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  1. #1
    Join Date
    Jul 2006
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    548

    Articles and Implements of the Past - Old Readables for Class Quests

    It seems like there was some interest in seeing some of the writing from Long Ago, when the L45 Class Quests gave you readable texts to guide the trophy collection in the Class Quests. So, in the spirit of unearthing lost but not forgotten knowledge (how very much like Middle-earth!), I figure I'll use this thread to preserve some of these old texts. They have a special place in my heart, partially because they're a reminder of a long-ago time in LOTRO, and partially because I received somewhat of a stern talking-to for making these quests so wordy. The localization team hadn't known this giant word drop was coming, you see, and these quests sent them upwards of 20,000 unexpected words with no warning.

    Whoops!

    I'm pretty swamped with Mordor, so I'll post some of these here whenever I have a spare moment (or need a break from toiling in the Word Mines). For starters, here are the Guardian texts for Weapon and Armour.

    MoL

    <<<< GUARDIAN ARMOUR >>>>
    The lineage of an item holds great power...bear this in mind as I set before you a series of difficult tasks. The piece of equipment I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it.
    The following notes will provide details on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to properly prepare this piece, and the sequence of your deeds is important, so pay attention!

    TEN SNOW-ENCRUSTED DOURHAND-BOOTS
    The Dourhands have troubled my folk for a long time and cast a poor reflection on fine, upstanding Longbeards. I have learned that a number of the villains have returned to their old keep in the Misty Mountains and are preventing travellers from traversing the pass of Gabilazan. This cannot be allowed!
    If I had my choice, the tramp of Dourhand-feet would no longer echo through Gabilazan. That should be Longbeard territory! Bring me ten of their boots, and the equipment I make for you will bear the memory of the Dourhands' defeat!

    GRIMGORE'S ASHEN HIDE
    In the foothills of Fasach-larran, in the land of Angmar, a mighty boar with ashen skin runs along the cliffs. He is called Grimgore, and he moves with the speed of death, his trampling hooves echoing along the grey stone of that inhospitable place. Do not fear him, but keep your wits about you, for Grimgore is a fearsome opponent.
    When you have obtained the boots of the Dourhands and faced fierce Grimgore, return to me before you begin collecting the next set of components.

    TWENTY-FIVE UNYIELDING DRAKE-SCALES
    The scales of the mighty drakes of the land of Angmar contain a strength that cannot be overstated. They are most valuable for smiths of all sorts. Valuable too are they for the fashioning of the equipment I will make you! Look for drakes in the fastness of Urugarth, on the plains of Gorothlad, and in Nan Gurth, and bring me unyielding scales.

    FIFTEEN GEM-ENCRUSTED NAILS
    The cave-claws on the plains of Gorothlad, in the land of Angmar, dig through the rock and stone with the sharp nails that are the pride of their kind. In Angmar, though, they often unearth gems of unusual toughness. Bring their gem-encrusted nails to me to harden the piece of equipment I will make for you.
    When you have collected the drake-scales and the gem-encrusted nails, bring them to me before you continue.

    FLAWLESS SCALE OF LHUGRIEN
    Of Lhugrien, I can tell you little. She is the greatest of the drakes of Urugarth, and she is a formidable foe. If you can wrest from her a flawless scale, you will be a greater guardian than I, for there was a time when I sought to face Lhugrien...and my courage was not up to the task. I bear this shame openly, for in truth it is a shame that I share with all but very few.

    WARG-KEEPER'S TOKEN
    Inside the Uruk-fortress of Urugarth, the goblin Athpukh presides over the Warg-cages, and their crazed occupants. He likely bears a token of his command, taken by force from the previous Warg-keeper. Take it from him, and I will grind it into dust over the piece of equipment I make for you, giving to it the memory of both goblins and Wargs, our hated foes.
    When you have obtained a flawless scale from Lhugrien and a Warg-keeper's token, bring them to me, and I will finish the piece of equipment I am fashioning for you.

    <<<< GUARDIAN WEAPON >>>>
    The following notes will steer you towards the tasks I would have you complete. It will take time for me to properly compose the tale of your weapon, and the sequence of your deeds is important -- return to me with the items I have asked you for at the appropriate time.

    SHATAZ'S CRUEL BLUDGEON
    Shataz has been an enemy of the dwarves for a long span of years. His kind once bellowed challenges from the mountaintops at the folk of Durin, and we responded with a flurry of axes and hammers that all but tore the mountains asunder!
    Shataz fled, and he was right to do so, for we would have destroyed him. In cowardice he sought the distant peaks of the Misty Mountains, far from the dwarves that pushed his kind out, and licked his wounds.
    It took many years, but I have heard that Shataz has grown bold once again and prowls now on the outskirts of the land of the giants in the Misty Mountains. What few travellers there are in that land have fled before the cruel bludgeon of Shataz or have been defeated. Put an end to the troll and retrieve his fearsome club. I do not fear it, and neither should you -- we are guardians, and we laugh at trolls!

    FIVE BRIMSTONE-TINGED TARKRÎP-SPEARS
    Deep within the great swamp of Malenhad, in the land of Angmar, goblins of the Tarkrîp clan keep watch for enemies of the Iron Crown. The vile fumes of that place coat their weapons with an unnatural sheen.
    Bring five of their spears to me, for the coating can be purified and in that way cleansed of evil. Weapons of goblin-make are useless, but the tale of your weapon will be strengthened by their destruction.
    When you have obtained the bludgeon of Shataz and retrieved some brimstone-tinged spears from the Tarkrîp, return them to me before you seek the next set of components.

    TWENTY GRISLY BAT-TALONS
    The bats of Himbar and of Carn Dûm are deadly creatures of evil, unmatched by those that roost outside of the land of Angmar. Their talons are cruelly-hooked, but I know you are a stalwart guardian and do not fear them! Twenty should be enough to strengthen the weapon I will fashion for you.

