Heaps of praise and commendations for this continued effort. You're a legend, NDC.
- NDC likes this
Posted by Mathijs
on 06 July 2018 - 07:05 PM
Mallorn tree upgrade suggestion:
Mallorn roots: slows nearby enemy units. Does not affect elves.
Yes. Added.
Posted by Mathijs
on 28 June 2018 - 08:36 PM
Posted by Mathijs
on 27 June 2018 - 09:49 PM
I have some thoughts on the hero rosters you've got. What about this:
Gondor
- Faramir
- Boromir
- Imrahil
Recruit: Gandalf the White
Lórien
- Haldir
- Idrial
- Celeborn
Recruit: Galadriel
Erebor
- Balin
- Dwalin
- Bard
Recruit: Thorin Oakenshield
Mordor
- Mouth of Sauron
- Gothmog
- Khamul
Recruit: Witch-king of Angmar
Isengard
- Wulfgar
- Lurtz
- Wormtongue
Recruit: Saruman
Misty Mountains
- Muzgash
- The Great Goblin
- Urshak
Recruit: Azog the Defiler
Basically make the most powerful heroes available as recruited heroes, and removing Aragorn from Gondor's selection so he can be a big one in Rivendell, which would look like this:
- Aragorn
- Glorfindel
- Gildor
Recruit: Elrond
Posted by Mathijs
on 25 June 2018 - 06:34 AM
How about the following arrangement:
We give you permission to use the HD Edition assets that you have already used.
In exchange, you give us full credit for those assets in your Readme or when you post them in public ('The following assets were made by the HD Edition team: *insert list of assets here*, find them at https://www.moddb.co...-2-hd-edition).You'll also not use more HD Edition assets or Age of the Ring assets in the future without asking us first (and accepting the outcome should we say no).
What do you think?
Posted by Mathijs
on 25 April 2018 - 08:17 AM
I appreciate the effort put into this post, but I must tell you that we will not be using Hobbit designs for the Dol Guldur orcs, nor for the Nazgul. I'm tired of copying other people's designs and would rather design them myself. My Dol Guldur orcs will not look like heavily armored Uruk-hai, but like thin, ghastly scavengers under the corrupting influence of the Necromancer, wearing bone and hide armor and carrying bone weapons.
I might make an exception for Krimpûl - the original Bolg design from The Hobbit was neat and there's a lot of concept art of the creation process available, so he might get based on those.
As to the book, I have it too.
Posted by Mathijs
on 22 April 2018 - 08:17 PM
Dol Guldur Faction Plan
Basic gameplay premise:
Most Dol Guldur units suffer from a basic, constant damage over time effect due to the Necromancer’s magic draining them and their surroundings. To counter this, each Dol Guldur structure has a leadership – ‘Dark Presence’ – that heals and buffs Dol Guldur units. This results in a need to constantly and aggressively expand across the map, turning forward base-building into a core mechanic. To aid with this, builders are cheaper and more disposable. Another core mechanic is the use of various sources of necromancy to create Risen Dead – the only unit immune to the Necromancer’s draining magic – and to turn your enemies into Wraiths under your control. Spread the corruption.
Heroes
Thráin the Broken – 300
'The once proud son of Thrór was captured near the Eaves of Mirkwood while on his quest to reclaim the riches of Erebor,
taken to the dungeons of Dol Guldur, and tortured for long decades until he finally broke.'
Rank 1: Diminished
Thrain is but a thin shadow of his former self, and is able to skulk about unnoticed.
[design note: Thráin is a useful tool for finding places to build Dol Guldur's forward bases]
Krimpûl the Torturer – 1400
'An orc of exceptional cruelty, Krimpûl rose ruthlessly through the ranks of Dol Guldur's Orc-garrison,
until his Lieutenant finally took notice and put him to work in a place where his talents could come to full fruition.'
Rank 1: Orcish Chief
Summons a battalion of Orcish Hunters and Goalers. At rank 3, includes an additional battalion of Orc Ravagers.
Rank 1: Master's Command
Krimpûl has been tasked with retrieving the Rings of Power. Deals +33% additional damage versus Gandalf the White, Elrond, Galadriel, and Thorin Oakenshield.
At rank 3, his strikes also lower the armor of enemies within a small radius by 5% up to a maximum of 25%.
Rank 5: Dungeon Master
Summons a small Gaol that casts Dark Presence and may recruit Broken Rabble.
