Region of Eriador

If innocence still prevails anywhere in Middle-earth, it must be the Shire. Home to the hobbits, the Shire is a haven of babbling brooks, lush fields, and rolling hills, dotted with towns like Hobbiton, whose homes are burrowed into the ground. It is a land of simple joys: good ale, good food, and gardens well tended. It will be a dark day if the Enemy ever threatens the Shire, so Rangers and hobbits alike toil ceaselessly to keep the foul things of the world from its borders.

This free area contains over 140 quests mostly intended characters level 1 - 30.

Above the lane known as Bagshot Row in Hobbiton, adventurers will find the former dwelling of Bilbo and Frodo Baggins, known as Bag End. An unassuming Hobbit hole, if slightly better appointed than most, Bag End is a series of rooms and corridors build into Hobbiton Hill and entered through a simple, circular wooden door. However, it is not so much the dwelling itself that is of such great interest, but the tales of its inhabitants and what occurred within that are the makings of many a Hobbit legend. This is the gathering place of Thorin and Company, the dwarves that adventured to Lonely Mountain to slay the dragon Smaug and reclaim their ancestral home beneath Erebor. It is said that Bilbo Baggins himself went along on that journey and brought back untold riches from the dragon's hoard, but few believe that the treasure actually exists (and even fewer believe that old Bilbo had a hand in the slaying of anything, much less a dragon).

The Wizard Gandalf was often seen entering Bag End to visit Bilbo, and later his cousin and heir Frodo, but on what business, none could say. With Frodo now moved to Buckland, to live amongst his Brandybuck relations, Lobelia and Lotho Sackville-Baggins - as unpleasant a couple of Hobbits as you are likely to meet - now live within. The once well-tended gardens and warm lights of Bag End are not as merry as they once were; yet the dwelling remains a favoured topic amongst the Hobbits of the Shire and probably will for generations to come.

Of the Shire landmarks likely to be visited first by players of The Lord of the Rings Online™ (LOTRO), the home of Bilbo and Frodo is likely one of the foremost. Much was written about the dwelling and the surrounding garden, hills and countryside in Professor Tolkien's works (including both The Lord of the Rings and The Hobbit), so great care was taken to thoroughly research the source material and existing maps when conceptualizing Bilbo's home, and then modelling it for the game. No doubt players will want to pay a visit to this particular Hobbit hole, but as the days since Frodo's departure grow darker, adventurers can expect a far different welcome from the less trustworthy, and certainly less friendly, residents that now call Bag End home.

Bamfurlong is the home of old Farmer Maggot, one of the most respected - though unusual - inhabitants of the Eastfarthing in the Shire. Maggot's sprawling and fertile farm is located in the Marish, an area known for its bogs and marshes, to which Maggot owes much of his success in farming (particularly of that delicacy adored by all hobbits: Mushrooms!).

Beware, however, for it is a risk to trespass on Farmer Maggot's land. He keeps three vicious dogs - Fang, Grip, and Wolf - to safeguard his property against young hobbit-lads out to steal his mushrooms (and against terrible black-cloaked Men seeking unwary prey). Farmer Maggot is deemed wise, especially by the Brandybucks and Tooks, but is seen as a terror by those who would despoil his land.

Players in The Lord of the Rings Online: Shadows of Angmar will have many opportunities to visit Bamfurlong and seek the advice of old Farmer Maggot, who is rumored to have ties to another strange, old fellow who dwells deep in the heart of the Old Forest. Maggot's farm is one of many famous landmarks of Middle-earth seen in LOTRO, which Frodo Baggins and his companions visited on their fateful journey to Buckland.

In the Eastfarthing of the Shire, adventurers will discover the River Baranduin, commonly referred to as the "Brandywine" by Hobbit-folk, flowing out from the Hills of Evendim far to the north. One of the often-used crossings of this large and slow-moving river is The Bucklebury Ferry, located in the eastern lands of the Shire, connecting The Marish on the western banks to Buckland on the eastern side. The Bucklebury Ferry is a simple arrangement of wooden landings (one on either side) and a small boat running between the two. In these dark days, however, the boat has gone missing, perhaps pulled from the water to protect against intruders, or simply abandoned to drift down the Brandywine to places unknown. Travelers in this land may need to find a more suitable place to ford the broad waters or consider heading to the Brandywine Bridge (also known as the Bridge of Stonebows), not far upriver to the north.

Designing the Bucklebury Ferry and other familiar landmarks along Frodo's journey is one of the most exciting, and daunting, challenges for the Turbine design team. Following the path of the hobbits out of the Shire, and indeed the entire route of the Fellowship of the Ring, will no doubt be a fan-favorite in LOTRO, so special care has been taken to ensure accuracy at every step along the way. From the whitewashed stones lining the road leading to the Ferry, to the twinkling lights of Brandy Hall on the far banks, this crossing, from the initial conceptual drawings, through to its final modeling in 3D for the game, has been designed to be as true as possible to the location as described in the source material. Players may want to follow the lead of Frodo and his companions and remember that this location provides an excellent opportunity to leave pursuing Black Riders behind.

While on the surface, Michel Delving seems little different than any other village in the Westfarthing, it is in truth the urban center of the Shire. Farming and agriculture give way to skilled trades, politics, and the latest gossip from the furthest corners of the Four Farthings. Whether a hobbit is looking for a new ploughshare or the rumor of the day, Michel Delving is the center of activity.

Michel Delving is home to Town Hole, the mayoral seat of Will "Flourdumpling" Whitfoot, the topic of most of the political talk, local gossip, and jeers and jibes of the village. The chief Shirriff-house and offices of the Bounders are also located here, as well as the central offices of the Shire's postal service. One of the most popular attractions in Michel Delving is the Mathom-house, where relics of Shire-history, including the legendary club of Bandobras "Bullroarer" Took, hero of the Battle of Greenfields, reside.

While Michel Delving is only briefly seen in The Lord of the Rings, specifically the old storage tunnels converted to the Lockholes by Sharkey's Men, it is a familiar location from the book. Town Hole plays a prominent role in the tale of how Will Whitfoot gained his nickname, and the Mathom-house is mentioned as the place where Bilbo Baggins' old Elf-knife Sting and his mithril shirt had long been on display. In The Lord of the Rings Online: Shadows of Angmar, players will be able to interact with characters from the book, like Mayor Whitfoot, and visit many prominent landmarks, such as the Mathom-house.

Weary adventurers in the Shire looking for a bit of rest and a tale or two amongst friends would do well to make their way to The Green Dragon Inn in Bywater. This local favorite is well-known for its friendly atmosphere, not to mention the tales of events both far and near, some of which are as large as the great room of The Dragon itself, if the truth of it be told. Located near the tranquil Bywater Pool in the village that proudly shares the Bywater name, The Green Dragon Inn welcomes all, so long as they come with a story to tell.

The Green Dragon Inn stands near the center of the Shire, just to the south and east of Hobbiton, and near to the Great East Road. Despite the growing shadows in Angmar to the north and Mordor in the east, The Green Dragon Inn remains one of the Shire's most pleasant places to rest and learn of the goings-on in and around the Shire. Constructed with a broad great room to accommodate a large number of travellers, adventurers and storytellers, The Green Dragon is as the place to go for the latest news (and gossip, of course), as well as a destination to meet with potential allies and strike out on quests into the wild areas beyond the relative safety of the Shire, as Bilbo Baggins did with the company of Dwarves from this very inn so long ago.

