F8300 - Hornsounder's Head[n]
25000F8301 -
25000F8400 - Ellos[n]
25000F8401 -
25000F8500 - Carrying Skull...
25000F8501 - Dropped Skull!
25000F8502 - Dropped Skull!
25000F8503 - Carrying Skull...
25000F8600 - A grizzled Ogre who has seen many years of hunting on the plains of the North Downs.
25000F8601 - Elder Tahvo[mn]
25000F8B00 - The First Hunter's End[n]
25000F8B01 -
25000F8C00 - The First Hunter's Foil[n]
25000F8C01 -
25000F8D00 - The First Hunter's Doom[n]
25000F8D01 -
25000F8E00 - The First Hunter's Bane[n]
25000F8E01 -
25000F8F00 - Jarrko[mn]
25000F9000 - a mighty swipe attack
25000F9100 - Stunning Sweep
25000F9101 - ..
25000F9200 - Juvenile Hoar-mantle[e]
25000F9300 - Charge
25000F9400 - Charge
25000F9401 - A burst of increased movement speed.
25000F9500 - Roving Hoar-mantle[e]
25000F9600 - Strong Hoar-Mantle[e]
25000F9700 - Docile Hoar-mantle[e]
25000F9800 - Wandering Hoar-mantle[e]
25000F9900 - Hoar-mantle Bull[m]
25000F9A00 - Young Hoar-mantle[e]
25000F9B00 - Defiant Hoar-mantle[e]
25000F9C00 - Fearsome Hoar-mantle[e]
25000F9D00 - Torfi's Boots[n]
25000F9D01 -
25000FA300 - Gatson's Shoulder Pads[n]
25000FA301 -
25000FA400 - 'Look out! The Orcs are coming!'
25000FA401 - 'Good job! Don't worry, I'll take care of that yearling calf.'
25000FA402 - 'There's too many of them! Run!'
25000FA403 - Alwin Walker[mnv]
25000FA404 - 'That's the last of them!'
25000FA405 - 'I can 'ardly believe we survived. I can't wait to tell Gilmar about this!'
25000FA500 - Ranged Interruption
25000FA600 - 'This be my home, and I don't want to lose it!'
25000FA601 - A burly farmhand.
25000FA602 - Gilmar[mn]
25000FA700 - The aurochs-yearling has been defeated
25000FA701 - You have escorted the aurochs-yearling to safety
25000FA702 - Farmer Gatson's farmhand, Gilmar, says that new blood is needed for the cattle herd. An aurochs-bull would do nicely, but the wild bulls are far too aggressive to drive to his pasture. Gilmar has asked you to obtain a yearling instead.
25000FA703 - 'Everyone on a farm needs to pull their own weight, even fancy strangers out o' the south. We've got our hands full here dealing with the harvest and worrying about them Orcs nearby.\n\n'Anyways, Master Gatson's little herd of cattle could use some new blood. Wild aurochs would do nicely, but the bulls are far too aggressive to drive into the pasture. So what I want you to do is to pick out a good-looking yearling from the wild aurochs herd not far to the south-east.\n\n'A young aurochs should be pretty docile...just don't get in the way of any of the bulls and you should be fine. And, oh yes, I've seen some Orcs out there lately, so be careful of them too, hear me?'
25000FA704 - Aurochs yearlings can be found amidst the small herd to the south-east of Gatson's farm.\n\nGilmar, Gatson's farmhand, has asked you to pick out an aurochs-yearling from the local herd and drive it over to his pasture.
25000FA705 - 'That's a fine job, a right fine job, I say! Thanks for your help with that there aurochs. Master Gatson asked me to give you this small payment for your work.'
25000FA706 - Gilmar is back on Gatson's farm.\n\nYou have brought the aurochs-yearling to Gatson's pasture, now you should return to Gilmar to tell him of your success.
25000FA707 - 'An aurochs-yearling's just the thing we need to revive the herd. I saw a wild herd with a yearling the other day, just over the hill there.'
25000FA708 - The young aurochs lows plaintively and runs off ahead of you.
25000FA709 - 'Yearlings spook easily. It's best to keep him somewhere quiet. Don't you worry though, he'll be running about soon enough.'
25000FA70A - 'If ye want to prove your worth round here you'll go get that Aurochs for me? Thankee kindly.'
25000FA70B - Find an aurochs-yearling
25000FA70C - 'Ah, it's true the Orc raids have whittled the herd to almost nothing. An aurochs-yearling would go a long way to bringing it back.'
25000FA70D - Escort the aurochs-yearling to Gatson's pasture
25000FA70E - 'Good work herding that yearling. You let Gilmar know you're back, he's been fretting since you left.'
25000FA70F - Long-horns
25000FA710 - 'I guess I was wrong about you. You done some good, hard work.'
25000FA711 - 'Things been rough with just Alwin and me left to mind the farm and them Orcs all about. I'm sorry for thinking you was a bit shifty when ye first showed up.'
25000FA800 - Gilmar's Gloves[n]
25000FA801 -
25000FA900 - A tall, elderly Dúnadan woman.
25000FA901 - Istuienn[fn]
25000FAA00 - The monument's face is inscribed with faded words:\n\nCarnoglin\n\nFounded by Thorhaddur the Dwarf, in the name of Malvegil, King of Arthedain.\n\nUnited in purpose, may Dwarves and Men be ever bonded in friendship.
25000FAA01 - The monument's face is inscribed with faded words:\n\nCarnoglin\n\nFounded in the name of Malvegil, King of Arthedain. With the skill of Thorhaddur the Dwarf and his kindred was this town built.\n\n'United in purpose, may Dwarves and Men be ever bonded in friendship.'
25000FAA02 - The face of this monument is marred by what appear to be large tooth-marks, as if several manlike creatures decided to gnaw upon the stone.\n\nThough most of the writing has been destroyed, you can discern the words 'Ost Ardúlin' at the top of the monument, and at the bottom the phrase, 'that we might retreat from our cares, and take solace in such beauty.'
25000FAA03 - This old monument is well kept, and is free of dirt and vines. Upon its face is an inscription:\n\n'Here once stood the town and Founding Stone of Dolindîr, in the kingdom of Arthedain, which has passed. \n\n'In this place was established the refuge of Esteldín, by Arassuil, son of Arahad, that these lands might never again stand unwatched.'
25000FAA04 - Ruins of Arthedain
25000FAA05 - This old monument is well kept, and is free of dirt and vines. Upon its face is an inscription:\n\nHere once stood the town and Founding Stone of Dolindîr, in the kingdom of Arthedain, which has passed. \n\nIn this place was established the refuge of Esteldín, by Arassuil, son of Arahad, that these lands might never again stand unwatched.
25000FAA06 - The monument's face is inscribed with faded words:\n\nDuintham\n\nFounded in the year 1249 of the Third Age.\n\n'At this place did King Celebrindor establish the Town of Duintham, that his people might cultivate the land and feed the people of his realm.'
25000FAA07 - The monument's face is inscribed with faded words:\n\nHenneth Rhún\n\nEstablished in the first year of the reign of Araphor, son of Arveleg.\n\n'Folk shall gather where commerce thrives.'
25000FAA08 - Located the Founding Stone of Dolindîr
25000FAA09 - 'Esteldín was a city once known as Dolindîr. Find the Founding Stone of Dolindîr, and you may learn more about what my people once were.'
25000FAA0A - The face of this monument is marred by what appear to be large tooth-marks, as if several man-like creatures decided to gnaw upon the stone.\n\nThough most of the writing has been destroyed, you can discern the words 'Ost Ardúlin' at the top of the monument, and at the bottom the phrase, 'that we might retreat from our cares, and take solace in such beauty.'
25000FAA0B - Located the Founding Stone of Henneth Rhún
25000FAA0C - 'Remember, the book says the five towns were Henneth Rhún, south of Fornost; Duintham, astride an ancient stream; Carnoglin, in the northern hills; Ost Ardúlin, in the lake-lands; and Dolindîr, now called Esteldín.'