Rank 8: Imprison
Krimpûl cripples an enemy hero. Causes surrounding enemy units to cower in fear.
Queen Saenathra – 2000
'Shelob's greatest daughter, Saenathra tried to supplant the great matron within her lair, but failed and was cast out.
Now she dwells in Southern Mirkwood, where she rules over her own vile brood.'
Rank 1: Burrow
Queen Saenathra can quickly move underground.
Rank 3: Feast, My Children!
Spawns a large horde of tiny spiders that slow down and deal damage over time to enemy units. Cannot be targeted, last a short time.
Rank 5: Web of Lies
Targeted enemy units become hostile to one another.
Rank 8: Endless Hunger
Like Ungoliant, Saenathra possesses an insatiable hunger for flesh and precious objects. Saenathra can now trample, and steals resources when dealing damage to enemy units and structures.
When activated, Saenathra regains 30% health.
Khamul, Lieutenant of Dol Guldur – 2500
'Once a great king of the Eastern Wastes, Khamul was ensnared by Sauron through one of his Great Rings. For many long centuries
Khamul has served, performing acts of great terror and cruelty with solemn dedication to his Master.'
Same as in Mordor, but Storm of the East becomes:
Rank 5: The Black Easterling
Summons two hordes of rank 2 Easterling Swordsmen.
The Necromancer – 3500
Becomes Ring Hero once the Ring is collected and given to him.
'After Sauron's defeat at the hands of Isildur, he fled into the far east, to lick his wounds and slowly rebuild his strength. A millenium later, his power had become great enough to once
again cast a shadow across Middle-earth. He began to dwell in southern Greenwood the Great, taking the long-abandoned Sindar fortress atop the hill of Amon Lanc. In time, the hill and
fortress came to be known as Dol Guldur, and the surrounding forests, once free and green, were slowly changed into the dark and treacherous Mirkwood.'
Starts at rank 5
Rank 1: Lord of Wolves
Summons a large, black Warg. A maximum of three may be out at any time.
Rank 3: The Abhorred Dread
The Necromancer casts a necromantic spell on enemies within the radius, dealing heavy damage and resurrecting the dead as Risen Dead under the player’s control. This spell has a relatively short cooldown and is the Necromancer’s main source of danger.
Rank 5: Shapeless Malice
The Necromancer becomes incorporeal, allowing him to move quickly across the map while terrifying nearby enemy units. Shapeless Malice does not allow him to attack (this is basically a mount).
Rank 8: Wreathed in Flame
The Necromancer erupts in flame, blasting back enemies and setting the surrounding area on fire.
The Necromancer - Ring Hero
Visual cue: the Necromancer is wearing parts of Sauron's Prologue armor.
The Necromancer deals strong splash damage as his basic attack, and can attack from great range.
Rank 1: Master of the Nine
Summons a Ringwraith. A maximum of three may be out at any time.
Rank 3: The Abhorred Dread
Same as before, but with a larger radius.
Rank 5: Shapeless Malice
Same as before, but deals damage to nearby enemies.
Rank 8: Wreathed in Flame
Same as before, but with a shorter cooldown.
Ringwraith - summoned by the Necromancer
Rank 1:
Gwanthaur - summoned from the Spellbook
Rank 1: Soul Trap
Enemy units within the radius take damage. If a unit dies, the Gwanthaur receives +5% armor and damage for a limited time.
Visual cue: swirling mists engulf the area of effect.
Rank 1: Sacrifice
The Gwanthaur can target a friendly unit to devour them and regain some health.
Rank 1: Dark Reclamation
Targeted structure is destroyed. Twisted trees appear in its place.
Structures
Fortress – 4000
Upgrades
Swarm of Bats – 300
Vanilla.
Pale Torches – 600
Fire arrows from fortress
Dark Encroachment - 800
When activated, reduces all structure costs by 33% for a limited time.
[design note: this upgrade makes it much easier to fulfill Dol Guldur's ability to expand across the map]
Blight – 800
Enemy units surrounding the fortress take damage and turn into Wraiths upon dying. Prerequisite to Hill of Sorcery.
Guldur Palantir - 600
Can be cast to reveal part of the map. Enemy units caught in the radius take minor damage over time.
Hill of Sorcery – 1500
Castable, destructive spell that sunders the earth beneath the enemy and causes it to erupt in pale flame.
Expansions
Orc Barricade – 150
Arrow tower.
Boneyard – 300
Spawns Risen Dead that attack nearby enemies.
Orc Catapult – 600
Catapult expansion.