The Great Smials, or the Great Place of the Tooks, were excavated in Tuckborough by Isengrim II, the tenth Thain of the Shire and grandfather of the famous Bandobras "Bullroarer" Took. A great family hole akin to the Brandybucks' Brandy Hall, the Great Smials are deep and many-tunnelled. They were not only designed to provide a home for many generations of Tooks, but also to defend against incursion in dark times.

Though the Shire has existed in peace and harmony for many long years, trouble stirs upon its borders, ever so slowly encroaching on the rustic lives of the hobbits who dwell there. Black Riders seeking a hobbit named Baggins have swept through the land, and ruffians in the employ of the mysterious brigand leader "Sharkey" begin to appear. Even some hobbits rally to Sharkey's cause in the name of bettering the Shire. The Great Smials may soon be forced to become a fortress; a bastion of war as the Shadow draws across Middle-earth.

While the Shire is only beginning to be touched by the turmoil beyond its borders, the Tooks of the Great Smials are among the staunchest and most adventurous of hobbits and stand against the threat of Sharkey's Men.

The Great Smials are only one of many prominent landmarks from J.R.R. Tolkien's The Lord of the Rings that will play an important part in The Lord of the Rings Online™.

No Place for Spoiled Pies
Recover Holly Hornblower's spoiled pies
Shire Brew-master
Preparations for the Four Farthings Brewing-moot are complete!
The Farms of the Shire
Farming represents the heart of the Shire, and farmsteads can be found throughout -- the largest of which surround the town of Michel Delving.
The Sights of the Shire
The pastoral peace of the Shire presents travellers with an excellent opportunity to explore its historical and cultural places.
Brigand-slayer
Defeat brigands in the Shire.
Brigand-slayer (Advanced)
Defeat many brigands in the Shire.
Goblin-slayer
Defeat goblins in the Shire.
Goblin-slayer (Advanced)
Defeat many goblins in the Shire.
Harvest-fly Slayer
Defeat Harvest-flies in the Shire.
Harvest-fly Slayer (Advanced)
Defeat many harvest-flies in the Shire.
Slug-slayer
Defeat slugs in the Shire.
Slug-slayer (Advanced)
Defeat many slugs in the Shire.
Spider-slayer
Defeat spiders in the Shire.
Spider-slayer (Advanced)
Defeat many spiders in the Shire.
The Life of a Bounder
Satisfy the needs of the Shire-folk
Wolf-slayer
Defeat wolves within the Shire.
Wolf-slayer (Advanced)
Slay many wolves within the Shire.
The Life of a Bounder (advanced)
Continue meeting the needs of the Shire-folk
The Life of a Bounder (final)
Meet the needs of a very large number of Shire-folk.
Restoring the Quick Post
Restore the good name of the Quick Post service.
Region of Eriador

Early in the Third Age, the mountains north of Eriador were home to orcs and superstitious hill-folk. At the Dark Lord's behest, the Captain of the Nazgûl subjugated those lands and became known as the Witch-king of Angmar. Ruling from his fortress-city of Carn Dûm, he laid waste to the North-realm of Arnor. Though the Witch-king has long since returned to Mordor, Angmar remains a haunted and desolate land, ready to rise again and do the bidding of Sauron in the coming war.

The Angmar quest pack provides players with over 200 quests designed to support player levels 40 - 52, including three full fellowship instances (Carn Dûm, Urugarth and Barad Gularan) and the 12-person raid: The Rift!

In years past, when Arthedain and Cardolan strove to drive back the forces of Angmar, the Men of Rhudaur, under the leadership of an evil chieftain of the Hillmen, fell under the sway of the Witch-king of Angmar. As the years passed, the Hillmen were displaced northward by the better-trained and "civilized" Men of Angmar in preparation for a final war against the North-kingdom of Arthedain. After the defeat of the Witch-king's forces and the near-annihilation of the Angmarim, the Hillmen in the north gradually departed from the dark path laid down for them by the Witch-king and returned to their tribal ways.

Now, the Hillmen have become nomads, wandering the frozen wastes and hills of Angmar, content to hunt the great herds of aurochs, unconcerned with the doings of the strange folk who dwell in stone cities. Yet the clans still recognize the need to maintain relations with each other, in order to avert bloodshed as one clan infringes on the territory of another. In order to facilitate peaceful relations between their clans, the nomads established a neutral colony, a great tent city they named Aughaire, the Meeting-place. Here, the clans trade in furs, meats and produce, medicines, and slaves. A clan judge also resides here, an elder who mediates peaceful resolutions to disputes between rival clans.

In The Lord of the Rings Online™ (LOTRO), Aughaire figures prominently in the story of The Shadows of Angmar as the forces rising within the Witch-king's ancient stronghold of Carn Dûm once again try to dominate the spirits of the nomads, while the Dúnedain of the North seek to stem the evil tide from the North. A culture unique to LOTRO, melding the Gaelic clan life and the dark, superstitious influences of the Witch-realm of Angmar, Aughaire and the Free People of Angmar are excellent examples of the rich locations and cultures LOTRO can add to the grand tapestry of The Lord of the Rings, while maintaining the integrity of the original lore.

When Eärnur and Glorfindel destroyed the hosts of Angmar and Rhudaur and drove the Witch-king from the North, the remnants of the Hill-men of Rhudaur escaped into the hills of the Witch-realm, hiding from the onslaught of the armies of Gondor and the Elves. Each clan pledged to the others an oath of honour never again to serve the Shadow in the East, and to live in peace with one another. As a token of this oath, they built the Cairn of Honour in the hills of Angmar.

The Enemy, however, would not be so easily denied, and one by one the clans fell again into evil, abandoning their pledges. The Cairn remains a symbol of respect and honour to those few Hill-men who have resisted, though the evil clans claim the land surrounding it. It may be that with the help of the Rangers of the North, the few free Hill-men may again reclaim it, but that day will be long in coming.

The Cairn of Honour is one of many landmarks created by the designers of The Lord of the Rings Online™ (LOTRO) to develop areas of Middle-earth that are little touched by the works of J.R.R. Tolkien. The Cairn is seen in quests that take part in the revived Witch-realm of Angmar.

In the western reaches of Angmar lies the village of Donnvail, the home of Hill-men friendly to the Rangers of the North. These people, unlike their brethren in Aughaire, live under the direct oppression of the Angmarim and their masters in Carn Dûm, swearing fealty to the Witch-king of Angmar. They spend their dismal lives farming and hunting to feed the evil hosts of Mordirith, the False King.

Though some of the simple folk of Donnvail see through the veil of lies with which the Angmarim have blanketed their town, there is little they can do to throw off the shackles of their oppression. Others readily betray anyone who dares to speak against Angmar, seeking only to curry the favour of their masters.

In The Lord of the Rings Online™ (LOTRO), the Hill-men of Angmar were descended from the Hill-men of Rhudaur, who served the Witch-king and were overthrown - and virtually wiped out - by Eärnur, prince of Gondor. Though many forsook their thralldom after Angmar was defeated, the new Power in Carn Dûm quickly brought them under its sway once again.