25000FAA0D - 'So, you have found that old journal?' Istuienn arches an eyebrow. 'It is not customary for those not of the Rangers to do so, but if you wish to know more about my kindred, you may want to undertake the journey yourself.\n\n'This first of the settlements mentioned in the book was called Dolindîr; today we call it Esteldín.\n\n'Return to me after you have found the Founding Stone of Dolindîr, and we will speak further.'
25000FAA0E - Located the Founding Stone of Duintham
25000FAA0F - Ask Istuienn about the Book of the Five Towns.
25000FAA10 - 'Ah, I see you have chosen to begin the journey. Very well then.\n\n'The book speaks of five towns which were Henneth Rhún, south of Fornost; Duintham, astride an ancient stream; Carnoglin, in the northern hills; Ost Ardúlin, in the lake-lands; and Dolindîr, now called Esteldín.\n\n'You have seen the Founding Stone of Dolindîr, now seek you the other four.'
25000FAA11 - Find the Founding Stone of Henneth Rhún.
25000FAA12 - Located the Founding Stone of Carnoglin
25000FAA13 - Find the Founding Stone of Dolindîr, now called Esteldín.
25000FAA14 - 'Really? You made the circuit of all five towns? I am impressed; I had not really expected you to make the attempt.\n\n'We often assign novice Rangers this task, as the beasts that lair in such places make such exploration dangerous indeed. Perhaps the Rangers will be able to make further use of your skills in the future.'
25000FAA15 - Find the Founding Stone of Duintham.
25000FAA16 - Located the Founding Stone of Ost Ardúlin
25000FAA17 - Speak further with Istuienn about the Book of the Five Towns.
25000FAA18 - Find the Founding Stone of Carnoglin.
25000FAA19 - Find the remaining Founding Stones.
25000FAA1A - Find the Founding Stone of Ost Ardúlin.
25000FAA1B - Return to Istuienn to tell the tale of your exploration.
25000FAA1C - Find the Founding Stone of Dolindîr, now called Esteldín.
25000FAA1D - Stamped across the front of this book is the title, 'Of Arthedain and its Settlements.' The book's cover is worn, as if many hands have held it. It opens easily to a dog-eared page, which reads:\n\n'In those days, northeastern Arthedain was dominated by five great settlements, known commonly as The Five Towns. These were Henneth Rhún, south of Fornost; Duintham, astride an ancient stream; Carnoglin, in the northern hills; Ost Ardúlin, in the lake-lands; and Dolindîr, now called Esteldín.'\n\n'Amongst the Rangers of the North Downs, it is a mark of prowess to have visited all five of the Towns and discovered the locations of their Founding Stones...'
25000FAA1E - 'Laid your hands on that ridiculous book, did you?' Istuien arches an eyebrow. 'How many fools have gone in search of those Stones, and how much more numerous would the Free Peoples be if they had not?'\n\nThe Librarian shakes her head. 'But if you must go...' She lowers her voice. 'The Founding Stone of Carnoglin lies (INSERT LOCATION CLUE HERE!) Now. I've chattered quite enough. Good luck, and farewell.'
25000FAA1F - Find the Founding Stone of Dolindîr, now called Esteldín
25000FAA20 - Find the Stone of Henneth Rhún
25000FAA21 - Find the Stone of Duintham
25000FAA22 - Find the Stone of Carnoglin
25000FAA23 - Find the Stone of Ost Ardúlin
25000FAA24 - You have found a book that describes the Founding Stones of Arthedain's Five Towns. Now mostly in ruins, these towns are 'Henneth Rhún, south of Fornost; Duintham, astride an ancient stream; Carnoglin, in the northern hills; Ost Ardúlin, in the lake-lands; and Dolindîr, now called Esteldín.
25000FAA25 - The monument's face is inscribed with faded words:\n\nHenneth Rhún\n\nEstablished in the first year of the reign of Araphor, son of Arveleg.\n\n'Folk shall gather where commerce thrives.'
25000FAA26 - The monument's face is inscribed with faded words:\n\nDuintham\n\nFounded in the year 1249 of the Third Age.\n\nAt this place did King Celebrindor establish the Town of Duintham, that his folk might cultivate the land and feed the people of his realm.
25000FAA27 - Stamped across the front of this book is the title, 'Of Arthedain and its Settlements.' The book's cover is worn, as if many hands have held it. It opens easily to a dog-eared page, which reads:\n\n'...In those days, north-eastern Arthedain was dominated by five great settlements, known commonly as The Five Towns. These were Henneth Rhún, south of Fornost; Duintham, astride an ancient stream; Carnoglin, in the northern hills; Ost Ardúlin, in the lake-lands; and Dolindîr, now called Esteldín.\n\n'Amongst the Rangers of the North Downs, we encourage our people to visit all five of the Towns and discover the locations of their Founding Stones. It is important to remember who we are....'
25000FAB00 - Hemeldir[mn]
25000FAC00 - Fimreg[fn]
25000FAD00 - Water drawn (
25000FAD01 - /
25000FAD02 - )
25000FAD03 - The pools of Imlad Balchorth are noxious pits of foul water. No one knows if the corruption stems from the Enemy's industry or from a more sinister source.
25000FAD04 - 'This water appears to addle the senses but does little else. The Rangers have stated that the water is deadly poison. Perhaps they refer to the western pools?\n\n'If their words are true, collecting the water from the western pools will prove most hazardous. You must be careful lest a single drop touch your skin. The stuff is deadly poison and will stop your heart in your chest.\n\n'Venture back to Imlad Balchorth and draw water from the poisonous, roiling floods of the western pools. It may provide the answers I seek.'
25000FAD05 - The pools of Imlad Balchorth are to the west of Myrkworth.\n\nThe waters in the western parts of Imlad Balchorth are infused with deadly poison, and Thorod wishes to determine the cause.
25000FAD06 - 'Even the smell of the water is enough to cause illness, it seems. I have some thoughts about this water, but there is only one way to bear them out.'
25000FAD07 - Thorod is in Myrkworth, east of Imlad Balchorth.\n\nYour phials are filled with the deadly water from the roiling pools of Imlad Balchorth.
25000FAD08 - 'Draw water from the patches of roiling water that lay in the western parts of Imlad Balchorth. Be wary, for the water is quite dangerous!'
25000FAD09 - 'Where are the phials?'
25000FAD0A - Draw water from the western pools of Imlad Balchorth (
25000FAD0B - /
25000FAD0C - )
25000FAD0D - Water drawn (
25000FAD0E - /
25000FAD0F - )
25000FAD10 - Bring the phial to Thorod
25000FAD11 - Discovering the Source
25000FAE00 - Phial of Deadly Water[e]
25000FAE01 - A crystalline phial containing deadly water from western Imlad Balchorth.
25000FAE02 - Phials of Deadly Water[p]
25000FAF00 - Phial[e]
25000FAF01 - A crystalline phial used to gather water samples.
25000FAF02 - Phials[ps]
25000FB000 - Collected a bony hook
25000FB001 - Thorod is worried this is a much bigger issue and wants to enlist the help of the Elves in Gath Forthnír to solve this mystery.
25000FB002 - 'There are many creatures in Angmar that carry venom or poisonous blood in their veins. But even so, how could all the water be affected so? Could something have spawned in the bowels of Carn Dûm? Something monstrous and poisonous to all life?\n\n'This is more than I know of the ways of the water and such. Please, go and speak with Fimreg in Gath Forthnír. She may know more about the evils that could do such things. It is far beyond my meagre skills.\n\n'You will find Fimreg to the north and east of here among the Rangers.'
25000FB003 - Fimreg is at Gath Forthnir, north and east of Myrkworth.\n\nThorod has asked you to speak with Fimreg in Gath Forthnír. He is worried about his findings but will not say why.
25000FB004 - 'Thorod is wise to send you to the Elves. We can help you, but the rest of your journey will be much more difficult.\n\n'You must travel upstream to discover the source of the corruption. To Urugarth you must go and find evidence of such a creature. It would have to be a large beast, for such are the amounts of poison in the water.\n\n'The waters flow from Carn Dûm's sewers down a waterfall into Urugarth. Perhaps you will find something of note where the waters run fastest?'