Visual cue: tall, crumbling spires held together by thick, thorny vines and bolted metal rods and strips. Several 'doors' on all sides at differing heights, with treacherous staircases leading up to them and around the fortress.
Slave Mill – 300
Basic resource structure. May use Refresh Slaves, which temporarily disables the Mill but spawns a horde of Broken Rabble.
Visual cue: an edited version of RotWK's Angmar Mill structure.
Lumbermill – 350
Vanilla, with new worker models based on Broken Rabble.
Guldur Gaol - 350
Rank 1: Dark Presence
Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.
Rank 1: Broken Rabble - 100
'The Necromancer's servants hunted and ensnared countless wanderers in and around the borders of southern Mirkwood. Tortured and broken, they were sent out with Dol Guldur's legions, to make war on their former friends and family.'
Horde consisting of tortured and enslaved Elves, Woodsmen, and Dwarves. At rank 3, Broken Rabble gains Eternal Servitude, which causes each killed unit to be reanimated as Risen Dead. Risen Dead do not suffer from the Necromancer’s corruption and are able to climb walls.
Rank 2: Orc Hunters - 300
'When evil stirs, orcs are gathered to it like moths to a flame. It did not take long for them to answer the call of their master and swarm towards southern Mirkwood.'
Orcish archers that may stealth near trees. Rigged to Mordor Orc Archer.
Rank 2: Orc Gaolers - 250
'Dol Guldur's jailors are not granted fates much improved from those they capture. In the end, all must bend and crawl before the Necromancer's dark might.'
Orc spearmen that may stealth near trees. Rigged to Mordor Orc Pikeman.
Rank 3: Orc Ravagers - 600
'The Necromancer took a special interest in the largest and toughest of his minions, cursing them with fell magic and turning them into senseless, unstoppable husks tailored strictly to his will.'
Heavily armored, zombified Orcs carrying blacksteel axes. Siege units that are largely immune to ranged damage.
Rank 3: Flaming Arrows - 1500
Vanilla.
Visual cue: an asymmetrical ruin heavily fortified and changed by orcish hands. There is a row of evil-looking prison cells to one side, with hanging cages and corpses/skulls throughout.
Spider Lair – 600
Rank 1: Dark Presence
Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.
Rank 1: Great Spiders - 600
A small horde of Great Spiders. At rank 2, gain Venom Sacs, allowing them to deal poison damage. May trample enemy units. Deal decent siege damage.
Rank 2: Spider-riders - 800
You know what these are. Toggle at rank 2.
Visual cue: heavily overgrown ruins strung together by cobwebs. Egg-sacks, moss, tiny spiders spawning and crawling everywhere (will require a low-poly, tiny spider model). This structure should give arachnophobes the creeps.
Ruinous Tower – 150
Basic defense structure. Weak and cheap, spammable. Stealthed near trees.
Rank 1: Dark Presence
Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.
Visual cue: a ruined tower held together by thick, thorny vines wrapping up and around it like coiling snakes.
Tower of Sorcery – 600
Upgradeable structure that can be used both offensively and defensively.
Rank 1: Dark Presence
Empowers nearby Dol Guldur units. Counters their damage-over-time affliction and slightly buffs their stats.
Rank 1: Blight
Small radius around the Tower is constantly blighted.
Rank 1: Necromancy – 800
Upgrade. Orc Hunters and Gaolers may be ‘upgraded’ to be turned into Risen Dead. Risen Dead are fast-moving shock troops. Risen Dead do not suffer from the Necromancer’s Corruption and can climb walls.
Also spawns Risen Dead to defend Dol Guldur structures.
Rank 1: Harbinger of Shadow
Recruits a battalion of Harbingers of Shadow. They wear ruined mail and tattered cloth, with a conical, mail-lined helmet covering a withered, dead face. Slow-moving, slow-attacking. 3 in a battalion, limited to 3 battalions.
Rank 1: Deep Rot
Can be cast on a structure to deal damage over time. At rank 3, spawns several uncontrollable wraiths around the targeted structure. These Wraiths last a short time but can turn enemy units into Wraiths.
Rank 2: Cold Steel
The Harbingers' attacks passively decrease armor and movement speed.
Level 3: Withering Touch
Units within the radius take damage over time. Affects both enemies and allies. Risen Dead are immune.
Rank 2: Greater Blight - 1200
Blight radius is greatly increased.
Rank 3: Armored Castellan - 1800
Recruits an Armored Castellan. Hero unit. Limited to three.