In the midst of Malenhad, the vast, sulphurous bog at the center of Angmar, a great line of statues bars the way into the eastern reaches of that vile land, and thus the passage to Carn Dûm. For many hundreds of years, the Hill-men of Angmar believed them to be mere icons for they seemed to have no power - they were wrong.

When evil returned to Carn Dûm in the form of Mordirith, the False King, a Ranger from the North Downs by the name of Golodir came to lead the Hill-men against their new oppressors. When the army of Rangers and Hill-men crossed the line of Rammas Deluon, the watching stones - for that is what they were - sprang their ancient trap. The spirits that abide within those statues are not mere watchers, but have the power to drain the very hope and life from those caught within their spell. What the fate of Golodir and his army was, none can tell, but ever since none have been able to approach the stones of Rammas Deluon without putting their lives, or at the very least their will, at risk of destruction.

Rammas Deluon is one of many points of interest created by the developers of The Lord of the Rings Online™ (LOTRO), building off of concepts and lore founded in the Books of J.R.R. Tolkien. It will be up to the players of LOTRO to learn the secrets of Rammas Deluon and pass beyond to the darkest regions of Angmar.

The Seven Swords
Seven swords have been stolen from Krúslë Lannan and must be returned to their proper resting place.
Bastions of Hope
Even in the blasted wastes of Angmar, there remain a few small bastions of resistance and valour to strive against the darkness. These outposts and camps lie hidden and well-defended in the hills of this dark land, lending aid to those who would take up arms against the powers in Carn Dûm.
The Road to War
There is a great road that leads through the wastes of Angmar to the very gates of Carn Dûm. It is along this road that the dark armies march forth to bring the Free Peoples of Eriador under the yoke of the Enemy.
Orc-slayer
Defeat Orcs in Angmar.
Orc-slayer (Advanced)
Defeat many Orcs in Angmar.
Angmarim-slayer
Defeat Angmarim in Angmar.
Angmarim-slayer (Advanced)
Defeat many Angmarim in Angmar.
Troll-slayer
Defeat trolls in Angmar.
Troll-slayer (Advanced)
Defeat many trolls in Angmar.
Marching into Shadow
Undertake quests within Angmar.
Warg-slayer
Defeat Wargs in Angmar.
Warg-slayer (Advanced)
Defeat many Wargs in Angmar.
Worm-slayer
Defeat Worms in the swamps and caves of Angmar.
Worm-slayer (Advanced)
Defeat many Worms in the swamps and caves of Angmar.
Marching into Shadow (Advanced)
Complete additional quests within Angmar.
Marching into Shadow (Final)
Complete most quests within Angmar.
Uruk-slayer
Defeat Uruks in Angmar.
Uruk-slayer (Advanced)
Defeat many Uruks in Angmar.
Wight-slayer
Defeat wights in Angmar.
Wight-slayer (Advanced)
Defeat many wights in Angmar.
The Circle of Despair
The ancient fortress of the Witch King of Angmar is rumoured to be surrounded by eight dread towers within which his lieutenants resided during the long war with Arnor, weaving their dread magic there against the forces of the West.
Region of Eriador

Formerly part of the North-realm of Arnor, the region known as Bree-land lay empty after that kingdom's decline. In time, men from the south founded the town of Bree there, with its fabled inn, the Prancing Pony, which became a vital waypoint along the East Road. Beyond its peaceful fields, however, Bree-land is home to many dangerous places, from the dark and ancient Old Forest to the fog-bound tombs of the Barrow-downs and the noxious mire of the Midgewater Marsh.

This free area contains over 140 quests and a number of instances - including the Barrow Downs. This region is mostly designed for levels 1-20.

Upon arrival in Bree, weary travelers will want to make for the Prancing Pony, one of the town's oldest and most popular inns. The distinctive sign of a rearing, fat white pony marks the large building with its inviting arched entrance and pleasant courtyard, although it is likely that the sign will not be entirely necessary -as most seasoned travelers can direct those new to town to "The Pony," as is it commonly known. The Prancing Pony is owned and operated by Barliman Butterbur, the latest in the generations of Butterburs who have looked after the old inn with great care. Mr. Butterbur is assisted by two hobbits, Nob and Bob, who help with all matters from greeting guests, to preparing rooms and food, to looking after patrons' horses in the inn's stables. Although traffic along the major roads that intersect at Bree has diminished greatly over the years, The Prancing Pony remains the center of news and tales from far-distant lands, as it has for as long as anyone can remember.

The Prancing Pony provides many essentials for adventurers in The Lord of the Rings Online™ (LOTRO), from food, to lodging, to news, as well as trading and general socializing. Those familiar with The Lord of the Rings will remember the common room in The Pony as the scene of the well-known first meeting of Frodo (then known as Mr. Underhill) and Aragorn (then known as Strider). The Prancing Pony is also frequented by the powerful yet secretive Gandalf the Grey, as it is well known throughout Bree that the mysterious wizard is on friendly terms with Mr. Butterbur, the inn's proprietor. However, travelers through Bree must even be wary when within the walls of the Prancing Pony, since not all the residents of the town are friendly to those who stand in opposition of the growing darkness in the east. Agents of shadow have been seen throughout the darkening streets of late, so even when resting comfortably at The Pony, adventurers in the land should be wary of speaking openly to strangers, and certainly should be aware not to take more ale than is good for them!

From its source in the mysterious Barrow-downs and all along its course through the Old Forest, the River Withywindle is a place of strange happenings and of dark and ancient legends. When adventuring in unknown areas within the Old Forest, travellers would be wise to avoid these winding, slow-moving waters, though doing so may prove difficult - The Withywindle has a way of drawing the unwary toward its deceptively tranquil surface and into its dark depths. It is also said that strange creatures of the forest - and even the very willow trees themselves along the Withywindle's banks - are agents of its ancient evil.

As readers of The Lord of the Rings are no doubt aware, the Old Forest and the journey to the banks of the Withywindle represent some of the strangest and most exciting locales for brave adventurers to explore in all of Eriador. Taking the lead from Professor Tolkien himself, leaving the relative safety of Buckland and travelling the winding paths to the Withywindle in LOTRO is a journey full of unexpected twists and turns, where nothing is truly quite what it seems. Adventurers should travel with caution, keeping an eye out for strange beasts and even the menacing movements of the trees on all sides. Unexpected pitfalls abound for the unwary all through the wood. However, the ancient voices of the Old Forest are not all in opposition to travellers. A keen observer will find the home of Tom Bombadil and Goldberry along the river's banks --but beware, for the wickedness of the Old Forest lies all around, even in these rare areas of friendliness and apparent safety.

Within the Old Forest, just east of Buckland and not far from the protective hedge of the High Hay, adventurers will find a broad, circular clearing amongst the dense and ancient trees. The Bonfire Glade is a seemingly pleasant place of long grasses, surrounded by dense forest and open to the sky; however, one cannot seem to escape a strange lingering sense of woe and foreboding.

The Bonfire Glade reminds travellers of a time long ago, when the relationship between the Hobbits of Buckland and the dark, mysterious Old Forest was openly hostile. It is said that the High Hay was built to defend Buckland from the shadowy creatures of the Old Forest, and perhaps even the very trees themselves. Legends tell of the trees attacking Buckland, looming over the High Hay, and of the Brandybucks' invasion of the Old Forest in retaliation, cutting down many trees and building a huge bonfire. To this day, no tree grows in this space of the Great Burning, serving as a reminder of those terrible events.