25000FB005 - Urugarth is to the west of Gath Forthnír and north of Imlad Balchorth.\n\nFimreg believes that a large creature of some kind is poisoning the waters. If such a beast exists, proof of it will be found upstream in Urugarth.
25000FB006 - Fimreg is at Gath Forthnír, in eastern Himbar, east of Urugarth.\n\nYou found a curious bony hook, like a claw or beak but not resembling part of any animal you have ever encountered before.
25000FB007 - 'Go into Urugarth and search for some evidence of the creature fouling these waters. Search near where the waters run from Carn Dûm into Urugarth.'
25000FB008 - 'It is worse than I feared. This is no ordinary beast we face.'
25000FB009 - 'Speak with Fimreg at Gath Forthnír...she may know more of what evils could trouble the waters here so.'
25000FB00A - 'What have you found?'
25000FB00B - 'Fimreg wishes you to go to Urugarth to find some sign of what is fouling the waters? Well, you have gone the wrong way then....'
25000FB00C - Search Urugarth for the creature poisoning the water
25000FB00D - 'I know not what beast that hook came from! YOu should bring it to Fimreg at Gath Forthnír.'
25000FB00E - Bring the bony-hook to Fimreg
25000FB00F - Further Upstream
25000FB100 - Bony Hook[e]
25000FB101 - A bony hook that came from a dead tentacle found in Urugarth.
25000FB102 - ...[p]
25000FB200 - Water drawn (
25000FB201 - /
25000FB202 - )
25000FB203 - The pools of Imlad Balchorth are noxious pits of foul water. No one knows if the corruption stems from the Enemy's industry or from a more sinister source.
25000FB204 - 'Have you witnessed the foul waters that flow from Carn Dûm? In the past months, we have seen the waters from Urugarth become dark and rank with the smell of decay, but we cannot fathom the reason. Regardless of the cause, it is becoming ever more difficult to find drinkable water!\n\n'We must learn more of these waters and the maladies that they cause as they flow into Imlad Balchorth. Here, take this phial and return to me with samples of the water. Please combine five drams of this foul water into a single phial.\n\n'You should first draw water from the roiling patches in the pools in the eastern parts of Imlad Balchorth. The waters there cloud the minds and bind the tongues of those who come upon them.'
25000FB205 - Imlad Balchorth's pools are to the west of Myrkworth.\n\nThe waters of the eastern Imlad Balchorth cause strange maladies, and Thorod wishes to determine the cause. He told you to take samples from the roiling patches in the pools.
25000FB206 - 'Excellent. I will study this water and attempt to glean what knowledge I can from it, though an Elf would be better suited to the task. We still have much work to do.'
25000FB207 - Thorod is in Myrkworth, east of Imlad Balchorth.\n\nYour phials are filled with water from the roiling pools of the Imlad Balchorth.
25000FB208 - 'Make your way to the eastern parts of Imlad Balchorth and draw water from the roiling patches of water in the pools you find there. We must find the source of the taint!'
25000FB209 - 'Where are the water samples?'
25000FB20A - 'The ppols of Imlad Balchorth are as foul as the Dead creatures which dwell there.'
25000FB20B - Draw water from the eastern pools of Imlad Balchorth (
25000FB20C - /
25000FB20D - )
25000FB20E - Water drawn (
25000FB20F - /
25000FB210 - )
25000FB211 - Bring the phial of water samples to Thorod
25000FB212 - Foul Waters
25000FB300 - Phial of Water[e]
25000FB301 - A crystalline phial containing water from eastern Imlad Balchorth.
25000FB302 - Phials of Water[p]
25000FB400 - Defeated Helchgam
25000FB401 - In searching for the source of the poisoned waters, you found a strange bony hook and showed it to Fimreg.
25000FB402 - 'A tooth, perhaps? Or the hooked beak of some bird? Oh, if only it were so,
25000FB403 - . Imagine a half-dozen arms, lined with hundreds of these like teeth with which to grasp its prey, and a hungry maw that spits poison and breathes decay. I cannot speak of this monstrosity any more.\n\n'Go to Rhúnelleth in Tármunn Súrsa. She will be able to tell you more of the wicked ways of Carn Dûm.\n\n'Tármunn Súrsa is to the north-west of Gath Forthnír. Hurry, please!'
25000FB404 - Tármunn Súrsa is north-west from Gath Forthnír, past the Gates of Carn Dûm.\n\nFimreg has asked you to speak with Rhúnelleth in Tármunn Súrsa.
25000FB405 - 'I have been waiting for you.\n\n'There are tales of this creature, a loathesome eater of carrion. Helchgam, the Watcher. Such a beast will be hard to kill, but kill it you must, for left unchecked, it will continue to feed and grow.\n\n'If you only found traces of its spoor in Urugarth, it must lurk in the waters north of there, somewhere within the sewers beneath Carn Dûm. This creature must be defeated. I would ask that you do this, then return to me.'
25000FB406 - Helchgam lurks in the waters of Carn Dûm, beyond the gates to the west of Himbar.\n\nRhúnelleth revealed the source of the poison to be a many-armed creature she called Helchgam.
25000FB407 - Rhúnelleth is in Tármunn Súrsa to the east of Carn Dûm.\n\nYou travelled far into Carn Dûm and slew the dread beast known as Helchgam.
25000FB408 - 'The only way to stop the poisoning of the water is to journey into Carn Dûm and defeat Helchgam itself! It is a dangerous task, but one that must be done, I fear.'
25000FB409 - 'The beast's corruption will take many years to abate, but with its death, we can be sure that the poisoned waters may run clean once more.'
25000FB40A - 'You should bring the hook to Rhúnelleth at Tármunn Súrsa.'
25000FB40B - 'The creature Helchgam is the source of the foul water? Then you must defeat the beast!'
25000FB40C - Defeat Helchgam
25000FB40D - 'You should let Rhúnelleth know of your victory against Helchgam.'
25000FB40E - Heart of the Waters
25000FB500 - Fimreg's Hat[n]
25000FB501 -
25000FB600 - Amarthbadanir[n]
25000FB601 -
25000FB700 - Helchgam's Conqueror[n]
25000FB701 -
25000FB800 - Angarch[n]
25000FB801 -
25000FB900 - Sithann[n]
25000FB901 -
25000FBA00 - Helchgam[mn]
25000FBB00 - DNT - Watcher Aura - Slowing
25000FBB01 -
25000FBC00 - Watcher Aura - Slowing
25000FBC01 - Slows attack speed
25000FBD00 - a minor swipe attack
25000FBE00 - a strong swipe attack
25000FC000 - a moderate ranged attack
25000FC100 - a ranged double attack
25000FC200 - Vile Missile
25000FC300 - Grab
25000FC400 - Grab
25000FC401 -
25000FC600 - Núraw[n]
25000FC601 -
25000FC700 - Baidhril[n]
25000FC701 -
25000FC800 - Stone-biter[n]
25000FC801 -
25000FC900 - Auger[n]
25000FC901 -
25000FCA00 - Grand War Mallet[E]
25000FCA01 -
25000FCB00 - Hammer-Mace[E]
25000FCB01 -
25000FCC00 - Broadsword[E]
25000FCC01 -
25000FCD00 - Great Sword[E]
25000FCD01 -
25000FCE00 - Leather Armband[E]
25000FCE01 - A tanned leather armband.
25000FCF00 - Gold Armband[E]
25000FCF01 - A gold armband highly polished and decorated.
25000FD000 - Silver Earring[E]
25000FD001 - A plain silver earring.
25000FD100 - Gold Earring[E]
25000FD101 - A plain gold earring.
25000FD200 - Silver Necklace[E]
25000FD201 - A simple silver chain necklace.
25000FD300 - Silver Necklace[E]
25000FD301 - A simple silver chain necklace.
25000FD400 - Silver Ring[E]
25000FD401 - A polished silver ring.
25000FD500 - Diamond Ring[E]
25000FD501 - A brilliant set of diamonds are mounted on this gold ring.