    FIFTEEN MOTTLED SPIDER-MANDIBLES
    Himbar is also home to vicious spiders that rend their prey with their sharp fangs before drinking its blood. It's a nice place! If you have grown tired of Himbar while seeking the bat-talons for which I have also asked, you might find spiders of this variety on the plains of Gorothlad, east of the great swamp of Malenhad.

    FIVE HOOKED WARG-CLAWS
    The Wargs of Angmar are a cruel breed, merciless and bloodthirsty. I have tangled with them on several occasions, and I could show you a scar or two that's thanks to their curved claws. I think it's time those favours were repaid, and you're just the one I want to do it! Look for Wargs among the foothills of Fasach-falroid or on the plains of Gorothlad, and bring back some of their claws!
    When you have retrieved the talons, mandibles, and claws for which I have asked, bring them to me, and I will begin to make use of them to harden your weapon before you set out to collect the final set of components.

    CRIMSON GORTHOROG-HORN
    I know Barashal the Gorthorog only by reputation..he killed three of my kin when they sought a hidden passage into the city of Carn Dûm to try and bring down the evil city. For me, that is enough -- take his horn! Expect no mercy from him. Barashal would relish the opportunity to colour his horn afresh with your blood.

    SIGIL OF WAR
    A Sigil of War is in the possession of Gruglok, a commander of the Uruk-fortress of Urugarth. He holds court over a great arena in the fortress-city, and if you wish to wrest the Sigil of War from his clutches, you will likely need to do so on his own terms.
    When you have obtained a crimson Gorthorog-horn from Carn Dûm and a Sigil of War from Urugarth, bring them to me, and I will finish your weapon.

  2. #2
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    <<< BURGLAR ARMOUR >>>
    The lineage of an item holds great power, so keep that in mind as I set before you a series of difficult tasks. The equipment I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it. That much should be obvious to anyone!
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to fashion this piece, so be patient!

    TWELVE BLINDING SNOWBEAST-FURS
    In the Misty Mountains, snarling beasts made almost entirely of fur, and teeth, and claws have been attacking travellers without warning! You won't catch me going up there, not at all, so you'll need to bring me some of their fur if you expect me to use it. I've heard the creatures can be found near the source of the river Loudwater, but I don't know if that's true.

    DRIFTCLAW'S WINDSWEPT HIDE
    I don't know the real story of Driftclaw, but I've heard that he climbs the drifts near the land of the giants in the Misty Mountains. He's a real menace, and apparently has been for some time. He seems to travel a long way to reach his prey, the snowbeasts, but you probably won't see him on the move -- he's very old, and his white fur gives him nearly as much cover as if he were a burglar like you or me!
    If you bring me his windswept hide, I can use it to help fashion the equipment I want to make for you.
    When you have triumphed over Driftclaw and have bested his prey, the snowbeasts, bring these items to me before you continue.

    TWENTY UNYIELDING DRAKE-SCALES
    I've heard that the scales of the mighty drakes of the land of Angmar are very strong! Look for drakes in Urugarth, on the plains of Gorothlad, and in Nan Gurth, if your travels bring you that way.

    TEN GLOSSY CAVE-CLAW SKINS
    Nan Gurth is a place of overwhelming evil, and it is home to cave-claws that possess the glossiest skin of all their kind. I'll be needing that kind, of course. Sorry.
    When you have acquired the scales and skins I have described within these notes, return to me before you seek the final set of components.

    GOBLIN-BADGE OF RANK
    The goblins of Urugarth put great stock in the wearing of badges and the displaying of ranks, and they are especially fond of the practice. The goblin Akrûr displays his badge particularly prominently, for he is in charge of guarding the path that winds up to the roost of the great drake Lhugrien. I don't know why you'd need to guard that way...who would want to go up there?

    INSIGNIA OF BATTLE

    The city of Urugarth is home to many fierce Uruk-champions, hardened by battle and tested by war -- it is very far from decent places, if you know what I mean!
    The Uruks Sorkrank or Burzfîl live inside Urugarth and probably have an Insignia of Battle. If you can take one from either of them, that would be great.
    When you have obtained a Goblin-badge of rank and an Insignia of Battle, bring them to me, and I will finish the piece of equipment I am fashioning for you.

    <<< BURGLAR WEAPON >>>
    Every weapon draws its strength from the story of what went into its making, you know. You, Burglar, belong to the noblest of professions, and I know that you will be able to accomplish even the most difficult of the tasks I set before you. At any rate, the weapon I'll make for you will be worth it...you'll see!
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. Pay attention, now!

    FIVE HOLLOW BRIMSTONE-LEECH FANGS
    I understand that the great swamp of Malenhad in the land of Angmar is a very inhospitable place. I wouldn't go there if I had the choice, I tell you that. But if you're going to want this weapon, I'll need you to bring back hollow brimstone-leech fangs from the unpleasant slithering creatures in the swamp.

    NARGLUP'S SPLIT-CLAW
    Angmar might seem really distant, but to hear some of the people passing through the Shire, you'd think it was just over the hill! To listen to travellers, you'd think evil spirits and wolves and Orcs are just round the corner!
    Maybe they're right, though. I mean, I've never seen Angmar -- and I hope I never do! A lore-master told me about this terrible wolf-creature named Narglup, who fought with two Elf-champions and escaped with only a broken claw! If that's true, then I expect Narglup's claw is just about ready to come off and wouldn't that be a good addition to the weapon I want to make for you? I heard that Narglup often stalks the foothills of Fasach-larran, in the land of Angmar, and I tell you truthfully that I hope that's a good long way!
    When you have triumphed over Narglup and have bested the brimstone-leeches of Malenhad, bring these items to me before you continue.

    TWENTY HATEFUL WORM-EYES
    The eyes of the deadly worms of the High Pass in the Misty Mountains and the expanses of Forochel glow with hatred even when the creatures are dead! If you can manage to bring me some, they'll be a good addition to the process that will improve the weapon I'd like to give you.

    FIFTEEN VENOMOUS DREAD-TURTLE BEAKS
    Monstrous turtles make their home within the great swamp of Malenhad, in the land of Angmar, and their beaks are coated in deadly poison. These creatures are none too intelligent and should be an easy target for a skilled burglar such as myself...or such as you!
    When you have acquired the beaks and eyes I have described within these notes, return to me before you seek the final set of components.