The Bonfire Glade is a location of great beauty, and as Frodo and his companions discovered, a seemingly pleasant place of sunshine within the dark and foreboding forest. It is also a place of great sadness - a reminder of the conflict that can occur when civilization encroaches on the land and the creatures of forgotten ages.

The Barrow-downs is a name of dread, but it was not always so. The barrows were originally raised by the Edain, Men of ancient days, and later kept and revered by the Dúnedain of Cardolan. In the Third Age, a great plague swept across Middle-earth, out of Mordor, and the last vestiges of the Men of Cardolan perished. The Witch-king of Angmar sent evil spirits out of Angmar and Rhudaur to stir the bones of the dead and make the Barrow-downs the place of dread and evil it has become.

As Frodo Baggins and his companions made their way through the Barrow-downs from the house of Tom Bombadil, they stopped to rest beside a great stone marker, the Dead Spire. Here they were overcome by the spells of the barrow-wights and taken to a barrow to be sacrificed - the barrow, it is believed, of the last prince of Cardolan: a final insult by the Witch-king of Angmar to the memory of Cardolan. The barrow was, however, reclaimed; and the barrow-wight who dwelt there was destroyed by Tom Bombadil when he came to the rescue of the hobbits.

When players of The Lord of the Rings Online™ (LOTRO) see the Dead Spire, they will know the barrow of the last prince is not far away. In LOTRO, the Barrow-downs play an important role in the story of the rise of Angmar, drawing on some surprising and little-known lore from J.R.R. Tolkien's The Lord of the Rings.

In the Old Forest, between Buckland and the Barrow-downs, stands a welcome sight: the home of Tom Bombadil and Goldberry, the River-maiden. Weary travellers will find this an unusually pleasant retreat amongst the ancient and often foreboding forest and the mist-shrouded downs beyond. Tom Bombadil himself is a person who defies specific explanation, though his intentions clearly favor the Free Peoples of Middle-earth. He is pleasant and affable, warm and welcoming, yet undeniably powerful and as ancient as Middle-earth itself. From the modest surroundings of well-tended gardens and delicious meals, Tom Bombadil commands the respect of all around him, from the creatures of the forest to the very land and trees themselves.

Adventurers in Middle-earth will no doubt want to seek out the home of Tom Bombadil in the Old Forest, as it is a very memorable chapter in The Lord of the Rings. It also represents a critical place to stop and rest, since the areas just outside its welcoming glow contain all manner of dark and uncertain paths. When creating the home itself for The Lord of the Rings Online: Shadows of Angmar, it was important to capture the warmth that signals a safe retreat, yet also maintain an air of otherworldliness to the home and a physical connection to the land and surrounding forest.

Tom Bombadil has been the focus of much debate over the decades, since he is so uniquely connected to Middle-earth, yet mysterious and powerful beneath his bright clothing and light-hearted manner. He was clearly one of Professor Tolkien's favorite characters, sharing a connection with nature and a need to protect the ancient living things of the natural world against the encroaching darkness.

Flowers of the Old Forest
Old tales tell of eight entwives who passed from the south into the Old Forest, never to be seen again. Could they be true?
Bree-land Adventurer
Danger presses upon Bree-land from all sides, foreshadowing the ascension of a great darkness. You are called to stand against the Shadow. Your efforts on behalf of Bree-land will be rewarded.
Brigand-slayer
Many bands of brigands roam the wilds of Bree-land, waylaying travellers and bullying the inhabitants of Bree and the towns surrounding it. It is up to you to counter the threat the brigands pose to the inhabitants of Bree-land.
Brigand-slayer (Advanced)
Many bands of brigands roam the wilds of Bree-land, waylaying travellers and bullying the inhabitants of Bree and the towns surrounding it. It is up to you to counter the threat the brigands pose to the inhabitants of Bree-land.
Neekerbreeker-slayer
The Midgewater Marshes are home to the Neekerbreekers, a variety of annoying insect that has recently become hostile, following the passage of Black Riders from the East. You are called to halt the plague of Neekerbreekers.
Neekerbreeker-slayer (Advanced)
The Midgewater Marshes are home to the Neekerbreekers, a variety of annoying insect that has recently become hostile, following the passage of Black Riders from the East. You are called to halt the plague of Neekerbreekers.
Spider-slayer
Strange, monstrous spiders have crept into Bree-land from the dark corners of Mirkwood, beyond the Misty Mountains in the east. Your courage will be tested against the spider infestation spreading through the forests and marshes of Bree-land.
Spider-slayer (Advanced)
Strange, monstrous spiders have crept into Bree-land from the dark corners of Mirkwood, beyond the Misty Mountains in the east. Your courage will be tested against the spider infestation spreading through the forests and marshes of Bree-land.
The History of the Dúnedain
Explore the history of the Dúnedain rangers of the north.
Bree-land Adventurer (advanced)
Danger presses upon Bree-land from all sides, foreshadowing the ascension of a great darkness. You are called to stand against the Shadow. Your continued efforts on behalf of Bree-land will be rewarded.
Sickle-fly Slayer
With the passing of Black Riders from the East, the disease-bearing sickle-flies of the Midgewater Marshes have begun to breed more rapidly, threatening to spread contagion among the inhabitants of Bree-land. You are tasked with ending the threat of the sickle-flies' plague.
Sickle-fly Slayer (Advanced)
With the passing of Black Riders from the East, the disease-bearing sickle-flies of the Midgewater Marshes have begun to breed more rapidly, threatening to spread contagion among the inhabitants of Bree-land. You are tasked with ending the threat of the sickle-flies' plague.
The Old Forest
The Old Forest lies on the border between the Shire and Bree-land. For years beyond memory it has been a forbidding place, which Men and hobbits alike have shunned. Hobbit-tales tell that the trees are aware and can move of their own accord.
The Ruins of Breeland
The ruins of old Arnor are scattered all across Bree-land. They remain a constant reminder of the ancient glories of the North Kingdom...and of the evil that destroyed it.
Bree-land Adventurer (Final)
Danger presses upon Bree-land from all sides, foreshadowing the ascension of a great darkness. You are called to stand against the Shadow. Your extraordinary efforts on behalf of Bree-land will be rewarded.
Lore of the Cardolan Prince
Find pages of the Journal of Cardolan lost within the Barrow Downs.
Orc-slayer
A company of Orcs has passed into Bree-land from the North Downs, ravaging the countryside and razing farms. The advance of the Orcs out of the North must be brought to a halt.
Orc-slayer (Advanced)
A company of Orcs has passed into Bree-land from the North Downs, ravaging the countryside and razing farms. The advance of the Orcs out of the North must be brought to a halt.
Barghest-slayer
The vile Barghests, bred down from wild hounds and twisted to evil by the Dark Lord Sauron, often range where the Dead roam. You are called to drive the Barghests from the Barrow-downs.
Barghest-slayer (Advanced)
The vile Barghests, bred down from wild hounds and twisted to evil by the Dark Lord Sauron, often range where the Dead roam. You are called to drive the Barghests from the Barrow-downs.
Bree-land Woodsman
Legends of the Old Forest abound. It is a place of fear and malevolent spirit. Some dark will fills the trees with a hatred of all that goes on two legs. It is up to you to quell the Forest's malevolent spirit.
Bree-land Woodsman (Advanced)
Legends of the Old Forest abound. It is a place of fear and malevolent spirit. Some dark will fills the trees with a hatred of all that goes on two legs. It is up to you to quell the Forest's malevolent spirit.
The Barrow-downs
The Barrow-downs are south-west of Bree-town. For many generations the Dúnedain of Cardolan buried their dead within the Downs, until the Great Plague destroyed the last vestiges of Cardolan, and spirits from Angmar claimed the barrows. Now only the most brave -- or most foolhardy -- dare venture therein.
Wight-slayer
Long ago, the Barrow-downs fell under a shadow of evil, and the Witch-king sent fell spirits out of Angmar and Rhudaur to stir the bones of the dead which lay beneath the green mounds. Something has disturbed the Dead that Walk, and you must lay their bones to rest.
Wight-slayer (Advanced)
Long ago, the Barrow-downs fell under a shadow of evil, and the Witch-king sent fell spirits out of Angmar and Rhudaur to stir the bones of the dead which lay beneath the green mounds. Something has disturbed the Dead that Walk, and you must lay their bones to rest.
Brood-hunter
The evil spider Gwigon has made its lair amongst the twisting barrow of Haudh Iarchith, and there her brood multiplies. They seek to ensnare any living thing foolish enough to wander in amongst the bones and dust of long-fallen princes.
Grave-digger
The scent of grave-soil lingers ever present in the air of Haudh Iarchith, offering constant reminder of how many lay buried within its twisting corridors -- though it seems now that few of them lay resting as they were meant to....
Grave-digger (Advanced)
The scent of grave-soil lingers ever present in the air of Haudh Iarchith, offering constant reminder of how many lay buried within its twisting corridors -- though it seems now that few of them lay resting as they were meant to....
Brood-hunter (Advanced)
The evil spider Gwigon has made her lair among the twisting barrow of Haudh Iarchith, and there her brood multiplies. They seek to ensnare any living thing foolish enough to wander in among the bones and dust of long-fallen princes.
Executioner of the Wicked
Amongst the rotting horrors of Haudh Iarchith, a gathering of corrupt and evil creatures holds sway over a black court. You must find and slay each of these evil abominations if there is to be any hope of wresting the grip of darkness from this once-hallowed place.
Nemesis of the Fallen
The recently unsealed barrow of Haudh Iarchith has been found to be inhabited by hateful Barrow-spirits. Those who fight to defeat these spirits and return them to the final rest they have escaped will be recognized by the grateful folk of Breeland.
Nemesis of the Fallen (Advanced)
The recently unsealed barrow of Haudh Iarchith has been found to be inhabited by hateful Barrow-spirits. Those who fight to defeat these spirits and return them to the final rest they have somehow escaped will be recognized by the greatful folk of Breeland.
Region of Eriador