Rank 1: Castellan of Guldur
Provides armor to nearby structures.
Decreases armor of nearby enemy structures.
Rank 3: Incorporeal
The Armored Castellan becomes immune to damage but cannot move or attack.
Rank 5: Necromantic Blast
Enemy units are blasted back and take damage – if killed, they become wraiths.
Visual cue: likely the most intact structure in the faction. A dark tower not dissimilar to but much less refined than Barad-dûr. Surrounded by evil statues and laden with corpse-cages hanging from ledges. As it ranks up, has bat swarms around its zenith.
Spellbook
Carnage – 5pp
Friendly units within the radius gain +100% damage at the cost of -50% armor.
[design cue: this power synergizes well with Broken Rabble's rank 3 ability 'Eternal Servitude', allowing the player to temporarily boost the Broken Rabble horde at the likely cost of losing them, but obtaining Risen Dead in return]
Festering Marsh – 5pp
Summons a festering marshland. All units caught in the area lose leadership and are slowed.
Chill of the Grave – 5pp
Enemy units are slowed.
Festering Sickness – 10pp
Targeted trees are twisted and corrupted. Provides vision range and spawns a large number of wild spiders that attack anything in sight.
Spell of Concealment – 10pp
Vanilla Elven Mist, also affects structures
Ensnare – 10pp
Temporarily take control of enemy units within the radius. When Ensnare runs out, ensnared enemies take damage.
Summon Black Wargs – 10pp
Summons three hordes of Black Wargs lead by their Great Alpha.
Darkness – 15pp
Vanilla.
Undead Monstrosity – 15pp
Summons an armored, undead Troll.
Wither – 15pp
Disables and damages structures in a radius.
Gift of the Necromancer – 25pp
Summons a controllable, swirling green mist. All units, friend and foe, take damage and are turned into Wraiths upon death.
Summon Gwanthaur* – 25pp
Summons the Gwanthaur.
*A corrupted, ancient spirit of the forest. Broken, bony antlers on a horrifying head, long-reaching limbs and a bent back upon which grow many mushrooms and strange trees. The Gwanthaur preys on lost travelers, claiming their souls for sustenance.
Posted by Mathijs
on 14 April 2018 - 09:19 PM
It's not a bad hero concept, but as saruman_the_wise said above, removing Saruman from the core roster is an impossibility. He is too iconic and important.
I recently updated Isengard's faction plan to include a version of Saruman as the Isengard Ring hero. It's likely we'll do this at some point. The player would be able to deliver the Ring to Saruman rather than the Fortress, which would trigger the original Saruman to change into Saruman of Many Colours.
Posted by Mathijs
on 02 February 2018 - 12:41 AM
Because we're coming up with a variety of new characters, creatures, and locations, I thought it would be nice to create a little alphabetical compendium of all of the Age of the Ring-canon that we've come up with so far.
It's a work in progress and will be updated over time.
Dunland. Formally known as the hilly land just west of the Misty Mountains, north of the Angren river, the land stretched further south at the end of the Third Age, when the descendants of Freca an exiled Rohirrim King, still contested the fertile land that lay further south.
Ever since Freca’s time, there have existed two distincts cultures within Dunland: the descendants of the House of Haladin, second house of the Edain, having dwelt there for years beyond counting, and the descendants of Freca and his people, a much younger culture, through whose veins runs the mixed blood of the Dunlendings and the Rohirrim. The latter dwelt mostly in the lands between the two rivers and the White Mountains, which they named Frecalund,or the Triangle. It’s capital was Wulfborg, named after Wulfgar, a prominent Dunlending King during the War of the Ring.
Wulfborg, T.A. 3018.
The last shafts of sunlight fell through the vents at the top of the long hall. Dust danced like a horde of fireflies. Long banners hung unfurled from the rafters. They depicted scenes of victory and defeat, glory and lamentation – the history of Dunland, of Rohan, and of the House of Freca.
At the end of the hall, upon a raised, wood-carved throne inlaid with green gems, sat Wulfgar, King of Freca’s folk and the Dunlendings. Beside him, on a lowered seat, sat his son: Brant, a boy of sixteen.
A sudden creaking and cracking was heard, then the doors of the hall swung open. A guard, bearing the Black Crow on a long, oval shield, hurried through, speaking as he walked.
‘There is an emissary of Orthanc here to see you, lord.’
Wulfgar’s expression grew dark.
‘Send him in.’