    WARG-KEEPER'S TOKEN
    Inside Urugarth, the goblin Athpukh presides over the Warg-cages and their occupants. He probably has a token of command, taken by force from the previous Warg-keeper, no doubt! Take it from him if you can, and it will help to strengthen the weapon I want to give to you.

    CRUEL TALON OF AZGOTH
    I have never met a morroval, but they sound downright dreadful. In the city of Carn Dûm, you can apparently run into lots of them, including their terrible queens: Azgoth and Mormoz. I haven't heard anything about Mormoz, but Azgoth is rumoured to be a nightmare of wings and claws.
    If you happen to meet her, I'd suggest trying to get one of her talons for me to include in the shaping of your weapon. I mean, you wouldn't want to waste a meeting like that, after all! Do be careful, of course -- I understand that Azgoth is very ill-tempered.
    When you have obtained a Warg-keeper's token and a cruel talon of Azgoth, bring them to me, and I will finish your weapon.

  3. #3
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    Nov 2012
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    These are great So wish I'd been around back then.
    Sometimes, no matter how hard you look, there is no best light.


  4. #4
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    Thanks for these MOL.
    And the tid-bit about the ragging you received for too may words was also very interesting.
    I had no idea that the amount of text contained within a quest could be an issue.
    More of that kind of stuff is also much appreciated.

    Bo

    Like I told you...What I said...Steal your face right off your head.

  5. #5
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    Thank you, MadeOfLions!

    Burglar history brightens my day.

  6. #6
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    Jul 2007
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    Thanks for these!! I so loved the original set-up for these level 45 class quests and book pages where you had to kill very specific mobs (e.g., elite spiders in north Trollshaws for my LM). The modern version of them feel very bland in comparison.

  7. #7
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    Oooh! Wonderful! Thank you so much for sharing these treasures with us!
    ;) “There are hundreds of paths up the mountain, all leading to the same place, so it doesn’t matter which path you take. The only person wasting time is the one who runs around the mountain, telling everyone that his or her path is wrong.” ~ Hindu Proverb

  8. #8
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    <<< CAPTAIN ARMOUR >>>
    The lineage of an item holds great power, and it is with this knowledge that I set before you a series of difficult tasks. The article I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to fashion this piece, and the sequence of your deeds is important.

    TWELVE STEAM-SCORCHED CARAPACES
    The land of Angmar is an inhospitable place, and the great swamp of Malenhad is not an exception. The creatures that make their homes among its fetid pools are made both tough and unpleasant by the harsh climate. The steam from the murk scorches the shells and spindly limbs of the nerbyg that skitter there, and their scorched carapaces will give to the equipment I make for you an unusual toughness.

    HOGNI'S SPIKED HELMET
    I have not been to the Misty Mountains in many years, but I have received reports of troubles there from the travellers that walk the Great East Road on their way west, always west. The lands to the east are likely to be deserted, and who can blame them?
    Dourhand dwarves have returned to their keep overlooking the pass of Gabilazan, they say, and are a danger to the unlucky few who must travel that road. A Dourhand by the expressive name of Hogni Cleave-shank has been particularly troublesome.
    The spike from his helmet would be a trophy suitable of a worthy captain, I should think.
    When you have triumphed over Hogni Cleave-shank and have braved the great swamp of Malenhad, bring these items to me before you continue.

    TWENTY CORRODED NEEKERBREEKER-HORNS
    If you have not already tired of the nerbyg, you perhaps will have when you have finished with this! The horns of the nerbyg that plague the great swamp of Malenhad are corroded by the noxious fumes of that stinking fen. Bring caution with you to Malenhad, for the creatures that live within are both fierce and venomous.

    TWENTY GRISLY BAT-TALONS
    The bats of Himbar and of Carn Dûm are deadly creatures of evil, unmatched by those that roost outside of the land of Angmar. Their talons are cruelly-hooked, but I know you are a captain of merit and do not fear them! Twenty should be enough to strengthen the equipment I will fashion for you.
    When you have acquired the horns and talons I have described within these notes, return to me before you seek the final set of components.

    BADGE OF COMMAND
    The fastness of Urugarth is a deadly stronghold in the land of Angmar, and some Uruk of great power must command its forces. Beyond his name, I know nothing of this mysterious figure. Seek an Uruk named Lagmâs, for he likely holds a Badge of Command that grants him power over the Uruks of Urugarth.

    PUTRID SLIME OF HELCHGAM
    The tale of Helchgam is not one I would tell you gladly, even if I knew it in its entirety. Where it came from, I do not know. Perhaps it has lived within its fetid pool beneath Carn Dûm for years uncounted, and the city was raised above it.
    Know only that Helchgam is a horror that should never have been and will be your greatest challenge.
    When you have obtained a Badge of Command and some putrid slime from Helchgam, bring them to me, and I will finish the piece of equipment I am fashioning for you.

    <<< CAPTAIN WEAPON >>>
    Every weapon draws its strength from the story it bears, and that which I fashion for you will be no different. The tasks I set before you may seem insurmountable, but do not despair! You are a great captain of Men, and I know that you will find that which you seek and return to me, your shining example a beacon of hope to the good people of this world.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me.

    EIGHT NASTY SNOWREAP-KNIVES
    The Misty Mountains are a long way from Bree-land, but we must remain mindful of all threats, no matter how distant. The unlucky few whose business brings them into the Mountains must travel with great care, lest they come too close to Goblin-town and are brought down, down into the darkness, never again to see the sun.
    A tribe of goblins known as the Snowreap harass travellers on the road through the Mountains. Bring their knives to me, and I will melt them down in order to imbue your weapon with a memory of our hated goblin-foes.