25000FD600 - Metal Round Shield[E]
25000FD601 -
25000FD700 - Wooden Long Bow[E]
25000FD701 -
25000FD800 - Boot Knife[E]
25000FD801 -
25000FD900 - Flat-headed Mace[E]
25000FD901 -
25000FDA00 - Ornate Longsword[v]
25000FDA01 -
25000FDB00 - Great Sword[E]
25000FDB01 -
25000FDC00 - Kite Shield[E]
25000FDC01 -
25000FDD00 - Domed Helmet[E]
25000FDD01 - A metal helmet with a feather plume.
25000FDE00 - War Helm[E]
25000FDE01 - Dwarf-made helm fashioned for heavy battle.
25000FDF00 - Pick-axe[E]
25000FDF01 -
25000FE000 - Grand Axe[E]
25000FE001 -
25000FE100 - Dwarf-make Battle Arbalest[E]
25000FE101 -
25000FE200 - Fighting Dagger[E]
25000FE201 -
25000FE300 - Round-head Mallet[E]
25000FE301 -
25000FE400 - Heavy Round-head Mallet[E]
25000FE401 -
25000FE500 - Long Hammer-Mace[E]
25000FE501 -
25000FE600 - Longsword[E]
25000FE601 -
25000FE700 - Dwarf-shield[E]
25000FE701 -
25000FE800 - Pick-axe[E]
25000FE801 -
25000FE900 - Grand Axe[E]
25000FE901 -
25000FEA00 - Wooden Long Bow[E]
25000FEA01 -
25000FEB00 - Studded Club[E]
25000FEB01 -
25000FEC00 - Great Studded Club[E]
25000FEC01 -
25000FED00 - Grand Compound Crossbow[E]
25000FED01 -
25000FEE00 - Elven Pointed Helm[v]
25000FEE01 - Metal helm of Elven make.
25000FEF00 - Balanced Dagger[E]
25000FEF01 -
25000FF000 - War Mallet[E]
25000FF001 -
Xabrina

Xabrina

Xabrina ICQ www 180 Female
25000FF100 - Light Steel Buckler[E]
25000FF101 -
25000FF200 - Scale Helmet[E]
25000FF201 - A metal helmet protecting the sides of the face.
25000FF300 - Light Kite Shield[E]
25000FF301 -
25000FF400 - Spiked Helmet[E]
25000FF401 - Dwarf-made spiked helm.
25000FF500 - Light Dwarf-shield[E]
25000FF501 -
25000FF600 - Spiked Helm[E]
25000FF601 - Metal helm of dwarf-make.
25000FF700 - Elven Light Helm[v]
25000FF701 - Light helm of Elven make.
25000FF800 - Leather Helmet[E]
25000FF801 - A light leather and metal helm.
25000FF900 - Beryl[e]
25000FF901 - An uncut, pale-green stone, greatly prized by the Elves. This can be polished by a Jeweller.
25000FF902 - Beryls[p]
25000FFA00 - Long-lost Second Age Text[e]
25000FFA01 - This ancient volume is in excellent condition. Its study may prove most valuable.\n\nThis item is used by Master Scholars.
25000FFA02 - Long-lost Second Age Texts[p]
25000FFB00 - Undeciphered Moon-letter[v]
25000FFB01 - Moon letters were used to conceal some of the most important secrets of Middle-earth. These deserve careful and reverent study.\n\nThis item is used by Master Scholars.
25000FFB02 - Undeciphered Moon-letters[p]
25000FFC00 - Elf-captain's Notes[ps]
25000FFC01 - These writings appear to be those of an Elf-captain of ancient times. This item has no apparent use.
25000FFC02 - Elf-captain's Notes[p]
25000FFD00 - The Tome of Swords[n]
25000FFD01 - A legendary book of Elvish swordsmanship authored by champions of ages long past.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
25000FFD02 - The Tome of Swords[p]
25000FFE00 - The Joy of Battle[n]
25000FFE01 - A legendary book written by a champion of Khazad-dûm, it describes the life of a warrior who truly lives for battle.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
25000FFE02 - The Joy of Battle[p]
25000FFF00 - The Artisan Blade[n]
25000FFF01 - A legendary book describing a grueling and rigorous method of training designed to hone the spirit as well as the body.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
25000FFF02 - The Artisan Blade[p]
2500100000 - The Best Defence[n]
2500100001 - A legendary book of the Guardian's art - but the previous owner of this copy added copious notes and comments that offer an insight well beyond that of the original author.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
2500100002 - The Best Defence[p]
2500100100 - A Shield-maiden's Song[n]
2500100101 - A legendary book that tells the story of a valourous Shield-maiden of Rohan and her valiant defence of her Lord.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
2500100102 - A Shield-maiden's Song[vp]
2500100200 - The Final Word[n]
2500100201 - A legendary book telling of a secret power Guardians of old once used to bind their enemies in an Oath of battle to the death.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
2500100202 - The Final Word[p]
2500100300 - Lore of the Blade[n]
2500100301 - A legendary book describing the fictional account of an adventurous young Lore-master and her companions as they adventure across Middle-earth.\n\nThis book automatically starts a class deed and will be consumed upon purchase.
2500100302 - Lore of the Blade[p]
2500100400 - The Artisan Blade, Page 6 (Old) [n]
2500100401 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
2500100402 - The Artisan Blade, Page 6 (Old) [p]
2500100500 - The Final Word, Page 13 (Old) [n]
2500100501 - NOTE: This item is now obsolete, and is no longer used by the legendary deed.
2500100502 - The Final Word, Page 13 (Old) [p]
2500100600 - Indigo Dye Recipe[v]
2500100601 - Using this scroll grants an Artisan Scholar recipe.
2500100700 - Indigo Dye[v]
2500100701 - A phial of indigo dye for clothing or armour.
2500100702 - Indigo Dyes[p]
2500100800 - Study
2500100801 - Study
2500100802 - Allows execution of recipes requiring a Study.
2500100900 - Scholar
2500100901 - Scholars locate and research relics of ancient lore, relying on a vast knowledge of the world to produce scrolls and potions that aid in combat or craft.
2500100A00 - You are an Apprentice Scholar.
2500100A01 - #1:
2500100A02 - #1:{ [E]}#2:
2500100A03 - #3:{ [E]}#3:
2500100A04 - , Apprentice Scholar
2500100B00 - You are a Master Apprentice Scholar.
2500100B01 - #1:
2500100B02 - #1:{ [E]}#2:
2500100B03 - #3:{ [E]}#3:
2500100B04 - , Master Apprentice Scholar
2500100C00 - Scroll of Minor Metalsmithing Lore[E]
2500100C01 - Consumable scroll. Increases critical chance for the Metalsmithing profession.
2500100C02 - Scrolls of Minor Metalsmithing Lore[p]
2500100D00 - Metalworking Lore[E]
2500100D01 -
2500100D02 - +
2500100D03 - Metalsmith Critical Chance
2500100E00 - Scroll of Minor Tailoring Lore[E]
2500100E01 - Consumable scroll. Increases critical chance for the Tailoring profession.
2500100E02 - Scrolls of Minor Tailoring Lore[p]
2500101000 - Scroll of Minor Weaponsmithing Lore[E]
2500101001 - Consumable scroll. Increases critical chance for the Weaponsmithing profession.
2500101002 - Scrolls of Minor Weaponsmithing Lore[p]
2500101100 - Weaponsmithing Lore[E]
2500101101 -
2500101102 - +
2500101103 - Weaponsmith Critical Chance
2500101200 - Scroll of Minor Woodworking Lore[E]
2500101201 - Consumable scroll. Increases critical chance for the Woodworking profession.
2500101202 - Scrolls of Minor Woodworking Lore[p]
2500101300 - Woodworking Lore[E]
2500101301 -
2500101302 - +
2500101303 - Woodworker Critical Chance
2500101400 - Scroll of Minor Battle Lore[E]
2500101401 - Increases combat offence ratings for all members of your fellowship for 20 minutes.
2500101402 - Scrolls of Minor Battle Lore[p]
2500101700 - Scroll of Minor Warding Lore[E]
2500101701 - Increases combat defence ratings for all members of your fellowship for 20 minutes.