Once Gondor's northernmost reaches, the hills of Enedwaith have for centuries run wild, a place where few have lived for long. Both hobbits and dwarves tarried among the dells, and of late the men of Dunland have ranged into those lands. Even those savage folk regard Enedwaith with fear, however, and whisper of strange and ancient powers that lurk in its woods and frigid vales - powers as old as the land itself, and which do not take kindly to being disturbed.

This quest pack provides players with over 65 quests designed for player levels 65 and over, focusing on the Rangers as they begin their journey south to Gondor to meet their lord, Aragorn.

The primary theme of Fordirith is the passage of the Grey Company into the South, scouting the most secret route possible (a theme which continues throughout the region). One thing veteran players will immediately notice is that nearly every named Ranger in Enedwaith has appeared elsewhere in The Lord of the Rings Online™ . For instance, the main camp of the Grey Company in Fordirith is manned by Dagoras and Amarion - both former denizens of the North Downs - and Braigiar, who appeared in East Angmar.

Something that fans of J.R.R. Tolkien will also notice is that there are significantly more than thirty Rangers in the Grey Company. This was not done unwittingly. For game purposes, thirty simply was not enough; however, rest assured, by the time the Grey Company reaches Aragorn, they will be down to thirty Rangers and the Sons of Elrond, as they appear in the books.

In Fordirith, the Grey Company faces two primary threats which bleed over from Eregion: deserters from the Dunlending force in the North and the evil Shadow-wolves which had been sent to hunt down the Company of the Ring and were driven back by Gandalf at Caradhras.

The North-South Roads runs north from Dunland through Enedwaith and into the Windfells, where it turns somewhat westward into the Gloomglens, passing through the King's Way Gate (currently watched by the Draig-lûth). South-west of the road lies the bulk of the Gloomglens, a stony canyon of bluffs, plateaus, and craggy valleys.

The Ranger Idhrenfair and his companions Himeinor and Prestadir, until recently companions of the Malledhrim in Southern Mirkwood, seek for a more secret way through Enedwaith into Dunland. Rumour has it that long ago a tribe of hobbits of the Stoor family settled in this area, but when the Great Plague swept through the lands, they were wiped out. Nevertheless, the Rangers report seeing strange things in that land, including glimpses from a distance of a strange people. . . .

The Gloomglens are inhabited mainly by wolves and boars - watch where you step, for signs of them are everywhere - but the Rangers have also seen majestic stags, shining white in the forest gloom. There is something unnatural about these creatures, and they hesitate to hunt them.

There is also rumour of a great monster known as the Grey King.

The Mournshaws are a vale of strange and gloomy trees and marshy lands, fraught with mystery. The Derudh (a term derived from the Welsh word for druid) make frequent pilgrimages to this region dotted with great stone rings to commune with the spirits of the forest.

The Ranger Daervunn, a former inhabitant of Esteldin, has come to the Mournshaws from Idhrenfair's camp in the Gloomglens to scout the way ahead. What he has found there has befuddled him. From a lost hunter of the Uch-lûth, he has learned of the Derudh and of the Lords of the Forest - powerful spirits ruled by the Wild Huntsman. If the Grey Company desires to pass that way, they will have to seek the good will of this Huntsman ... or perish in the attempt.

The Mournshaws are a forest haunted by the savage Cun Annun and great Wood-trolls, but also by the ghostly Elhudan. These wild fell spirits seem outwardly not unlike the limrafn of Evendim, but they are far more dangerous. The Elhudan are drawn from the Ellylldan of Welsh folklore, the Welsh version of the Will o' the Wisp. Even this simple model has received new appearances and FX.

Few mortals have ever seen the Lords of the Forest in their natural forms, and even fewer have laid eyes upon the Wild Huntsman and survived . . . what these high beings are remains somewhat of a mystery, though the Rangers believe that they may have once been servants of Oromë the Hunter.

The Mournshaws feature several instance quests revolving around the Wild Huntsman and the Lords of the Forest.

The rolling hills of Nan Laeglin are home to the Uch-lûth (the Ox-clan) and the now extinct Turch-lûth (Boar-clan). The Uch-lûth village of Lhanuch sits upon a hill at the center of the region, and not far to the south-west is the great ruin of Harndirion, a massive tower from the elder days when Gondor stretched from its current realm all the way to Arnor in the north.