    FAKHTHAL'S JAGGED BLADE
    Some months ago, I led a small company into the land of Angmar with the hope of turning the tide against the Ongbúrz. I had thought the Orcs would not expect an attack on their own lands, and that we might rout their camp while they were surprised and in disarray.
    I was incorrect. Though the Ongbúrz were indeed taken by surprise, they were quickly rallied by a captain of their own: a mighty Orc named Fakhthal. He cut through many of my men with his jagged blade, and we fell over ourselves in our haste to escape his reaving. His Orcs rallied to him, and we were chased from Fasach-falroid. I would have stayed and fought, but in the din and chaos of that day I beheld a great shadow behind Fakhthal and knew we had no hope of victory.
    When we had time to regroup, I found that I had lost fully half of my company. They praised me for it, saying 'A lesser captain would have lost all!' but that was little consolation for me.
    I would have you slay Fakhthal at his camp in Fasach-falroid, among the foothills of Angmar. Bring me his jagged blade, for our account is not yet settled. The memory of my failure will bring to the weapon I make for you wisdom -- the wisdom of when it is better to take flight and return to battle on another day, than to remain and fall.
    When you have triumphed over Fakhthal and have bested the Snowreap, bring their items to me before you continue.

    FIFTEEN COILED SPIDER-SPINNERETS
    Webs spun by the spiders of Angmar are as thick as ropes. A creature even of great size would be in grave danger should he blunder into one unawares, for the spinner itself is rarely far away. Look for the bloodthirsty creatures in the lands of Himbar and Nan Gurth, and use caution when approaching them.

    FIFTEEN HATEFUL WORM-EYES
    Even in death, the eyes of the deadly worms of Gorothlad and Nan Gurth maintain the hatred they bore for us in life. I have heard that such creatures have been seen even among the peaks of Helegrod, in the Misty Mountains, but I have not seen them there myself. That place is cold and distant.

    FIVE ROTTED BARGHEST-PAWS
    The barghest that prowl the ruins of Fornost and Haudh Iarchith in the Barrow-downs have become affected by the grim climate of that place, and the corruption has all but worn away their skin. The grim shades and wights that stalk the old stones surely have something to do with the barghests' decay, but I know not what.
    When you have acquired the eyes, spinnerets, and paws I have described within these notes, return to me before you seek the final set of components.

    TEETH OF A GORTHOROG
    The fortress-city of Urugarth in the land of Angmar is home to many terrors that I fear will not remain within its walls forever. One such terror is called the Gertheryg, great brutes of unnatural strength and inhuman ferocity. If they be related to Orcs or to trolls, I do not know, and I do not much care! I know the names of three such beasts within Urugarth: Dushkâl, Brízrip, and Thordragh.
    I have had dealings of a sort with Dushkâl, but beyond their names, the others remain a mystery. I have written already of Dushkâl to you -- he it was that cast the great shadow behind Fakhthal on the day I fled Angmar.
    Bring me the teeth from one of these Gertheryg, and the weapon I make for you will be stronger for it.

    MEDALLION OF PASSAGE
    When a captain dedicates his life to the defence of the Free Peoples, at times it seems he must spend more time in lands of evil than he does in lands of safety! That is the nature of our calling. Somewhere within Carn Dûm, that dark city, certain Uruks carry medallions that permit passage from place to place. I do not know the name of any such Uruk, but know that those who guard passages within the city will likely have one.
    When you have obtained the teeth of a Gorthorog and a medallion of passage, bring them to me, and I will finish your weapon.

  9. #9
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    Thanks for Posting i enjoying reading this!
    Pontin Level 140 Hobbit Burglar Leader of Second Breakfast Crickhollow Server.
    other classes: Minstrel, Guardian, Captain, Hunter.

    Taken many Screenshots of Middle-earth, Also a Moderator of the LotRO Community Discord server

  10. #10
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    I so miss these, and the tone and style of the game back then.

    Back when it felt like an adventure set in an immersive, believable world.

    Now, despite the best and noble efforts of so many at SSG who I'm sure would prefer it be otherwise, it feels like a cobbled-together series of "systems" (skirmishes, big battles, daily instances,etc.) all operated upon by a cold and sterile interface (radar GPS, instance finders, LI panel, etc.).

    The amount of love and detail demonstrated above within a game that was so much more immersive (eg., you went to a place, you adventured in a place, you received some loot from that place. . . as opposed to you selecting that place, you teleport to that place, you receive 1/64 towards acquiring loot from a panel).

    --H

  11. #11
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    <<< CHAMPION ARMOUR>>>
    The lineage of an item holds great power, and it is with this knowledge that I set before you a series of difficult tasks. The article I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to fashion this piece, and the sequence of your deeds is important.

    RAILLUG'S FROZEN HIDE
    Raillug is old beyond memory, an icy worm with a mind as cold and as sharp as it was when he was birthed. He prowls the snowy heights of the Misty Mountains, north and east of the source of the Bruinen, preying on any manner of creatures that mistake the slithering sound of his bulk on the ice for the shifting of snow in the drifts.
    Raillug's hide will give to the piece of equipment I make for you an unparalleled toughness, acquired by a long life spent amid the winds and storms of the mountains.

    TEN BRIMSTONE-TINGED TARKRÎP-BOOTS
    Deep within the great swamp of Malenhad, in the land of Angmar, goblins of the Tarkrîp keep watch for enemies of the Iron Crown. The vile fumes of that place coat their armour with an unnatural sheen.
    Bring ten of their boots to me, for the coating can be purified and in that way cleansed of its evil. The residue will then give to the equipment I make for you resilience from breakage.
    When you have triumphed over Raillug and have bested the goblins of Malenhad, bring their items to me before you continue.

    TWENTY MOTTLED SPIDER-MANDIBLES
    The lands of Himbar and Nan Gurth are home to vicious spiders that rend their prey with sharp fangs before drinking its blood. Their mottled fangs are most deadly.

    FIFTEEN BUBBLING DROPLETS
    I consulted once with my friend Deluros, a great scholar of Rivendell, about the origin of the brimstone-leeches that spawn within the great swamp of Malenhad. He told me only that he suspected some foul craft of Angmar in their creation, for leeches of such size and aggressiveness do not appear in any records with which he is familiar. I will use the bubbling droplets you collect from these unnatural creatures to test the resistance of the equipment I will make for you.
    When you have acquired the mandibles and droplets I have described within these notes, return to me before you seek the final set of components.