2500101702 - Scrolls of Minor Warding Lore[p]
2500101A00 - You are a Journeyman Scholar.
2500101A01 - #1:
2500101A02 - #1:{ [E]}#2:
2500101A03 - #3:{ [E]}#3:
2500101A04 - , Journeyman Scholar
2500101B00 - You are a Master Journeyman Scholar.
2500101B01 - #1:
2500101B02 - #1:{ [E]}#2:
2500101B03 - #3:{ [E]}#3:
2500101B04 - , Master Journeyman Scholar
2500101C00 - Scroll of Lesser Metalsmithing Lore[E]
2500101C01 - Consumable scroll. Increases critical chance for the Metalsmithing profession.
2500101C02 - Scrolls of Lesser Metalsmithing Lore[p]
2500101D00 - Scroll of Lesser Tailoring Lore[E]
2500101D01 - Consumable scroll. Increases critical chance for the Tailoring profession.
2500101D02 - Scrolls of Lesser Tailoring Lore[p]
2500101E00 - Scroll of Lesser Weaponsmithing Lore[E]
2500101E01 - Consumable scroll. Increases critical chance for the Weaponsmithing profession.
2500101E02 - Scrolls of Lesser Weaponsmithing Lore[p]
2500101F00 - Scroll of Lesser Woodworking Lore[E]
2500101F01 - Consumable scroll. Increases critical chance for the Woodworking profession.
2500101F02 - Scrolls of Lesser Woodworking Lore[p]
2500102000 - You are an Expert Scholar.
2500102001 - #1:
2500102002 - #1:{ [E]}#2:
2500102003 - #3:{ [E]}#3:
2500102004 - , Expert Scholar
2500102100 - You are a Master Expert Scholar.
2500102101 - #1:
2500102102 - #1:{ [E]}#2:
2500102103 - #3:{ [E]}#3:
2500102104 - , Master Expert Scholar
2500102200 - Scroll of Metalsmithing Lore[E]
2500102201 - Consumable scroll. Increases critical chance for the Metalsmithing profession.
2500102202 - Scrolls of Metalsmithing Lore[p]
2500102300 - Scroll of Tailoring Lore[E]
2500102301 - Consumable scroll. Increases critical chance for the Tailoring profession.
2500102302 - Scrolls of Tailoring Lore[p]
2500102400 - Scroll of Weaponsmithing Lore[E]
2500102401 - Consumable scroll. Increases critical chance for the Weaponsmithing profession.
2500102402 - Scrolls of Weaponsmithing Lore[p]
2500102500 - Scroll of Woodworking Lore[E]
2500102501 - Consumable scroll. Increases critical chance for the Woodworking profession.
2500102502 - Scrolls of Woodworking Lore[p]
2500102600 - Scroll of Battle Lore[E]
2500102601 - Increases combat offence ratings for all members of your fellowship for 30 minutes.
2500102602 - Scrolls of Battle Lore[p]
2500102800 - Battle Lore[e]
2500102801 -
2500102900 - Scroll of Warding Lore[E]
2500102901 - Increases combat defence ratings for all members of your fellowship for 30 minutes.
2500102902 - Scrolls of Warding Lore[p]
2500102B00 - Warding Lore[e]
2500102B01 -
2500102C00 - You are an Artisan Scholar.
2500102C01 - #1:
2500102C02 - #1:{ [E]}#2:
2500102C03 - #3:{ [E]}#3:
2500102C04 - , Artisan Scholar
2500102D00 - You are a Master Artisan Scholar.
2500102D01 - #1:
2500102D02 - #1:{ [E]}#2:
2500102D03 - #3:{ [E]}#3:
2500102D04 - , Master Artisan Scholar
2500102E00 - Scroll of Elder Metalsmithing Lore[E]
2500102E01 - Consumable scroll. Increases critical chance for the Metalsmithing profession.
2500102E02 - Scrolls of Elder Metalsmithing Lore[p]
2500102F00 - Scroll of Elder Tailoring Lore[E]
2500102F01 - Consumable scroll. Increases critical chance for the Tailoring profession.
2500102F02 - Scrolls of Elder Tailoring Lore[p]
2500103000 - Scroll of Elder Weaponsmithing Lore[E]
2500103001 - Consumable scroll. Increases critical chance for the Weaponsmithing profession.
2500103002 - Scrolls of Elder Weaponsmithing Lore[p]
2500103100 - Scroll of Elder Woodworking Lore[E]
2500103101 - Consumable scroll. Increases critical chance for the Woodworking profession.
2500103102 - Scrolls of Elder Woodworking Lore[p]
2500103200 - You are a Master Scholar.
2500103201 - #1:
2500103202 - #1:{ [E]}#2:
2500103203 - #3:{ [E]}#3:
2500103204 - , Master Scholar
2500103300 - You are a Grand Master Scholar.
2500103301 - #1:
2500103302 - #1:{ [E]}#2:
2500103303 - #3:{ [E]}#3:
2500103304 - , Grand Master Scholar
2500103400 - Scroll of Ancient Metalsmithing Lore[e]
2500103401 - Consumable scroll. Increases critical chance for the Metalsmithing profession.
2500103402 - Scrolls of Ancient Metalsmithing Lore[p]
2500103500 - Study
2500103501 - Superior Study
2500103502 - Allows execution of recipes requiring a Superior Study.
2500103600 - Scroll of Ancient Tailoring Lore[E]
2500103601 - Consumable scroll. Increases critical chance for the Tailoring profession.
2500103602 - Scrolls of Ancient Tailoring Lore[p]
2500103700 - Scroll of Ancient Weaponsmithing Lore[E]
2500103701 - Consumable scroll. Increases critical chance for the Weaponsmithing profession.
2500103702 - Scrolls of Ancient Weaponsmithing Lore[p]
2500103800 - Scroll of Ancient Woodworking Lore[E]
2500103801 - Consumable scroll. Increases critical chance for the Woodworking profession.
2500103802 - Scrolls of Ancient Woodworking Lore[p]
2500103900 - Apprentice scholar proficiency is completed and journeyman crafting is allowed
2500103901 - Apprentice Scholar Proficiency
2500103902 - Completes apprentice scholar proficiency and allows journeyman crafting
2500103A00 - Apprentice scholar mastery is completed
2500103A01 - Apprentice Scholar Mastery
2500103A02 - Completes apprentice scholar mastery
2500103B00 - Journeyman scholar proficiency is completed and expert crafting is allowed
2500103B01 - Journeyman Scholar Proficiency
2500103B02 - Completes journeyman scholar proficiency and allows expert crafting
2500103C00 - Journeyman scholar mastery is completed
2500103C01 - Journeyman Scholar Mastery
2500103C02 - Completes journeyman scholar mastery
2500103D00 - Expert scholar proficiency is completed and artisan crafting is allowed
2500103D01 - Expert Scholar Proficiency
2500103D02 - Completes expert scholar proficiency and allows artisan crafting
2500103E00 - Expert scholar mastery is completed
2500103E01 - Expert Scholar Mastery
2500103E02 - Completes expert scholar mastery
2500103F00 - Artisan scholar proficiency is completed and master crafting is allowed
2500103F01 - Artisan Scholar Proficiency
2500103F02 - Completes artisan scholar proficiency and allows master crafting
2500104000 - Artisan scholar mastery is completed
2500104001 - Artisan Scholar Mastery
2500104002 - Completes artisan scholar mastery
2500104100 - Master scholar proficiency is completed
2500104101 - Master Scholar Proficiency
2500104102 - Completes master scholar proficiency
2500104200 - Master scholar mastery is completed
2500104201 - Master Scholar Mastery
2500104202 - Completes master scholar mastery
2500104300 - Reciting scroll...
2500104301 - Success!
2500104302 - Interrupted!
2500104400 - Faded Sindarin Passage[e]
2500104401 - These pages have faded considerably with their great age and are not immediately readable.\n\nThis item is used by Expert Scholars.
2500104402 - Faded Sindarin Passages[p]
2500104500 - Torn Craftsman's Diary[e]
2500104501 - This rare find appears to be the notes of a craftsman of an earlier age.\n\nThis item is used by Expert Scholars.