An emissary of Isengard has come to Lhanuch, attempting to sway the Uch-lûth to join the Dunlending campaign against the Rohirrim in the South, prompting the Rangers of the Grey Company to send an ambassador of their own to the surviving Algraig clan in order to circumvent Saruman's plans. The Uch-lûth are under siege by Wargs and half-orcs in the service of the brigand-lord Sharkey, though the Uch-lûth do not yet understand that Sharkey is, in fact, the wizard Saruman.

Though for the moment, the Uch-lûth remain neutral in the strife between Dunland and Rohan, outcast to their brethren in the South, they have no love for the Horse-lords and might be swayed to join the ranks of Dunland if the Grey Company fail to dissuade them.

Nan Laeglin features a story-based instance which culminates in the success or failure of the Grey Company's efforts in Lhanuch.

This grim place is a great burial ground, not unlike the Barrow-downs of Bree-land, where many Dunlending and Algraig clansmen were interred long ago. It is even rumoured that some men out of the White Mountains found their way into Enedwaith after the wars between Sauron and the Last Alliance of Men and Elves, though they died off long ago. Monuments and barrows of Dunlending origin dot the landscape, a great field of the Dead awaiting the hand of a necromancer.

The Lich Bluffs were once a place of great reverence to the Dunlending peoples, but recently a shadow has fallen upon the barrows. Cun Annun haunt the landscape, and wights rise from their barrows. It is even rumoured that a great evil has entered one of the deepest barrows and is raising an army of wights to the service of the Enemy. In one part of the dark ruins, Oathbreakers dwell. The Ranger Mincham, having long dwelt in the shadow of Oathbreaker-haunted ruins, makes his camp here, seeking to learn the truth behind the supernatural events of the Lich Bluffs.

There are three instance quests in the Lich Bluffs, two of which deal with the tragic story of the Oathbreakers who dwell here, and a third that brings forth a previously unrevealed member of an ancient order intent upon raising his terrible army.

In the eastern reaches of Enedwaith, nestled in the snowy arms of the Misty Mountains, lies Thrór's Coomb, where the people of Thrór, King under the Mountain, temporarily settled after their escape from the Lonely Mountain and the wrath of Smaug the Golden. Abandoned by Thráin and Thorin after the death of Thrór, this vale has become the abode of fell things out of the mountains.

The Uch-lûth of Lhanuch tell of dwarves that have returned to the halls of Thrór over the long years, though none have seen them in years uncounted. The Draig-lûth have established many encampments here, from which they harry the Algraig peoples, taking captives to sacrifice to the gwiber, the drake-breed which inhabits the harsher steppes of Thrór's Coomb.

From deep within the Misty Mountains, a fearsome breed of drake known as the gwiber have come forth to nest among the crags of Thrór's Coomb. This drake was inspired by the gwiber of Welsh folklore (though the Welsh gwiber is actually white).

Giants also have taken up residence within the old dwarf-ruins, threatening to damage or destroy the last relics of Thrór's reign and much lost knowledge of the craftsmen of Erebor.

Thrór's Coomb features both solo and small fellowship content, including an instance which pits players against the Draig-lûth in an effort to free the captive Algraig people.

Cuthraul and Elhudan-slayer
Defeat Cuthraul and Elhudan in Enedwaith.
Cuthraul and Elhudan-slayer (Advanced)
Defeat many Cuthraul and Elhudan in Enedwaith.
Dunlending-slayer
Defeat Dunlendings in Enedwaith.
Dunlending-slayer (Advanced)
Defeat many Dunlendings in Enedwaith.
Exiles from the Lonely Mountain
When Smaug threw down the dwarves of Erebor, Thrór and his family and many of their subjects escaped south, eventually crossing through Dunland and north to the Blue Mountains.
Fisher-king
While most of the Stoors of Maur Tulhau are master farmers and expert hunters, a few choose to make their living fishing.
Giant Slayer (Advanced)
Defeat many giants in Enedwaith.
Giant-slayer
Defeat giants in Enedwaith.
Gwiber Slayer (Advanced)
Defeat many gwiber in Enedwaith.
Gwiber-slayer
Defeat gwiber in Enedwaith.
Half-orc Slayer
Defeat half-orcs in Enedwaith.
Half-orc Slayer (Advanced)
Defeat many half-orcs in Enedwaith.
Little Wonders
While patrolling the Gloomglens, you were amazed to find items clearly belonging to hobbit-folk, however rustic.
Master of Stairs
The road leading to Nar's Peak is a long and arduous one.
Mysteries of Enedwaith
The Grey Company rides to the aid of their chieftain Aragorn in Rohan. While travelling through the sparsely inhabited region of Enedwaith, they uncover many strange mysteries.
Mysteries of Enedwaith (Advanced)
The Grey Company rides to the aid of their chieftain Aragorn in Rohan. While travelling through the sparsely inhabited region of Enedwaith, they uncover many strange mysteries.
Mysteries of Enedwaith (Final)
The Grey Company rides to the aid of their chieftain Aragorn in Rohan. While travelling through the sparsely inhabited region of Enedwaith, they uncover many strange mysteries.
Mysteries of Enedwaith (Intermediate)
The Grey Company rides to the aid of their chieftain Aragorn in Rohan. While travelling through the sparsely inhabited region of Enedwaith, they uncover many strange mysteries.
Path of the Grey Company
Rangers of the North, kinsmen of Aragorn son of Arathorn, have ridden forth to their chieftain's aid. As they pass south to Rohan, scout the way ahead for the best roads.
Protector of Enedwaith
You have put forth your best efforts to protect the peoples of Enedwaith against the evils which arose in their land.
The Cartrevs of Enedwaith
The clansmen of the Uch-lûth have many outlying farmsteads, though they have come under attack by invaders from the South.
The Long Road of the Hobbits
It is said that the hobbits of the Shire originated east of the Misty Mountains and that after crossing the Misties, a family of Stoors settled in Enedwaith.
The Odiferous
The Stoors of Maur Tulhau pride themselves as farmers, using only the finest boar-droppings as fertilizer and marigolds around their gardens to ward off pesky animals.
Wolf and Shadow-wolf Slayer
Defeat wolves and Shadow-wolves in Enedwaith.
Wolf and Shadow-wolf Slayer (Advanced)
Defeat many wolves and Shadow-wolves in Enedwaith.
Wood-troll Slayer
Defeat Wood-trolls in Enedwaith.
Wood-troll Slayer (Advanced)
Defeat many Wood-trolls in Enedwaith.
Region of Eriador

Ered Luin, the Blue Mountains, have been home to both Elves and Dwarves since the Elder Days. Now, though, only a few Elves remain, lingering in ancient halls along the shores of the River Lune, and the Dwarf-delvings have fallen into ruin - all save Thorin's Hall, where the king called Oakenshield dwelt before reclaiming the Lonely Mountain. Ered Luin's wooded slopes are wilderness, home to beasts and vicious goblins who - if unchecked - will destroy what fading beauty remains.

This free area contains nearly 100 quests mostly for characters from level 1 - 15.