The failing light of dusk bathed the hall in silver-grey. A hooded figure, surrounded by several of Wulfgar’s household guard, was escorted in. He was of small stature, with a bent back. He walked slow and steady, but bore no staff.
When he reached the throne, he cast back his hood, revealing a mangled, pointed face. Silence fell over the hall. Several maidens made themselves scarce upon the sight of the visitor's visage.
‘Hail Wulfgar Brynjarsson, of the house of Freca,’ he spoke. His voice was cracked and whispery. Then he noticed the boy. ‘And hail to you, Brant Wulfgarsson.’
‘Greetings, half-orc,’ Wulfgar replied. ‘What business have you in Wulfborg? Speak quickly. Any of my men’s spears could slip from their hands and into your belly. I would not fault them.’
The emissary ignored the threat. ‘I come on behalf of Saruman of Many Colours, Lord of Orthanc, First of the Five Wizards. In his wisdom, he has decided to intervene in the unjust treatment of the Men of Dunland by the strawheads to the east. Many Dunlendings have already joined his cause. Will you give him your allegiance?’
Wulfgar remained silent for a while. Brant looked at the emissary, then at his father, who rolled his eyes, made a vague gesture, and slouched down on his throne.
Brant spoke, to the visible befuddlement of the emissary. ‘We have heard tell of Saruman’s generosity. But we have no wish to go to war. We have achieved a tenuous peace here, south of the Adorn, and reap a plentiful harvest. The Horse-king has not troubled us for several years. Wulfborg prospers.'
Wulfgar clapped in approval. ‘I have taught you well, my son. Now make yourself scarce, mongrel, before I test my newest blade.’
The emissary did not look impressed. ‘Théoden King has grown lethargic, it is true. And so you have been allowed to thrive. But for how much longer?’
Wulfborg, T.A. 3019.
The heart of winter. The cold stalked the streets of Wulfborg. The King was in bed, covered in layers of furs. His wife lay beside him, snoring softly. But he could not sleep. His gaze was trained upon a particular rafter, floating in a sliver of moonlight, high above. Its rough wood reminded him of something of his childhood. He grasped at the wisp of memory, but it would not settle. He thought about his father, long-dead, and tried to recall the sound of his voice.
Suddenly, horns were sounded. The King leapt from his bed, strapped his sword to his belt, and hurried outside, where he was met by his guards. Horns answered horns – a great racket echoed over the snow-covered fields beyond the walls. Followed by his guard, Wulfgar climbed them in great haste, and was dismayed at what he witnessed. There was a sea of torches, held in hand by great orcs and men dressed in the garb of the wildmen that lived north of the river.
A familiar voice called forth, traveling through the crowd with little effort, until it reached the King's ears.
‘Hail Wulfgar Brynyarsson, of the house of Freca,’ it spoke. ‘The war will soon commence. Does your decision yet stand?’
Wulfgar did not answer. Instead, he turned to his guard, who had hurried up the walls behind in great haste. Einar then spoke: ‘They appeared suddenly my lord, setting their torches alight in concert. We received no word of warning.’
On the black horizon, a faint glow could be seen. ‘No wonder,' said Wulfgar. 'Ravndal burns.' He laid his hand on the pommel of his sword and closed his eyes.
'You do not have long,' said the emissary. 'Saruman desires an answer presently.'
Wulfgar shook his head. ‘I accept,’ he yelled. ‘Saruman will have my sword! Now leave this place!’
The voice of the emissary responded. ‘Saruman is kind. He understands the risks of marching in winter. But he requests that you bring your men to Isengard once the snows melt. Think of Ravndal.'
Wulfborg, T.A. 3019, February 23th.
Women cried as the host departed through the gates of Wulfborg. Wulfgar rode at the head, with Brant at his side. Behind them rode the men of the King’s household guard: fifty of his finest warriors. Behind them came a long line of riders bearing spears and long rider shields, no less than one-thousand warriors. Lastly there came a company of archers: three-hundred, carrying great bows and long quivers full of black-feathered shafts. No more men could be found. Wulfgar’s people were not numerous. Frecalund had been emptied.
As they trudged through fields made muddy by the recently vanished snow, Brant spoke to his father.
‘When do we tell them?’ he asked.
‘When we must,’ answered Wulfgar. ‘And no sooner. The White Wizard is skilled in the art of subterfuge. No doubt there are spies in our ranks.’
‘What if they will not listen?’ continued Brant. ‘What if the Prince rejects us?’