    BLOOD-STAINED TALLY-STICK
    The Orcs of the Ongbúrz carve notches into their swords to record the number of lives they end, but theirs is not the only system that is used by the servants of Angmar. Some champions among the Orcs are so fearsome that they have taken to notching not their swords, but wooden sticks. The boast was that no sword could contain enough notches to record the kills of Gríshakrum, Kughûrz, or Dafrim while still retaining its shape!
    A good friend of mine, a minstrel by the name of Baillindiel, composed a song about the practice and hoped it would stir her listeners into action against the Orcs, but it had quite the opposite effect, sinking them deep into pools of despair and hopelessness. Baillindiel no longer sings that song.
    When they are not on the field of battle, these three Orc-champions can be found within the Uruk-fortress of Urugarth.

    INSIGNIA OF BATTLE
    The city of Urugarth is a great fortress-city, a fastness of the Uruks in Angmar and home to many of their greatest champions. The Uruks that reside within the city have been hardened by battle and tested by the fires of war -- it is no place to tread lightly.
    Surmounting its challenges and wresting an Insignia of Battle from the Uruks of Urugarth will do much to dismay its defenders and will bring strength to the article I fashion for you. The Uruks Sorkrank or Burzfîl act in concert in all things. One of them likely has an Insignia of Battle that would serve.
    When you have obtained a blood-stained tally-stick and an Insignia of Battle, bring them to me, and I will finish the piece of equipment I am fashioning for you.


    <<< CHAMPION WEAPON>>>
    Every weapon draws its strength from the story it bears, and those which I fashion for you will be no different. The tasks I set before you may seem insurmountable, but do not despair! You are a mighty champion that fights for safety and peace, and what greater calling can there be in this world?
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me.

    FIVE NOTCHED ONGBÚRZ-SWORDS
    The vile Orcs of the Ongbúrz in the foothills of Fasach-falroid, in the land of Angmar, are a mobile force for evil. They pass in great numbers south over the Downs and have caused no end of heartache to the people that make their living in that region.
    But at their camps in Fasach-falroid, the Ongbúrz are perhaps at their least prepared, for they do not believe anyone, even a mighty champion, could do them harm. Prove them wrong, friend Champion, and bring to me five of their notched swords. The Orcs carve notches into their blades to represent the number of kills they have attained since the sword's making...let us prevent them from adding any more!

    TRAMUG'S HAND-AXE
    Those few who have dared to venture into the great swamp of Malenhad, in the land of Angmar, have often encountered Tramug, and fewer still have survived the meeting. He has remained alive for many score of years, and it is said that he can breathe water, run on the wind, and a number of other, even more unbelievable rumours.
    What we can believe about the goblin-champion is that he is skilled with many weapons, but prizes his hand-axe above all others for close-in work. Deprive him of it and bring it to me, for the destruction of Tramug's hand-axe is the only good that might ever come of it.
    When you have triumphed over Tramug and have bested these servants of the Iron Crown, bring their items to me before you continue.

    TWENTY SPLINTERED WARG-CLAWS
    The slavering Wargs of Angmar are known for their brutality and lack of mercy and also for the speed with which they can attack from hiding. The rough terrain is not suited for them, and a warg will on occasion splinter one of its claws on the rocks. Look for wargs with such claws on the plains of Gorothlad, in Nan Gurth, and also in the Uruk-fortress of Urugarth.

    TWENTY BARBED BARGHEST-TAILS
    Imlad Balchorth is home to many vile and unnatural creatures, not least of which are the ferocious barghest. The cruel barbs that these vicious predators bear on their tails have been the end of many a careless champion.
    When you have acquired the claws and tails I have described within these notes, return to me before you seek the final set of components.

    FLAWLESS SCALE OF LHUGRIEN
    Of Lhugrien, I can tell you little. She is the greatest of the drakes of Urugarth, and she is a formidable foe. If you can wrest from her a flawless scale, you will be a mighty champion indeed, and yet...few have done so. She is jealously guarded by her brood, and the bodies of many champions have been broken on the rocks below her roost, casually tossed over the cliffs by her protectors or by Lhugrien herself.

    SIGIL OF WAR
    Gruglok, a commander of the Uruk-fortress of Urugarth, holds a Sigil of War that was given to him for displays of torture and brutality -- traits that are prized by Angmar's cruel masters. He holds court over a great arena in the fortress-city, and if you wish to wrest the Sigil of War from his clutches, you will likely need to do so on his own terms.
    When you have obtained a flawless scale of Lhugrien and a Sigil of War, bring them to me, and I will finish your weapon.

  12. #12
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    Jan 2007
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    4,931
    I greatly enjoyed reading these! Thank you so much for sharing, MoL!
    If you give away gold bars, someone will complain they're too heavy.
    ~Landroval~
    .: Dannach, 118 WDN :.: Totes, 118 HNT :.: Sunhawk, 110 RNK :.
    ~Anor~
    .: Taika, 29 WDN :.
    I am the master of my fate. I am the captain of my soul.
    Might as well face it, I'm addicted to WDN

  13. #13
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    Thumbs up

    Thank you MoL! To me, It's really fantastic to still have you around. The last remaining original creator of The Shadows of Angmar. I cannot thank you enough.
    'Ú-damdir.' Welcome to the Fourth Age of this World - The game breaking days.
    Palenen - Elendilmir - The royal gem of Arnor - "May you 'Jingle Jangle' into the West." <- This was even messed up too.

  14. #14
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    Thumbs up

    Thank you MoL! It's a pity these were scrapped

    Permanently retired. Was Kibilturg, Guardian of Imladris (then Landroval & Crickhollow) and ~40 alts.

  15. #15
    Thank you so much, I really miss these. I love how old deeds also usually have flavor text associated with them and it saddens me that it is not the case anymore. Is it because of the localization? I can help in a couple of languages!