2500104502 - Torn Craftsman's Diaries[sp]
2500104600 - Flawed Warg Ear[e]
2500104601 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500104602 - Flawed Warg Ears[p]
2500104700 - Cracked Dwarf-carving[e]
2500104701 - This very old dwarf-carving depicts a scene from an earlier age.\n\nThis item can be used by Expert Scholars.
2500104702 - Cracked Dwarf-carvings[p]
2500104800 - Flawed Huorn Heartwood[e]
2500104801 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500104802 - Flawed Huorn Heartwood Pieces[p]
2500104900 - Fragment of Dúnedain Script[e]
2500104901 - This scrap of paper seems to be written by the ancient race of Men.\n\nThis item can be used by Artisan Scholars.
2500104902 - Fragments of Dúnedain Script[p]
2500104A00 - Scroll of Lothlórien[e]
2500104A01 - A rare and ancient scroll of the great and secretive tree-city of the Elves.\n\nThis item is used by Artisan Scholars.
2500104A02 - Scrolls of Lothlórien[p]
2500104B00 - Scarred Worm Eye[e]
2500104B01 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500104B02 - Scarred Worm Eyes[ps]
2500104C00 - Huge Worm Eye[e]
2500104C01 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500104C02 - Huge Worm Eyes[ps]
2500104D00 - Researching...
2500104D01 - Success!
2500104D02 - Interrupted!
2500104E00 - Aged Scrap of Text[v]
2500104E01 - An undeciphered scrap of text. Its purpose is not immediately clear.\n\nThis item can be used by Apprentice Scholars.
2500104E02 - Aged Scraps of Text[p]
2500104F00 - Early Third Age Relic[v]
2500104F01 - A strange old trinket, the study of which could prove fruitful, used by Apprentice Scholars.
2500104F02 - Early Third Age Relics[p]
2500105000 - Dirty Toad Eye[e]
2500105001 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500105002 - Dirty Toad Eyes[p]
2500105100 - Worn Tablet Fragment[e]
2500105101 - A stone tablet fragment with some undeciphered runes upon it.\n\nThis item can be used by Journeyman Scholars.
2500105102 - Worn Tablet Fragments[p]
2500105200 - Dirty Neekerbreeker Eye[e]
2500105201 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500105202 - Dirty Neekerbreeker Eyes[p]
2500105300 - Cryptic Text[e]
2500105301 - This volume's meaning was deliberately obscured by the author by use of codes and arcane metaphors.\n\nThis item is used by Journeyman Scholars.
2500105302 - Cryptic Texts[p]
2500105400 - Ruined Second Age Trinket[e]
2500105401 - It is difficult to determine what this object was, but its great age is apparent.\n\nThis item is used by Journeyman Scholars.
2500105402 - Ruined Second Age Trinkets[p]
2500105500 - Blackened Crawler Egg Sac[e]
2500105501 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
2500105502 - Blackened Crawler Egg Sacs[p]
2500105600 - Dyeing...
2500105601 - Dyeing Completed!
2500105602 - Interrupted!
2500105700 - Indigo Plant[v]
2500105701 - Indigo plants can be used by Scholars to make:\n\nIndigo Dye\nEvendim Blue Dye\nEred Luin Blue Dye\nPurple Dye
2500105702 - Indigo Plants[p]
2500105800 - Dark Green Dye Recipe[e]
2500105801 - Using this scroll grants an Artisan Scholar recipe.
2500105900 - Dark Green Dye[e]
2500105901 - A phial of dark green dye for clothing or armour.
2500105902 - Dark Green Dyes[p]
2500105A00 - Onion Skin[v]
2500105A01 - The cast-off skins of onions can be used by Scholars to make:\n\nDark Green Dye\nForest Green Dye\nRivendell Green Dye
2500105A02 - Onion Skins[p]
2500105C00 - Ancient Iron Smithing Hammer[v]
2500105C01 - A sturdy set of hammer and tongs for use in smithing and smelting metal.
2500105C02 - +14% Weaponsmith Critical Chance
2500105C03 - +14% Metalsmith Critical Chance
2500105D00 - Superior Ancient Iron Smithing Hammer[E]
2500105D01 - A sturdy set of hammer and tongs for use in smithing and smelting metal.
2500105D02 - +16% Weaponsmith Critical Chance
2500105D03 - +16% Metalsmith Critical Chance
2500105E00 - Forge
2500105E01 - Superior Forge
2500105E02 - Allows execution of recipes requiring a Superior Forge.
2500105F00 - Metalsmith
2500105F01 - Metalsmiths use ingots of bronze, iron, and steel to forge shields and heavy-weight armour.
2500106000 - You are an Apprentice Metalsmith.
2500106001 - #1:
2500106002 - #1:{ [E]}#2:
2500106003 - #3:{ [E]}#3:
2500106004 - , Apprentice Metalsmith
2500106100 - You are a Master Apprentice Metalsmith.
2500106101 - #1:
2500106102 - #1:{ [E]}#2:
2500106103 - #3:{ [E]}#3:
2500106104 - , Master Apprentice Metalsmith
2500106200 - Bronze Buckler[E]
2500106201 -
2500106300 - Fine Bronze Buckler[E]
2500106301 -
2500106400 - Allows you to attempt recipes that require a Forge.
2500106401 - Forge
2500106402 - Forge
2500106403 - Allows execution of recipes requiring a Forge.
2500106500 - Bronze Helm[e]
2500106501 -
2500106600 - Thick Bronze Helm[e]
2500106601 -
2500106700 - Bronze Gloves[ps]
2500106701 -
2500106800 - Thick Bronze Gloves[ps]
2500106801 -
2500106900 - Bronze Armour[n]
2500106901 -
2500106A00 - Thick Bronze Armour[n]
2500106A01 -
2500106B00 - Bronze Leggings[ps]
2500106B01 -
2500106C00 - Thick Bronze Leggings[ps]
2500106C01 -
2500106D00 - Bronze Boots[ps]
2500106D01 -
2500106E00 - Thick Bronze Boots[ps]
2500106E01 -
2500106F00 - Bronze Shoulder Guards[ps]
2500106F01 -
2500107000 - Thick Bronze Shoulder Guards[ps]
2500107001 -
2500107100 - Bronze Plate[e]
2500107101 - This item is obsolete.\n\nHammered plates of bronze, once used in armour. These can be turned back into ingots by a metalsmith.
2500107102 - Bronze Plates[p]
2500107200 - Bronze Chain Link[e]
2500107201 - This item is obsolete.\n\nA section of interwoven bronze chain links, once used in armour. These can be turned back into ingots by a metalsmith.
2500107202 - Bronze Chain Links[p]
2500107300 - You are a Journeyman Metalsmith.
2500107301 - #1:
2500107302 - #1:{ [E]}#2:
2500107303 - #3:{ [E]}#3:
2500107304 - , Journeyman Metalsmith
2500107400 - You are a Master Journeyman Metalsmith.
2500107401 - #1:
2500107402 - #1:{ [E]}#2:
2500107403 - #3:{ [E]}#3:
2500107404 - , Master Journeyman Metalsmith
2500107500 - Iron Band[v]
2500107501 - This item is obsolete.\n\nA hammered band of iron once used in crafting. This can be turned back into ingots by a metalsmith.
2500107502 - Iron Bands[p]
2500107600 - Iron Chain Link[v]
2500107601 - This item is obsolete.\n\nA section of interwoven iron chain links. These can be turned back into ingots by a metalsmith.
2500107602 - Iron Chain Links[p]
2500107700 - Steel Brace[e]
2500107701 - This item is obsolete.\n\nA worked steel brace once used in reinforcing armour. These can be turned back into ingots by a metalsmith.
