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{{expansion}}{{sources}}
{{disambig-more|Angmar|[[Angmar (disambiguation)]]}}
{{kingdom
| image = [[File:Mark Fisher - Angmar.gif|250px]]
| name = Angmar
| meaning = ''Iron Home'', [[Sindarin]]
| type = Dictatorship
| headofstate = [[Witch-king|Witch-king of Angmar]]
| executive =
| legislative =
| judicial =
| capital = [[Carn Dum]]
| language = mostly [[Black Speech]]
| location = northeast of [[Arnor]], South of [[Forodwaith (lands)|Forodwaith]]
| populace= [[Orcs]], [[Easterlings]] (First Age), [[Trolls]]
| currency =
| religious =
| holiday =
| anthem =
| formed ={{TA|1300}}
| established =
| reorganized =
| fragmented =
| dissolved ={{TA|1975}}
| restored =
}}
{{Pronounce|Angmar.mp3|Ardamir}}
{{Pronounce|Angmar.mp3|Ardamir}}
'''Angmar''' was a region and kingdom founded in [[Third Age]] 1300 in the far north of the [[Misty Mountains]] by the evil Lord of the [[Ringwraiths]], who became known as the "[[Witch-king of Angmar]]". Since the Witch-king was a vassal of the Dark Lord [[Sauron]], it is presumed that Angmar's wars against the successor kingdoms of [[Arnor]] were done at Sauron's bidding.
'''Angmar''' ('Iron Home', [[Sindarin]]) was a region and kingdom founded in [[Third Age]] 1300 in the far north of the [[Misty Mountains]] by the evil Lord of the [[Nazgûl|Ringwraiths]], who became known as the "[[Witch-king]] of [[Angmar]]". Since the Witch-king was a vassal of the Dark Lord [[Sauron]], it is presumed that Angmar's wars against the successor kingdoms of [[Arnor]] were done at Sauron's bidding.
 
The capital of Angmar was [[Carn Dûm]]. Here it was said that an evil race of men, possibly related to the Easterlings of the First Age, lived.


The capital of Angmar was [[Carn Dûm]].
==History==


Soon after Angmar was founded it waged war against the divided [[Dúnedain]] realms of [[Arthedain]], [[Cardolan]] and [[Rhudaur]]. The Witch-king conquered [[Rhudaur]], the weakest of Arnor's successor kingdoms, and replaced its [[Dúnedain]] king with one of the native [[Hill-men]], a wild tribe of men possibly descended from the "accursed" kin of [[Ulfang]].
Soon after Angmar was founded it waged war against the divided [[Dúnedain]] realms of [[Arthedain]], [[Cardolan]] and [[Rhudaur]]. The Witch-king conquered [[Rhudaur]], the weakest of Arnor's successor kingdoms, and replaced its [[Dúnedain]] king with one of the native [[Hill-men]], a wild tribe of men possibly descended from the "accursed" kin of [[Ulfang]].


Now under the Witch-King's control, Rhudaur in 1356 invaded Arthedain and in the attack, Arthedain King [[Argeleb I]] was slain. However, with the aid of the armies of Cardolan, Arthedain managed to maintain a line of defense along the [[Weather Hills]].
Now under the Witch-King's control, Rhudaur in 1356 invaded Arthedain and in the attack, Arthedain's King,[[Argeleb I]], was slain. However, with the aid of the armies of Cardolan, Arthedain managed to maintain a line of defense along the [[Weather Hills]].


In 1409 Angmar attacked Cardolan, destroying the kingdom. At this time, the Rhudaur disappeared, leaving Arthedain as the last remaining Dúnedain kingdom in Arnor. Arthedain, bereft of allies, struggled on for another 500 years.
In 1409 Angmar attacked [[Rivendell]] and Cardolan, besiegeing the former and destroying all of the latter's settlements except its capital in the [[Barrow-downs]]. Since Rhudaur had fallen under Angmar's control, this left Arthedain without any allies that could aid them to a great extent, which struggled on for another 500 years. The last people of Cardolan died in the [[Great Plague]], allowing Angmar to send [[Barrow-wights]] to infest the Barrow-downs.  


In 1974 Angmar amassed its forces and launched a final assault on Arthedain. Angmar took the Arthedain capital [[Fornost]], thereby destroying the last kingdom of the Dúnedain.
In 1974 Angmar amassed its forces and launched a final assault on Arthedain. Angmar took Arthedain's capital [[Fornost]], thereby destroying the last kingdom of the Dúnedain.


A year later, Prince [[Eärnur]] of [[Gondor]] arrived to aid Arthedain, but he was too late. His army utterly defeated the forces of Angmar in the [[Battle of Fornost]], but the Witch-king was not slain. He escaped and fled to [[Mordor]], but his kingdom of Angmar was no more.
A year later, Prince [[Eärnur]] of [[Gondor]] arrived to aid Arthedain, but he was too late. His army utterly defeated the forces of Angmar in the [[Battle of Fornost]], but the Witch-king was not slain. He escaped and fled to [[Mordor]], but his kingdom of Angmar was no more.
The territory of Angmar which extended east of the Misty Mountains was subsequently overrun by the [[Éothéod]], ancestors of the [[Rohirrim]].