    Keep writing, MoL.

  16. #16
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    <<< HUNTER ARMOUR >>>
    The lineage of an item holds great power, and it is with this knowledge that I set before you a series of difficult tasks. The article I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to properly compose the tale of this piece, and the sequence of your deeds is important.

    ZORRGOLUG'S MATTED HIDE
    I understand that you aided Gytha Lainey when those Wargs crept into the lands of the Little Folk in search of one of their own not long ago. Gytha has been a friend of mine for some time, and she had naught but good to say of your assistance that night. Had the Wargs not been stopped, I do not doubt that there would have been bloodshed even further south, in the towns of Hobbiton and in Tuckborough.
    I did a little scouting of my own after that night, and I confirmed something that Gytha had suspected -- the Wargs had come into that land in search of one of their number, a Warg named Laugfût. What we did not know was the identity of the creature that sent them in search of Laugfût, but this I have now discovered: a Warg of terrible reputation in Fasach-falroid, Zorrgolug by name, ordered the search.
    The things I have heard of this Zorrgolug would freeze the blood of a lesser hunter, but I know that you do not quail from even the most frightening of hunts. The article I make for you will be greatly improved by tufts of fur from Zorrgolug's matted hide, and in this way we will also ensure that the beast does not send a second, stronger party south in search of Laugfût.

    FIVE BRIMSTONE-TINGED TARKRÎP-HELMETS
    Deep within the great swamp of Malenhad, in the land of Angmar, goblins of the Tarkrîp clan keep watch for enemies of the Iron Crown. The vile fumes of that place coat their armour with an unnatural sheen.
    Bring five of their helmets to me, for the coating can be purified and in that way cleansed of evil.
    When you have ended the threat of Zorrgolug and faced the Tarkrîp of Malenhad, return to me before you seek the next set of components.

    TEN GLOSSY CAVE CLAW SKINS
    Nan Gurth is a place of overwhelming evil, and it is home to cave-claws that possess the glossiest skin of all their kind. Seek them out with caution, for that is a deadly place to hunt, home as it is to creatures of immense malice.

    FIFTEEN CORRODED NEEKERBREEKER-HORNS
    These insects plague the great swamp of Malenhad, their horns corroded by the noxious fumes of that stinking fen. Bring caution with you to Malenhad, for the creatures that live within are both fierce and venomous.
    When you have acquired the skins and the horns I have described within these notes, return to me before you seek the final set of components.

    RUNE OF WINGED DOMINANCE
    We come now to matters of which I know little, and to villains that are enshrouded in mystery, though with the aid of a Ranger I have pieced together what I set down here. Somewhere within the fortress that lies at the heart of Carn Dûm, filthy merrevail are commanded by two of their number. I know only their names: Mormoz. Azgoth.
    This of itself is peculiar, for a morroval that fancies itself a queen will not tolerate the presence of those who threaten their leadership. One of these two must possess some token, some emblem that ensures her command beyond all challenge.
    One of the two must possess a Rune of Winged Dominance, a rune of immense significance to the merrevail and worthless to all others. And yet, I call it valuable for the damage that might be caused by depriving the merrevail of it.
    I do not know whether Mormoz or Azgoth possesses the rune.

    INSIGNIA OF BATTLE
    The city of Urugarth is a great fortress-city, a fastness of the Uruks in Angmar and home to many of their greatest champions. The Uruks that reside within the city have been hardened by battle and tested by the fires of war -- it is no place to tread lightly.
    Surmounting its challenges and wresting an Insignia of Battle from the Uruks of Urugarth will do much to dismay its defenders and will bring strength to the article I fashion for you.
    Look for the Uruks Sorkrank or Burzfîl within the walls of Urugarth. It is said they attained their Insignia only recently and may part with them more easily.
    When you have obtained the Rune of Winged Dominance from Carn Dûm and an Insignia of Battle from Urugarth, bring them to me, and I will finish your article.

    <<< HUNTER WEAPON >>>
    Every weapon draws its strength from the story it bears, and that which I fashion for you will be no different. The tasks I set before you may seem insurmountable, but do not despair! You are a hunter of great worth, and I know that you will find that which you seek and return to me with a tale that will be forever etched upon both your heart and the weapon I will give to you.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to properly compose the tale of your weapon, and the sequence of your deeds is important.

    DRIFTCLAW'S RAZOR-SHARP CLAW
    I do not know Driftclaw's story from the beginning, but pieces of it have reached my ears from Elves that crossed his path long ago, and I have filled in the missing years with my own guesses. His name in those days was Ravaged-hide. He was the victim of some corrupting disease, and his fur fell out in great patches. Filled with rage, he made his way step by step away from his kin, terrorizing villages and outlying homesteads with his teeth and claws. Bear-kind shunned him, and the thinking peoples hunted him.
    He came at last to the Misty Mountains and climbed their rocky slopes. How he must have shivered in the cold of those high places, but at last he was free of the swords and arrows of those who hunted him. They could not follow him into the heights.
    His tale passes now into territory known to me, for I have seen him. Perhaps the cold air of the Mountains worked some remedy on his corruption, but he is Ravaged-hide no longer. His coat now is the white customary of those who dwell high in the mountains. His appetite and ferocity remain unchanged, and he stalks now the lands of the giants. He is old, so very old, but he is a cunning opponent and not easily hunted.
    His claws are razor-sharp. If you are as mighty a hunter as I believe you to be, you should be able to retrieve one from the beast.

    FIVE CORRODED IRON-CROWN STAVES
    Evil Men of Angmar serve the Iron Crown, and many carry staves embossed with its sigil. They can be found in great numbers amid the northern foothills of Fasach-falroid, and some few also tread along the banks of Malenhad's poisonous waters.
    The staves they bear are often corroded by the fumes of that vile place...handle them with caution and do not spend overlong within its borders.
    When you have triumphed over Driftclaw and have bested these servants of the Iron-crown, bring these items to me before you continue.