2500107702 - Steel Braces[p]
2500107800 - Iron Helm[v]
2500107801 -
2500107900 - Thick Iron Helm[e]
2500107901 -
2500107A00 - Iron Gloves[ps]
2500107A01 -
2500107B00 - Thick Iron Gloves[ps]
2500107B01 -
2500107C00 - Iron Armour[n]
2500107C01 -
2500107D00 - Thick Iron Armour[n]
2500107D01 -
2500107E00 - Iron Leggings[ps]
2500107E01 -
2500107F00 - Thick Iron Leggings[ps]
2500107F01 -
2500108000 - Iron Boots[ps]
2500108001 -
2500108100 - Thick Iron Boots[ps]
2500108101 -
2500108200 - Iron Shoulder Guards[ps]
2500108201 -
2500108300 - Thick Iron Shoulder Guards[ps]
2500108301 -
2500108400 - Iron Buckler[v]
2500108401 -
2500108500 - Fine Iron Buckler[v]
2500108501 -
2500108600 - You are an Expert Metalsmith.
2500108601 - #1:
2500108602 - #1:{ [E]}#2:
2500108603 - #3:{ [E]}#3:
2500108604 - , Expert Metalsmith
2500108700 - You are a Master Expert Metalsmith.
2500108701 - #1:
2500108702 - #1:{ [E]}#2:
2500108703 - #3:{ [E]}#3:
2500108704 - , Master Expert Metalsmith
2500108800 - Steel Chain Link[e]
2500108801 - This item is obsolete.\n\nA section of old, tightly-woven, iron chain links. These can be turned back into ingots by a metalsmith.
2500108802 - Steel Chain Links[p]
2500108900 - Steel Plate[e]
2500108901 - This item is obsolete.\n\nSmall steel plates once used in flexible heavy armour. These can be turned back into ingots by a metalsmith.
2500108902 - Steel Plates[p]
2500108A00 - Steel Rivets[n]
2500108A01 - This item is obsolete.\n\nA handful of steel rivets once used for reinforcing armour. These can be turned back into ingots by a metalsmith.
2500108A02 - Steel Rivets[p]
2500108B00 - Finely Polished Scale[e]
2500108B01 - This item is obsolete.\n\nA handful of old, intricately-etched steel armour scales. These can be turned back into ingots by a metalsmith.
2500108B02 - Finely Polished Scales[p]
2500108C00 - Steel Helm[e]
2500108C01 -
2500108D00 - Thick Steel Helm[e]
2500108D01 -
2500108E00 - Steel Gloves[ps]
2500108E01 -
2500108F00 - Thick Steel Gloves[ps]
2500108F01 -
2500109000 - Steel Armour[n]
2500109001 -
2500109100 - Thick Steel Armour[n]
2500109101 -
2500109200 - Steel Leggings[ps]
2500109201 -
2500109300 - Thick Steel Leggings[ps]
2500109301 -
2500109400 - Steel Boots[ps]
2500109401 -
2500109500 - Thick Steel Boots[ps]
2500109501 -
2500109600 - Steel Shoulder Guards[ps]
2500109601 -
2500109700 - Thick Steel Shoulder Guards[ps]
2500109701 -
2500109800 - Steel Round Shield[E]
2500109801 -
2500109900 - Fine Steel Round Shield[E]
2500109901 -
2500109A00 - You are an Artisan Metalsmith.
2500109A01 - #1:
2500109A02 - #1:{ [E]}#2:
2500109A03 - #3:{ [E]}#3:
2500109A04 - , Artisan Metalsmith
2500109B00 - You are a Master Artisan Metalsmith.
2500109B01 - #1:
2500109B02 - #1:{ [E]}#2:
2500109B03 - #3:{ [E]}#3:
2500109B04 - , Master Artisan Metalsmith
2500109C00 - Dwarf-iron Helm[e]
2500109C01 -
2500109D00 - Thick Dwarf-iron Helm[e]
2500109D01 -
2500109E00 - Dwarf-iron Gloves[ps]
2500109E01 -
2500109F00 - Thick Dwarf-iron Gloves[ps]
2500109F01 -
250010A000 - Dwarf-iron Armour[n]
250010A001 -
250010A100 - Thick Dwarf-iron Armour[n]
250010A101 -
250010A200 - Dwarf-iron Leggings[ps]
250010A201 -
250010A300 - Thick Dwarf-iron Leggings[ps]
250010A301 -
250010A400 - Dwarf-iron Boots[ps]
250010A401 -
250010A500 - Thick Dwarf-iron Boots[ps]
250010A501 -
250010A600 - Dwarf-iron Shoulder Guards[ps]
250010A601 -
250010A700 - Thick Dwarf-iron Shoulder Guards[ps]
250010A701 -
250010A800 - Dwarf-iron Chain Link[e]
250010A801 - This item is obsolete.\n\nAn old mesh of thick, near-impenetrable dwarf-iron chain. This can be turned back into ingots by a metalsmith.
250010A802 - Dwarf-iron Chain Links[p]
250010A900 - Heavy Dwarf-steel Plate[e]
250010A901 - This item is obsolete.\n\nThese old, heavy steel armour plates are of fine make. These can be turned back into ingots by a metalsmith.
250010A902 - Heavy Dwarf-steel Plates[p]
250010AA00 - Westernesse Mesh[e]
250010AA01 - This item is obsolete.\n\nThis old, fine steel mesh represents the finest technique used by Men in the second age. This can be turned back into ingots by a metalsmith.
250010AA02 - Westernesse Meshes[p]
250010AB00 - Westernesse Scale[e]
250010AB01 - This item is obsolete.\n\nThese old, fine steel scales represent the finest techniques of Men of the second age. These can be turned back into ingots by a metalsmith.
250010AB02 - Westernesse Scales[p]
250010AC00 - Dwarf-iron Guardian's Shield[E]
250010AC01 -
250010AD00 - Fine Dwarf-iron Guardian's Shield[E]
250010AD01 -
250010AE00 - You are a Master Metalsmith.
250010AE01 - #1:
250010AE02 - #1:{ [E]}#2:
250010AE03 - #3:{ [E]}#3:
250010AE04 - , Master Metalsmith
250010AF00 - You are a Grand Master Metalsmith.
250010AF01 - #1:
250010AF02 - #1:{ [E]}#2:
250010AF03 - #3:{ [E]}#3:
250010AF04 - , Grand Master Metalsmith
250010B000 - Elven Soldier's Helm[v]
250010B001 -
250010B100 - Thick Elven Soldier's Helm[v]
250010B101 -
250010B200 - Elven Soldier's Gloves[ps]
250010B201 -
250010B300 - Thick Elven Soldier's Gloves[ps]
250010B301 -
250010B400 - Elven Soldier's Armour[n]
250010B401 -
250010B500 - Thick Elven Soldier's Armour[n]
250010B501 -
250010B600 - Elven Soldier's Leggings[ps]
250010B601 -
250010B700 - Thick Elven Soldier's Leggings[ps]
250010B701 -
250010B800 - Elven Soldier's Boots[ps]
250010B801 -
250010B900 - Thick Elven Soldier's Boots[ps]
250010B901 -
250010BA00 - Elven Soldier's Shoulder Guards[ps]
250010BA01 -
250010BB00 - Thick Elven Soldier's Shoulder Guards[ps]
250010BB01 -
250010BC00 - Ancient Steel Chain Link[v]
250010BC01 - This item is obsolete.\n\nThis old, fine mesh is made from ancient steel. This can be turned back into ingots by a metalsmith.
250010BC02 - Ancient Steel Chain Links[p]
250010BD00 - Elf-steel Scale[v]
250010BD01 - This item is obsolete.\n\nThese old armour scales were reinforced with an Elf-steel alloy. These can be turned back into ingots by a metalsmith.
250010BD02 - Elf-steel Scales[p]
250010BE00 - Ancient Armour Plate[v]
250010BE01 - This item is obsolete.\n\nThis old, single armour plate has immense value, and was once used to create truly legendary defensive gear. This can be turned back into ingots by a metalsmith.
250010BE02 - Ancient Armour Plates[p]
250010BF00 - Elf-craft Brace[v]
250010BF01 - This item is obsolete.\n\nThis old, heavy armour brace was made in the style of Elf-warriors of the Second Age. This can be turned back into ingots by a metalsmith.