== Etymology ==
== Etymology ==
Angmar means "Iron Home" in [[Sindarin]] (from ''[[ang]]'' = "iron" and ''[[mar]]'' = "home, dwelling")
Angmar means "Iron Home" in [[Sindarin]] (from ''[[ang]]'' = "iron" and ''[[-mbar|mar]]'' = "home, dwelling")
 
== Portrayal in Adaptations ==
<center><gallery>
Image:Angmar map LOTRO.jpg|<center>Map of Angmar from ''[[The Lord of the Rings Online]]''.</center>
</gallery></center>
 
'''2006: ''[[The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king]]'':'''
:Angmar is a playable faction in the game, featuring mostly noncanon heroes and units. Moreover, in the campaign section of the game Angmar is besieged in [[Carn Dum]] by [[Glorfindel]] and his [[Elves]], however he wins the siege and destroys [[Arnor]] and [[Fornost]].
 
'''2007: ''[[The Lord of the Rings Online]]'':'''
:Angmar was not completely destroyed after the [[Battle of Fornost]]. Rather, the Witch-King changed [[Eärnur]] into a wraith to watch over his kingdom until it could rise once more. By the time of the War of the Ring the kingdom of Angmar was once again at its former glory. Angmar is portrayed as a decaying region filled with festering swamps, barren hills and the unpleasant cities of those who server Mordirith. There is also a threat more ancient than even the Witch-King himself: a Balrog, called Thaurlach, sealed in the Rift of Nurz Ghashu, in the far northeast part of Angmar. There are two major Hillman clans in Angmar: the Trev Gallorg and Trev Duvardain who are at a constant war. The player aids the Trev Gallorg from their secluded village of Aughaire although the player also aids Dwarves abandoned by their kin at Gabilshathur and at a hidden camp of Rangers and Trev Gallorg at the very doors of Carn Dum itself. Angmar is not a pleasant place.


[[Category:Eriador]]
[[Category:Eriador]]
[[Category:Realms]]
[[Category:Evil realms]]
[[Category:Regions]]
[[Category:Regions]]
[[Category:Sindarin locations]]
[[de:Angmar]]
[[fi:Angmar]]
[[fr:encyclo/geographie/royaumes/angmar]]

Revision as of 14:24, 31 January 2014

"...It is a long tale..." — Aragorn
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This article or section needs more/new/more-detailed sources to conform to a higher standard and to provide proof for claims made.
The name Angmar refers to more than one character, item or concept. For a list of other meanings, see Angmar (disambiguation).
Angmar
Mark Fisher - Angmar.gif
General information
Locationnortheast of Arnor, South of Forodwaith
CapitalCarn Dum
People
Languagemostly Black Speech
GalleryImages of Angmar

Angmar ('Iron Home', Sindarin) was a region and kingdom founded in Third Age 1300 in the far north of the Misty Mountains by the evil Lord of the Ringwraiths, who became known as the "Witch-king of Angmar". Since the Witch-king was a vassal of the Dark Lord Sauron, it is presumed that Angmar's wars against the successor kingdoms of Arnor were done at Sauron's bidding.

The capital of Angmar was Carn Dûm. Here it was said that an evil race of men, possibly related to the Easterlings of the First Age, lived.

History

Soon after Angmar was founded it waged war against the divided Dúnedain realms of Arthedain, Cardolan and Rhudaur. The Witch-king conquered Rhudaur, the weakest of Arnor's successor kingdoms, and replaced its Dúnedain king with one of the native Hill-men, a wild tribe of men possibly descended from the "accursed" kin of Ulfang.

Now under the Witch-King's control, Rhudaur in 1356 invaded Arthedain and in the attack, Arthedain's King,Argeleb I, was slain. However, with the aid of the armies of Cardolan, Arthedain managed to maintain a line of defense along the Weather Hills.

In 1409 Angmar attacked Rivendell and Cardolan, besiegeing the former and destroying all of the latter's settlements except its capital in the Barrow-downs. Since Rhudaur had fallen under Angmar's control, this left Arthedain without any allies that could aid them to a great extent, which struggled on for another 500 years. The last people of Cardolan died in the Great Plague, allowing Angmar to send Barrow-wights to infest the Barrow-downs.

In 1974 Angmar amassed its forces and launched a final assault on Arthedain. Angmar took Arthedain's capital Fornost, thereby destroying the last kingdom of the Dúnedain.

A year later, Prince Eärnur of Gondor arrived to aid Arthedain, but he was too late. His army utterly defeated the forces of Angmar in the Battle of Fornost, but the Witch-king was not slain. He escaped and fled to Mordor, but his kingdom of Angmar was no more.

The territory of Angmar which extended east of the Misty Mountains was subsequently overrun by the Éothéod, ancestors of the Rohirrim.

Etymology

Angmar means "Iron Home" in Sindarin (from ang = "iron" and mar = "home, dwelling")

Portrayal in Adaptations

2006: The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king:

Angmar is a playable faction in the game, featuring mostly noncanon heroes and units. Moreover, in the campaign section of the game Angmar is besieged in Carn Dum by Glorfindel and his Elves, however he wins the siege and destroys Arnor and Fornost.

2007: The Lord of the Rings Online:

Angmar was not completely destroyed after the Battle of Fornost. Rather, the Witch-King changed Eärnur into a wraith to watch over his kingdom until it could rise once more. By the time of the War of the Ring the kingdom of Angmar was once again at its former glory. Angmar is portrayed as a decaying region filled with festering swamps, barren hills and the unpleasant cities of those who server Mordirith. There is also a threat more ancient than even the Witch-King himself: a Balrog, called Thaurlach, sealed in the Rift of Nurz Ghashu, in the far northeast part of Angmar. There are two major Hillman clans in Angmar: the Trev Gallorg and Trev Duvardain who are at a constant war. The player aids the Trev Gallorg from their secluded village of Aughaire although the player also aids Dwarves abandoned by their kin at Gabilshathur and at a hidden camp of Rangers and Trev Gallorg at the very doors of Carn Dum itself. Angmar is not a pleasant place.