    TWENTY CLOUDED WORM-EYES
    Worms stalk the plains of Gorothlad, east of the great swamp of Malenhad, in the land of Angmar. I have heard reports that some of the creatures have slipped by unknown ways into the swamp itself.

    FIVE VENOMOUS DREAD-TURTLE BEAKS
    Monstrous turtles make their home within the great swamp of Malenhad, in the land of Angmar, and their beaks are coated in deadly poison. To hunt the great turtles is the sign of a great hunter indeed!

    FIVE PUTRID FINGERNAILS
    A hunter cannot always choose his prey, and the pursuit of these unwelcome creatures can take him into the most unnatural of places. Your next task is such an errand: the crawling arms of fell wights in Imlad Balchorth, Nan Gurth, and Carn Dûm are host to these grim trophies.
    When you have collected these eyes, beaks, and fingernails from creatures within Angmar, return them to me before seeking the remaining components.

    MEDALLION OF PASSAGE
    When a hunter dedicates his life to the defence of the Free Peoples, at times it seems he must spend more time in lands of evil than he does in lands of safety! That is the nature of our calling. Somewhere within Carn Dûm, that dark city, certain Uruks carry medallions that permit passage from place to place. I do not know the name of any such Uruk, but know that those who guard passages within the city will likely have one.

    PUTRID SLIME OF HELCHGAM
    The tale of Helchgam is not one I would tell you gladly, even if I knew it in its entirety. Where it came from, I do not know. Perhaps it has lived within its fetid pool beneath Carn Dûm for years uncounted, and the city was raised above it.
    Know only that Helchgam is a horror that should never have been and will be your greatest challenge.
    When you have recovered both the medallion and some putrid slime from the corpse of Helchgam, bring them to me, and I will finish your weapon.

  17. #17
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    Mar 2009
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    191
    These are awesome to read, thanks for sharing! I'd like to know, when did the game stop using this text on the class quests?

  18. #18
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    Quote Originally Posted by Hurin View Post
    I so miss these, and the tone and style of the game back then.

    Back when it felt like an adventure set in an immersive, believable world.

    Now, despite the best and noble efforts of so many at SSG who I'm sure would prefer it be otherwise, it feels like a cobbled-together series of "systems" (skirmishes, big battles, daily instances,etc.) all operated upon by a cold and sterile interface (radar GPS, instance finders, LI panel, etc.).

    The amount of love and detail demonstrated above within a game that was so much more immersive (eg., you went to a place, you adventured in a place, you received some loot from that place. . . as opposed to you selecting that place, you teleport to that place, you receive 1/64 towards acquiring loot from a panel).

    --H
    And many places like the Great Barrow weren't instanced, you just walked in. So much more immersive. There was also a much greater population so you have to wonder why there's so much lag now compared to then and how much the instancing/layering has contributed (counter to the intended effect).
    Team Milt.

  19. #19
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    The forums get this but we struggle to get any dev to comment on class threads. Nice.
    Unbroken - Arkenstone - Defiers of the Deathless since '17.
    Arkenstones most successful raiding kinship

  20. #20
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    Quote Originally Posted by MadeOfLions View Post
    ---`snip---`
    I know this is mildly off topic but I asked you a while back whether you would consider writing the epic story out as a book/mini book.
    You replied stating that you would love to but time restraints etc etc... in the light of all this accessible text you seem to hand, maybe you
    could release Volume one text so folks could flesh it out with their character and side stories and it can then be shared with folks...

    Maybe open a blog section again.

    Personally I would love to read the entire Epic as a complete story.
    ----A casual stroll through the lunatic asylum shows that faith does not prove anything----

    ?

  21. #21
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    Thanks MoL
    Thorgull lvl 105 Champion - Malendar lvl 115 Warden - Estelldion lvl 101 LoreMaster - Ballduin lvl 36 Runekeeper - Nharduil lvl 17 Minstrel All on Evernight

    Malenborn - Warden & Athanandor - Hunter on Crickhollow (Casual Wanderers)

  22. #22
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    Quote Originally Posted by LabadalofDorlomin View Post
    I know this is mildly off topic but I asked you a while back whether you would consider writing the epic story out as a book/mini book.
    You replied stating that you would love to but time restraints etc etc... in the light of all this accessible text you seem to hand, maybe you
    could release Volume one text so folks could flesh it out with their character and side stories and it can then be shared with folks...

    Maybe open a blog section again.

    Personally I would love to read the entire Epic as a complete story.
    This would be so great! +1 from me!
    Gwinthilnel: Elleth Hunter lvl 140~~~Hadniel: Woman Minstrel lvl 115~~~Gwynduilas: High Elleth Captain lvl 62 ~~~Gwindethen: Elleth Runekeeper lvl 28
    Kin: The Cliff Divers
    Evernight

  23. #23
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    Quote Originally Posted by Felaon View Post
    The forums get this but we struggle to get any dev to comment on class threads. Nice.
    This is sub-par trolling. I can't even bring myself to recommend that you try again based on this sample.

  24. #24
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    <<< LORE-MASTER ARMOUR>>>
    The lineage of an item holds great power, and it is with this knowledge that I set before you a series of difficult tasks. The article I make for you will draw its strength from the tale of its making, and if it were easy, the resulting piece would suffer for it.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me. It will take time for me to fashion this piece, and the sequence of your deeds is important.

    GRIMGORE'S MATTED FUR
    In the foothills of Fasach-larran, in the land of Angmar, a mighty boar with ashen skin runs along the cliffs. He is called Grimgore, and he moves with the speed of death, his trampling hooves echoing along the grey stone of that inhospitable place. Do not fear him, but keep your wits about you, for Grimgore is a fearsome opponent. His fur possesses a toughness that cannot be obtained through other means. It will be a valuable addition to the piece of equipment I will make for you.

    TWELVE DISTASTEFUL CORCUR-EMBLEMS
    The Corcur of the Misty Mountains bear on their person emblems that reveal their servitude to some fell master. Who or what this master may be is unclear, despite my studies of the matter, but I can recognize evil when I behold it.
    Deprive the Corcur of these emblems, and they may shake off their subservience to this master. I will destroy the emblems when you return with them, that I may give to the equipment I make for you a memory of those who would welcome war against us.
    When you have triumphed over Grimgore and have bested the Corcur, bring their items to me before you continue.