250010BF02 - Elf-craft Braces[p]
250010C000 - Elven Soldier's Shield[v]
250010C001 -
250010C100 - Fine Elven Soldier's Shield[e]
250010C101 -
250010C200 - Apprentice metalsmith proficiency is completed and journeyman crafting is allowed
250010C201 - Apprentice Metalsmith Proficiency
250010C202 - Completes apprentice metalsmith proficiency and allows journeyman crafting
250010C300 - Apprentice metalsmith mastery is completed
250010C301 - Apprentice Metalsmith Mastery
250010C302 - Completes apprentice metalsmith mastery
250010C400 - Journeyman metalsmith proficiency is completed and expert crafting is allowed
250010C401 - Journeyman Metalsmith Proficiency
250010C402 - Completes journeyman metalsmith proficiency and allows expert crafting
250010C500 - Journeyman metalsmith mastery is completed
250010C501 - Journeyman Metalsmith Mastery
250010C502 - Completes journeyman metalsmith mastery
250010C600 - Expert metalsmith proficiency is completed and artisan crafting is allowed
250010C601 - Expert Metalsmith Proficiency
250010C602 - Completes expert metalsmith proficiency and allows artisan crafting
250010C700 - Expert metalsmith mastery is completed
250010C701 - Expert Metalsmith Mastery
250010C702 - Completes expert metalsmith mastery
250010C800 - Artisan metalsmith proficiency is completed and master crafting is allowed
250010C801 - Artisan Metalsmith Proficiency
250010C802 - Completes artisan metalsmith proficiency and allows master crafting
250010C900 - Artisan metalsmith mastery is completed
250010C901 - Artisan Metalsmith Mastery
250010C902 - Completes artisan metalsmith mastery
250010CA00 - Master metalsmith proficiency is completed
250010CA01 - Master Metalsmith Proficiency
250010CA02 - Completes master metalsmith proficiency
250010CB00 - Master metalsmith mastery is completed
250010CB01 - Master Metalsmith Mastery
250010CB02 - Completes master metalsmith mastery
250010CC00 - Lethal Sharp Dread Turtle Webbed Claw[e]
250010CC01 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010CC02 - Lethal Sharp Dread Turtle Webbed Claws[ps]
250010CD00 - Ancient Steel Ingot[v]
250010CD01 - This purified steel, wrought from ancient iron, can only be forged by a true master.
250010CD02 - Ancient Steel Ingots[p]
250010CE00 - Elf-steel Ingot[v]
250010CE01 - An ingot of purified steel, smelted in a forge of Elf-make.
250010CE02 - Elf-steel Ingots[p]
250010CF00 - Ancient Iron Ingot[v]
250010CF01 - This ingot of iron is dark, difficult to work, but full of potential.
250010CF02 - Ancient Iron Ingots[p]
250010D000 - Smithing...
250010D001 - Success!
250010D002 - Interrupted!
250010D100 - Leather Binding[e]
250010D101 - This item is obsolete.\n\nBuckled leather bindings once used in armour. These can be turned back into treated leather by a tailor.
250010D102 - Leather Bindings[p]
250010D200 - Dirty Bat Claw[E]
250010D201 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010D202 - Dirty Bat Claws[ps]
250010D300 - Clean Barghest Tail[e]
250010D301 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010D302 - Clean Barghest tails[p]
250010D400 - Bronze Ingot[e]
250010D401 - A smelted ingot of bronze.
250010D402 - Bronze Ingots[p]
250010D500 - Dirty Shrew Claw[e]
250010D501 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010D502 - Dirty Shrew Claws[ps]
250010D600 - Barrow-iron Ingot[e]
250010D601 - A smelted ingot of low-quality iron.
250010D602 - Barrow-iron Ingots[p]
250010D700 - Blackened Huorn Root[e]
250010D701 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010D702 - Blackened Huorn Root Fragments[p]
250010D800 - Low-grade Steel Ingot[e]
250010D801 - An ingot of carbon steel. Though the metal quality is poor, the impurities have been expertly removed.
250010D802 - Low-grade Steel Ingots[p]
250010D900 - Leather Guard[e]
250010D901 - This item is obsolete.\n\nAn old plate of hardened leather, crafted to withstand a good deal of punishment. This can be turned back into treated leather by a tailor.
250010D902 - Leather Guards[p]
250010DA00 - Rich Iron Ingot[e]
250010DA01 - An ingot of smelted iron.
250010DA02 - Rich Iron Ingots[p]
250010DB00 - Large Warg Tail[e]
250010DB01 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010DB02 - Large Warg tails[p]
250010DC00 - High-grade Steel Ingot[e]
250010DC01 - An ingot of purified carbon steel.
250010DC02 - High-grade Steel Ingots[p]
250010DD00 - Polished Ruby[e]
250010DD01 - An expertly cut and polished, deep-red gemstone.
250010DD02 - Polished Rubies[p]
250010DE00 - Sturdy Leather Guard[e]
250010DE01 - This item is obsolete.\n\nAn old, large plate of hardened leather, crafted to withstand a great deal of punishment. This can be turned back into treated leather by a tailor.
250010DE02 - Sturdy Leather Guards[p]
250010DF00 - Reinforced Leather Pad[e]
250010DF01 - This item is obsolete.\n\nOld leather armour pads reinforced with steel. These can be turned back into treated leather by a tailor.
250010DF02 - Reinforced Leather Pads[p]
250010E000 - Dwarf-steel Ingot[e]
250010E001 - An ingot of purified steel, smelted in a fiery forge.
250010E002 - Dwarf-steel Ingots[p]
250010E100 - Grey Wolf Ear[E]
250010E101 - A trophy gathered from a corpse.\n\nTrophies can be sold to vendors for coin.
250010E102 - Grey Wolf Ears[p]
250010E200 - Dwarf-iron Ingot[e]
250010E201 - A high-quality ingot of smelted iron.
250010E202 - Dwarf-iron Ingots[p]
250010E300 - Westernesse Steel Ingot[e]
250010E301 - An ingot of purified steel, smelted in the manner of the ancient world of Man.
250010E302 - Westernesse Steel Ingots[p]
250010E400 - Short Black Ash Shaft[e]
250010E401 - A short wooden shaft used to make tools.\n\nThis ingredient is sold by suppliers and profession vendors.
250010E402 - Short Black Ash Shafts[p]
250010E600 - Ancient Iron Woodworking Tools[ps]
250010E601 - A fine set of woodworking tools.
250010E602 - +14% Woodworker Critical Chance
250010E700 - Superior Ancient Iron Woodworking Tools[ps]
250010E701 - A fine set of woodworking tools.
250010E702 - +16% Woodworker Critical Chance
250010E800 - Ancient Steel Blade Mould[v]
250010E801 - A steel blade mould used to make tools.\n\nThis ingredient is sold by suppliers and profession vendors.
250010E802 - Ancient Steel Blade Moulds[p]
250010EA00 - Ancient Iron Prospector's Tools[ps]
250010EA01 - A set of prospecting tools used to extract and smelt metal ore.
250010EA02 - -2.25s Prospector Mining Duration
250010EB00 - Superior Ancient Iron Prospector's Tools[ps]
250010EB01 - A set of prospecting tools used to extract and smelt metal ore.
250010EB02 - -2.5s Prospector Mining Duration
250010ED00 - Ancient Iron Cooking Supplies[ps]
250010ED01 - A set of bowls, spoons, pans and more.
250010ED02 - +14% Cook Critical Chance
250010EE00 - Superior Ancient Iron Cooking Supplies[ps]
250010EE01 - A set of bowls, spoons, pans and more.
250010EE02 - +16% Cook Critical Chance
250010EF00 - Ancient Steel Cutlery Mould[v]
250010EF01 - A steel cutlery mould used to make tools.\n\nThis ingredient is sold by suppliers and profession vendors.
250010EF02 - Ancient Steel Cutlery Moulds[p]
250010F100 - Ancient Iron Scholar's Glass[v]
250010F101 - A fine crystal lens, useful in examining various documents.
250010F102 - +14% Scholar Critical Chance
250010F200 - Superior Ancient Iron Scholar's Glass[E]
250010F201 - A fine crystal lens, useful in examining various documents.
250010F202 - +16% Scholar Critical Chance
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