In the days after Thráin II left his home in the Blue Mountains for the Wilderlands, his son, the great Thorin Oakenshield, began to improve upon the halls he had built. As Thorin continued to expand his halls, perhaps in an effort to recreate one of the great dwarf-kingdoms once found beneath Ered Luin, he ordered a new hall to be delved beneath the place where the Elf-refuge of Edhelion had once stood.

The Silver Deep was never completed, however, for the dangers of the ancient relics of Edhelion were brought to Thorin's attention by Gandalf the Grey as they prepared to begin their journey to the Shire, and thence to the Lonely Mountain. Thorin ordered the Silver Deep closed and sealed forever. A guard was set upon the mine, and they remained shut even after Thorin was slain in the Battle of Five Armies, and Durin's Folk returned to their home in the Lonely Mountain far to the east.

The Silver Deep was created by the design team of The Lord of the Rings Online™ (LOTRO) as part of the dwarf-hold of Thorin's Hall in Ered Luin. Players of LOTRO will first encounter the mine in the starting instance for dwarf-characters, and later during the Elf and dwarf newbie experience. The Silver Deep holds a secret that could spell ruin for all of Eriador.

Situated prominently high above the fine stonework floor of Thorin's Hall, adventurers will come upon the great, empty Throne of Thorin, named for Thorin II, known also as Thorin Oakenshield, King Under the Mountain, the last of the line of Dwarf-kings to sit within these halls in Ered Luin. More than 150 years ago (in TA 2845), Thorin ascended to the throne of Durin's Folk after the disappearance of his father, Thrain II. Thorin, however, was a King in Exile, his people having been forced from their rightful home by the great dragon Smaug. It is from these halls that Thorin and Company set out to reclaim their kingdom beneath Lonely Mountain (picking up a certain Burglar along the way). The throne, crafted by the greatest of the Dwarf-artisans, is a work of art unto itself, carved from the very rock that forms the foundation of the towering Blue Mountains overhead.

Thorin's Throne is one of the many discoveries players will find when adventuring within Ered Luin. Thorin's Hall, and the nearby Silverdeep Mines, are areas which serve as an important crossroads and meeting place for many of the races of Middle-earth. Dwarves and Elves frequent the area, along with the mysterious Rangers; many familiar faces from the pages of The Lord of the Rings have also been seen throughout the region on unknown business in these troubled times.

Thorin's Throne and the surrounding halls demonstrate many dramatic architectural and crafting styles, with a scope to suit the grandeur of Middle-earth's greatest craftsmen, the Dwarves. All around are impressive works of stone, intricately carved from beneath the roots of the towering mountains, then meticulously crafted down to the finest of detail. The Dwarf-mansion of Ered Luin is both a practical, common space for adventurers as well as an artistic marvel for exploration and discovery.

After the Longbeards routed them from the stronghold of Thorin's Hall, the Dourhand dwarves scattered, maintaining only their hold upon the port of Kheledûl and several small encampments among the Blue Mountains. Many travelled beyond the Ered Luin at the command of a wight masquerading as their chieftain, Skorgrím. While regathering their strength, they discovered the ruins of one of the ancient cities of their forebears, a long-abandoned delving that they renamed Sarnúr.

In Sarnúr, the Dourhands and their evil allies are mustering their forces to begin a final assault upon the Longbeards of Thorin's Hall and the Elves of Duillond. The dwarves of the Blue Stone Garrison have begun recruitment efforts to turn aside the wrath of the Dourhands by going on the offensive. Until the threat from Sarnúr is removed, the dwarves of Thorin's Hall will be able to lend little aid to the efforts against Angmar.

Sarnúr was created by the developers of The Lord of the Rings Online™ (LOTRO) as a public dungeon in Ered Luin, supporting the reputation system introduced after the game release. Players seeking to improve their reputation among the Dwarves of the Blue Mountains will need to take the battle to Sarnúr.

The great halls of Thorin, delved beneath the Ered Luin in western Middle-earth are amongst the greatest wonders of craftsmanship and building found anywhere in the world. It has been nearly 80 years since Thorin himself journeyed away from this Dwarf-mansion of soaring stone to reclaim his rightful place beneath Erebor, in his noble quest to Lonely Mountain to defeat the dragon Smaug (a well-documented adventure, indeed!). Though Thorin was never to return to this place, having fallen in the Battle of the Five Armies after successfully reclaiming his throne, Thorin's Halls in the Blue Mountains remain a vibrant center of activity in the region.

Dwarf characters new to Middle-earth will begin their grand adventures here in the Ered Luin, within Thorin's Halls and down into the darkness of the nearby Silverdeep Mines. The region, situated along the western shores of Middle-earth, not far from the Grey Havens of the Elves, and also quite close to the Shire of the Hobbits, is designed as a vibrant crossroads of many of Middle-earth's diverse races. The Ered Luin, also known as the Blue Mountains, is an area rich in the history of Middle-earth, figuring prominently throughout the ages, however, there are very few adventures documented in detail here within The Lord of the Rings books, making it a perfect place for new players to discover never-before-experienced regions as they begin their exploration of the lands.

Ally of Ered Luin
Complete 10 Quests in Ered Luin.
Goblin-slayer
Defeat Goblins in Ered Luin.
Goblin-slayer (Advanced)
Defeat many Goblins in Ered Luin.
Hendroval-slayer
Defeat Hendrevail in Ered Luin.
Hendroval-slayer (Advanced)
Defeat many Hendrevail in Ered Luin.
Places of the Dwarves
Explore the places and settlements held by the Dwarves of the Blue Mountains.
Wolf-slayer
Defeat Wolves in Ered Luin.
Wolf-slayer (Advanced)
Defeat many Wolves in Ered Luin.
Defender of Ered Luin
Complete 20 Ered Luin Quests.
Elf-ruins Exploration
Explore the old places left behind by the Elves as they abandoned Edhelion and moved further south to Duillond.
Brigand-slayer
Defeat Brigands in Ered Luin.
Brigand-slayer (Advanced)
Defeat many brigands in Ered Luin.
Spider-slayer
Defeat Spiders in Ered Luin.
Spider-slayer (Advanced)
Defeat many Spiders in Ered Luin.
Hero of Ered Luin
Complete 30 Ered Luin Quests.
Rath Teraig Exploration
Explore the dark valley of Rath Teraig.
Scouting the Dourhands
Search out the strongholds of the Dourhand brigands.
Betrayer's Bane
The dwarf-ruins of Sarnúr have been discovered and occupied by the Dourhands, who plan to use them as a base from which to strike at the Longbeards -- worse yet, they have allied themselves with evil and corrupted creatures who owe their true allegiance to the powers of Angmar. You must take your battle against the Dourhands onto the crumbling streets of Sarnúr before they build their strength and are bolstered further by forces sent from Angmar.
Betrayer's Bane (Advanced)
The dwarf-ruins of Sarnúr have been discovered and occupied by the Dourhands, who plan to use them as a base from which to strike at the Longbeards -- worse yet, they have allied themselves with evil and corrupted creatures who owe their true allegiance to the powers of Angmar. You must take your battle against the Dourhands onto the crumbling streets of Sarnúr before they build their strength and are bolstered further by forces sent from Angmar.
Master of Beasts
Many wild beasts stalk the ruins of Sarnúr, but these creatures have been enslaved or twisted to the will of Angmar through the cunning devices of the goblins, who breed and cruelly torment them. Many now act as spies and guards for the Dourhands and must be destroyed, lest they be unleashed into the lands of Ered-luin to wreak mischief and havoc upon its peoples.
Master of Beasts (Advanced)
Many wild beasts stalk the ruins of Sarnúr, but these creatures have been enslaved or twisted to the will of Angmar through the cunning devices of the goblins, who breed and cruelly torment them. Many now act as spies and guards for the Dourhands and must be destroyed, lest they be unleashed into the lands of Ered-luin to wreak mischief and havoc upon its peoples.
Troll-kicker
It seems that the trolls inhabiting Sarnúr are of a particularly dim-witted -- if brutal -- strain. With hearts of hard-edged ice, they will destroy anything that stands in their way unless you can stop them.
Troll-kicker (Advanced)
It seems that the trolls inhabiting Sarnúr are of a particularly dim-witted -- if brutal -- strain. With hearts of hard-edged ice, they will destroy anything that stands in their way unless you can stop them.
Avenger of Sarnúr
An alliance of enemies plots against Ered Luin from within the ancient ruins of Sarnúr, as the traitorous Dourhands seek to bring an array of forces to bear against their hated cousins the Longbeards. They seek to claim legitimacy by holding the seat of an ancient dwarf-city, but their presence in the company of such evils only defiles the sanctity of their ancestors.
Region of Eriador