    FIFTEEN REVERED WIGHT-REMAINS
    The wights of Angmar should have returned to dust long ago, but still they walk, creatures of immense evil and full of hatred for the living. If you are able to bring me the remains of wights from Imlad Balchorth, Himbar, Nan Gurth, or Carn Dûm, the memory of these evil creatures will strengthen the equipment I make for you against them.

    FIFTEEN BUBBLING DROPLETS
    My friend Deluros suspects some foul craft of Angmar is responsible for the creation of the brimstone-leeches of the great swamp of Malenhad, for leeches of such size and aggressiveness do not appear in any records with which he is familiar. I will use the bubbling droplets you collect from these unnatural creatures to test the resistance of the equipment I will make for you.
    When you have acquired the remains and the droplets I have described within these notes, return to me before you seek the final set of components.

    PUTRID SLIME OF HELCHGAM
    The tale of Helchgam is not one I would tell you gladly, even if I knew it in its entirety. Where it came from, I do not know. Perhaps it has lived within its fetid pool beneath Carn Dûm for years uncounted, and the city was raised above it.
    Know only that Helchgam is a horror that should never have been and will be your greatest challenge.

    GOBLIN-BADGE OF RANK
    The goblins of the Uruk fortress of Urugarth put great stock in the wearing of badges and the displaying of ranks, and even their leaders -- especially their leaders -- are fond of the practice. The goblin Akrûr displays his badge particularly prominently, for he it is that is charged with guarding the path that winds up to the roost of the great drake Lhugrien.
    When you have obtained some putrid slime from Helchgam and a goblin badge of rank, bring them to me, and I will finish the piece of equipment I am fashioning for you.

    <<< LORE-MASTER WEAPON>>>
    Every weapon draws its strength from the story it bears, and that which I fashion for you will be no different. The tasks I set before you may seem insurmountable, but do not despair! You are wise beyond measure, and I know that you will find that which you seek and return to me; no mysteries are beyond your reach, friend lore-master.
    The following notes will provide guidance on the tasks I would have you complete, and the order in which I would have you return the items to me.

    EIGHT FROSTED CORCUR-STAVES
    The Corcur of the Misty Mountains have retained a keep not far from Helegrod, and they have borne nothing but ill will towards the Free Peoples for time out of mind. They carve runes and sigils on the ice that encrusts their staves, charms of some sort, and if you bring some of the staves to me, I may learn something of value with which to improve the weapon I make for you.

    DRIFTCLAW'S RENDING-TOOTH
    I do not know Driftclaw's story from the beginning, but pieces of it have reached my ears from some of my kin that crossed his path long ago, and I have filled in the missing years with my own guesses. His name in those days was Ravaged-hide. He was the victim of some corrupting disease, and his fur fell out in great patches. Filled with rage, he made his way step-by-step away from his kin, terrorizing villages and outlying homesteads with his teeth and claws. Bear-kind shunned him, and the thinking peoples hunted him.
    He came at last to the Misty Mountains and climbed their rocky slopes. How he must have shivered in the cold of those high places, but at last he was free of the swords and arrows of those who hunted him...they could not follow him into the heights.
    I speak now closer to my own knowledge, for I met a hunter named Marshley who has seen him. Perhaps the cold air of the Mountains worked some remedy on his corruption, but he is Ravaged-hide no longer. His coat now is the white customary of those who dwell high in the Mountains. His appetite and ferocity remain unchanged, and he stalks now the lands of the giants.
    His teeth rend and tear the flesh of his prey and will be an invaluable addition to the weapon I will make for you.
    When you have triumphed over Driftclaw and have bested the Corcur, bring their items to me before you continue.

    TWENTY HATEFUL WORM-EYES
    Even in death, the eyes of the deadly worms of the High Pass in the Misty Mountains and the expanses of Forochel maintain the hatred they bore for us in life. I have heard that such creatures have been seen even among the peaks of Helegrod, the lost dwarf-city in the Misty Mountains, but I do not know if that is true.

    TEN PUTRID FINGERNAILS
    A lore-master cannot always choose her subjects, and the pursuit of these unwelcome studies can take her into the most unnatural of places. Your next task is such an errand: the crawling arms of fell wights in Imlad Balchorth, Nan Gurth, and Carn Dûm are host to these grim trophies.
    When you have acquired the eyes and fingernails I have described within these notes, return to me before you seek the final set of components.

    EMBLEM OF RITUAL
    In the fortress-city of Urugarth, many fell deeds and unnatural rituals are performed, the details of which would surely chill your blood, and that indeed of all good folk. Whispers tell that behind many of these disturbing ceremonies is an Uruk by the name of Morthrâng. Where he might be within the city, I do not know, but he likely has an emblem of some sort that he uses when engaged in dark ritual. Bring this emblem to me, and I will strengthen the weapon I make for you against it.

    RUNE OF EVIL PRESENCE
    The city of Carn Dûm lies in the very heart of the land of Angmar, and I believe it to be the very source of all our heartache in these unhappy days. Evil Men of Angmar live within its walls, engaged in foul rituals and ceremonies to increase the power of their dark masters.
    My will was tested against one such Man of Angmar not so very long ago, and though I proved more resolute than he, he survived the encounter, and I have heard rumour that his flight took him behind the walls of Carn Dûm itself. What happened there I do not know, but I am sure he lives still. Sálvakh was his name, and he bore a Rune of Evil Presence on his person that nearly resulted in my defeat.
    This rune brings to its master some fell power, and it must be destroyed. Retrieve it from Sálvakh, and I will use it to toughen the weapon I make for you. Then I shall ensure that the rune leaves this world, never again to work its evil.
    When you have obtained an Emblem of Ritual and a Rune of Evil Presence, bring them to me, and I will finish your weapon.

  25. #25
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    Have +10 of internet rep, MoL.

    Cheers!

 

 
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