‘These are dark times,’ answered Wulfgar. ‘Saruman seeks to blind us with the plight of our people. To use our weakness to further his own goals.'
'What are his goals?' asked Brant.
'Who can say,' answered Wulfgar. 'Dark, to be sure. Those that have fallen under his sway will never find the world they hope for. Orcs do not congregate around the righteous.’
The difficult terrain lenghtened what would have been a two day’s march to three. It was the 26th of February when they reached the Gap of Rohan. When they approached the crossings at the Fords of Isen, they came upon a terrible sight. Corpses were strewn about the landings. Streaks of red and black blood colored the fine stones. As they continued, the tragedy expanded: numerous more dead could be seen, scattered beneath tattered green banners. A great battle had taken place: Orcs on the one side, the Men of Rohan on the other.
Wulfgar dismounted, told his men to hold, and walked alone into the stream and saw what there was to see. Dead men in shining mail, stained in blood. Orcs marked with the White Hand of Saruman. As Wulfgar continued towards the Ford, he saw others: wildmen bearing Saruman's symbol.
Wulfgar's mind raced. His plan had been to cross into Rohan and set up some manner of alliance with the Rohirrim. To set aside their differences and stand against a common foe. He had never trusted Saruman: often the White Wizard had sent him gifts of tribute, demanding nothing in return. He had appeared at Wulfborg once, when his father was still King. Saruman’s voice had been compelling. He had spoken of the injustice inflicted upon the Dunlendings, and of how justice would inevitably be served. His words had been met with praise. But that night, Wulfgar had been unable to sleep. The image of the Wizard and the sound of his voice, sweet and soothing, would not leave his mind.
He stood alone as the water, streaked with red, drenched his feet and ankles and froze his bones. He closed his eyes. There it was, appearing from out of the mists: the voice of his father. But before Wulfgar could interpret the late King Brynyar words, a foreboding sound broke his brief peace. In the distance, a horn was blowing. Its sound was unmistakable: it was a horn of Rohan, carried by its commanders.
What choice was there now? If he remained, the strawheads would not hear his words. They would blame him for the atrocity that occurred there, and would take up arms against his men. He could march to Isengard and lay siege to it, but he would have no hopes of winning: the Ring of Isengard was wide, Saruman likely outnumbered him, and even if he had the advantage, he had no means to sustain his army. He could march his men back home, where they would be left to await either the wrath of Saruman or that of Théoden, who would surely come for him, having seen Wildmen in his enemy’s ranks.
There lay but one path before him, if he desired to have a chance at sparing his lands and people.
Time passed slow. For a moment I drifted away upon the invisible path of the cold wind - but then I heard the cracking of twigs and branches. I sat up and peered through the openings in the foliage towards the center of the clearing. There it stood. A monstrous creature, as tall as three elves, unlike anything I've seen lurking beneath the dark canopy of our tainted forest. Its limbs were like gnarled birch-branches, white and knotted and twined together like bone and sinew. Poisonous mushrooms grew from its shoulders. Its head was like the skull of a deer, but much larger. A pale light flickered inside deep sockets. And atop its head grew strange, malformed antlers. Bloodied and razorsharp, and hung with loëwmorn, a a fell, devouring moss.
I drew an arrow from my quiver and laid it against the string of my bow. It had not seen me, but it wouldn't take long for it to catch my scent. I recognized this creature that stalked me: it was the gwanthaur - the pale horror - the subject of many ghost stories as told by the woodsmen. I never believed them. Men are so easily swayed by hearsay. I had drawn my conclusions: a vicious orc, at most, wearing antlers on his cursed head, in mockery of our King. It appeared I had severely underestimated my quarry.
It stood there for a long time, not moving, not even to breathe. I found it hard to keep my eyes open. I must've lost more blood than I thought. I began to drift in and out of consciousness. Then everything went black. In the darkness of my mind, I saw scores of thin, lumenescent shapes, flickering in and out of vision. Elven spirits, bent and broken, unable to journey to the Halls of Mandos. Their voices were terrible - they clamored in chorus, full of rage and anguish.
When I opened my eyes, the creature was still there, standing as still as before. It was now or never. If I stayed in this tree much longer, I would sink into darkness and likely fall from its branches. I had to take the shot. The arrow was still in my hand. I sat up, nocked it, and held up my bow with shaking arms. When I went to draw, my strength failed me. I dropped my arrow and listened to it clatter down the tree and onto the clearing...