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Stirrings in the Darkness

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===Chapter 1: Unravelling the Thread===
 
===Chapter 1: Unravelling the Thread===
[[Strider (Aragorn)|Strider]] tells the player that they need to unravel the threads of the plans of the [[Witch-king of Angmar|Captain of the Nine]]. There is a [[Blackwold]] camp just east of [[Bree]] where he believes that Amdir, a [[Rangers of the North|Ranger]] whose alligance changed to Angmar, and [[Skorgrím]], leader of the [[Dourhand]], went. He wishes for the player to help him and his company end Amdir's life at night fall.   
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[[Strider (Aragorn)|Strider]] tells the player that they need to unravel the threads of the plans of the [[Witch-king of Angmar|Captain of the Nine]]. There is a [[Blackwold]] camp just east of [[Bree]] where he believes that Amdir, a [[Rangers of the North|Ranger]] whose alligance changed to Angmar, and [[Skorgrím]], leader of the [[Dourhands]], went. He wishes for the player to help him and his company end Amdir's life at night fall.   
  
 
At the camp Strider and the Ranger Lenglinn circle around the camp while the player and the Ranger Torthann attack the camp from the front. After defeating the brigands Torthann and the player encounters Skorgrím. After driving the dwarf out of the camp the party is reunited with Strider and Lenglinn. Togther they make their way deeper into the camp where they witness the [[Nazgûl]] changing Amdir into a wraith. The party manages to scare the Nazgûl away and then slay Amdir before the transformation could be completed.
 
At the camp Strider and the Ranger Lenglinn circle around the camp while the player and the Ranger Torthann attack the camp from the front. After defeating the brigands Torthann and the player encounters Skorgrím. After driving the dwarf out of the camp the party is reunited with Strider and Lenglinn. Togther they make their way deeper into the camp where they witness the [[Nazgûl]] changing Amdir into a wraith. The party manages to scare the Nazgûl away and then slay Amdir before the transformation could be completed.

Revision as of 17:04, 4 March 2009

Stirrings in the Darkness is a concept which has only appeared in an adaptation of the works of J.R.R. Tolkien.
Shadows of Angmar books
Introduction:
(Bree-landEred Luin)

Prologue

Book I: Stirrings in the Darkness
Book II: The Red Maid
Book III: The Council of the North
Book IV: Chasing Shadows
Book V: The Last Refuge
Book VI: Fires in the North
Book VII: The Hidden Hope
Book VIII: The Scourge of the North
Book IX: Shores of Evendim
Book X: The City of Kings
Book XI: Prisoner of the Free Peoples
Book XII: The Ashen Wastes
Book XIII: Doom of the Last-King
Book XIV: The Ring-forges of Eregion
Book XV: Daughter of Strife
Epilogue: Laerdan's Parcel

Stirrings in the Darkness is the first book of The Lord of the Rings Online: Shadows of Angmar.

Contents

Summary

Foreword: An Unwanted Guest

The player finds Barliman Butterbur at The Prancing Pony. He informs that the person the player is looking for is staying at the inn. Butterbur is nervous about him staying at his inn, but he can't turn down good money. He whispers that the man goes by the name Strider and that he is a Ranger. He gives the player directions to his room.

Chapter 1: Unravelling the Thread

Strider tells the player that they need to unravel the threads of the plans of the Captain of the Nine. There is a Blackwold camp just east of Bree where he believes that Amdir, a Ranger whose alligance changed to Angmar, and Skorgrím, leader of the Dourhands, went. He wishes for the player to help him and his company end Amdir's life at night fall.

At the camp Strider and the Ranger Lenglinn circle around the camp while the player and the Ranger Torthann attack the camp from the front. After defeating the brigands Torthann and the player encounters Skorgrím. After driving the dwarf out of the camp the party is reunited with Strider and Lenglinn. Togther they make their way deeper into the camp where they witness the Nazgûl changing Amdir into a wraith. The party manages to scare the Nazgûl away and then slay Amdir before the transformation could be completed.

Chapter 2: To a Constable's Aid

Strider is curious of the nature of Skorgrím. He mentions that dwarves are by nature honourable and cannot be dominated by the will of any. Strider requests the player to go speak to Constable Underhill in Combe, report what has happened and investigate the Blackwolds old hideout.

Chapter 3: Blackwolds Broken

Constable Underhill informs you that the leader of the Blackwolds was William Skunkwood, but he has died. He agrees to investigate the old hideout and make certain that the brigands are not regathering their strength. The old hideout was a cave near Staddle Falls not far from Staddle.

Constable Underhill discovers that Skorgrím and some Dourhand Dwarves are attempting to persuade the new Blackwold leader to join the forces of Angmar. He refuses to do so and Skorgrím orders the Dwarves to kill them. Underhill rushes to his aid. He manages to slay the Dwarves, but Skorgrím escapes. The Blackwold confesses that Éogan, their leader that took over after Skunkwold, wanted to join Angmar for riches. After Éogan's death, the rest of the Blackwolds agreed to have no part with Angmar and ally themselves with men from the South. The Dourhand Dwarves were not pleased and slayed the rest of his men. After finishing his tale, the last leader of the Blackwolds dies from his wounds.

Chapter 4: Dark Designs

Constable Underhill tells you to report what you heard and saw to Strider back at The Prancing Pony. He is thankful for the news, but his attention is turned towards the Nazgûl. They attempted to attack four Hobbits from the Shire.

Chapter 5: The Other Riders

Strider says that there were only five Nazgûl that attempted to change Amdir and attacked the four Hobbits under his protection. The Nazgûl number nine which means there are still four hiding somewhere. He asks the player to speak to the Ranger Lenglinn. Strider sent him to watch over Mr. Underhill in Buckland. Yet, that Hobbit is now in his care. Strider gives the player directions to Lenglinn's camp.

The player learns that the remaining four Nazgûl did ride into Buckland on black horses. The Ranger attempted to block their way but was gravely wounded.

Chapter 6: In the Black Riders' Wake

Chapter 7: Horn-call of Buckland

Chapter 8: Master of the Wood

Chapter 9: Lilies for the River-daughter

Chapter 10: Into the Barrow-downs

Chapter 11: Othrongroth

Chapter 12: The Black Rider's Designs