During the Second Age, the Elves founded the kingdom of Eregion at the feet of the Misty Mountains. There they wrought works of great beauty - but Sauron deceived them into forging the Rings of Power, then laid waste to their realm. Now the hills lie desolate, home to wargs, crebain, and worse ... though some say the Ring-forges still stand amid the rubble. Here, too, can be found the West-gate of Khazad-dûm, opened anew after a thousand years, luring the unwary into the darkness.

This quest pack provides players with over 100 quests designed for player levels 45 - 55, including two small fellowship instances, and leads to the outskirts of Moria at the Hollin Gate.

This is the West-gate of Khazad-dûm, which once welcomed friendly travelers from the Elven settlements of Eregion into the great halls of Moria. This was during the happier days of the Second Age, before the rise of Sauron, before the Rings of Power brought the Elves of Eregion to ruin. The name Hollin is a reference in the language of Men to the many holly trees of the realm, and two holly trees planted long ago still flank the West-gate to this day.

By moonlight, and when the proper words are spoken, silvery letters etched and painted into the gate become visible, welcoming travelers to the Dwarf-hold and prompting them for the password that will allow them entrance. These letters were crafted by the Elves of Eregion from ithildin, a substance derived from mithril, and added to the gate in an era when travel between Eregion and Khazad-dûm was common, before the coming of Sauron in the Second Age and the ruination of the Ring-forges of Eregion. When the proper password is spoken, the doors open themselves, even if no Dwarf stands there to guard them.

When your hero arrives in the wake of the Fellowship's passage through Moria, the Hollin Gate stands buried behind holly logs and boulders hurled there by some powerful force. With hard labor and customary ingenuity, a recently arrived expedition of Dwarves intends to excavate the Hollin Gate. For this, the diggers need your help.

When you first reach Eregion, make your way immediately to Echad Dúnann in the east, south of the Redhorn Pass, and seek out the expedition of Dwarves scratching away at the rubble burying the Hollin Gate. On this path, you can marvel at both the towering Walls of Moria and the inky Black Pool. You could wander elsewhere, but if you are eager to enter Moria you should begin your undertakings with the Dwarves as soon as possible. Your destinies are intertwined.

At Echad Dúnann, you'll find a great stone arch where the road meets the edge of the vale containing the Hollin Gate. Beyond that arch, the Dwarf-expedition toils, and the next great part of your hero's tale awaits.

The road runs east through the archway to the now-dry Stair Falls, beyond which sits the cold and eerie Black Pool, from which the Sirannon stream once flowed. Its dry course is now stalked by crebain and wargs that may harry you along your way.

At the Stair Falls, follow the expedition's trail off the road and around the stony rise to the northern bank of the Black Pool. There you'll find Dwarves laboring with carts, scouting the path, and idly throwing stones into the ill waters. These are your allies and quest-givers during the reopening of the Hollin Gate.

As one eager Dwarf in the Hollin expedition camps says, "The real glory lies behind the Walls of Moria." To find that glory, to lay eyes on Moria proper, you must find a way past the beast that guards the threshold, through the Walls of Moria, and into the kingdom of Khazad-dûm itself. The way is perilous, but the Dwarves have a plan.

It is here, at the Hollin Gate, where the heart of Volume 2, Book I of The Lord of the Rings Online unfolds.

Since the early days of Middle-earth, the greatest kingdom of the dwarves lay beneath the Misty Mountains in the halls called Khazad-dûm. In those days, when there was trade between the dwarves and the Elves of both Eregion and Lothlórien, a vital trade route ran through Khazad-dûm from the West-gate (also called the Hollin Gate) and the Great Gate in Dimrill Dale in the east.

The Hollin Gate was special. It was built by the smith Narvi and set with runes and symbols by Celebrimbor, the Elven jewel-smith who also forged the Elf-rings Narya, Nenya, and Vilya. He wrought the signs out of ithildin, a metal that reflects the light of the moon. When moon did not shine, the Gate remained hidden and undetectable to any who looked upon it. Celebrimbor's runes spelled out a riddle, and the doors would only open to a friend who spoke the answer.

It was to the Hollin Gate that the Company of the Ring came and were attacked by the Watcher in the Water. Though the Watcher piled boulders and trees in front of the gate when the Company fled inside, players of The Lord of the Ring Online™ will still have much reason to visit the site of the Hollin Gate.

Ridge-racer
You have traversed the treacherous lengths of the Hollin Ridge and earned the title Ridge-racer in recognition of your agility.
Craban-slayer
Defeat crebain in Eregion.
Craban-slayer (Advanced)
Defeat many crebain in Eregion.
Dens of the Beasts
Discover the lairs of Eregion's wildlife.
Dunlending-slayer
Defeat Dunlendings in Eregion.
Dunlending-slayer (Advanced)
Defeat many Dunlendings in Eregion.
Half-orc Slayer
Defeat half-orcs in Eregion.
Half-orc Slayer (Advanced)
Defeat many half-orcs in Eregion.
Lizard and Crawler-slayer
Defeat lizards and crawlers in Eregion.
Lizard and Crawler-slayer (Advanced)
Defeat many lizards and crawlers in Eregion.
Protector of Eregion
Your efforts within Eregion have not gone unnoticed by the Elves of Rivendell. Because of your unceasing aid in the defence of their former home of Eregion, they have bestowed upon you the title of Protector.
Ring-lore of Eregion
Find the hidden Ring-lore scattered throughout Eregion.
Silent and Restless
Elrond of Rivendell has sent scouts into Eregion to cover the path of the Company of the Ring and also to drive forth the spies of Saruman the White from the ancient home of the Noldor in Middle-earth.
Silent and Restless (Advanced)
Elrond of Rivendell has sent scouts into Eregion to cover the path of the Company of the Ring and also to drive forth the spies of Saruman the White from the ancient home of the Noldor in Middle-earth.
Silent and Restless (Final)
Elrond of Rivendell has sent scouts into Eregion to cover the path of the Company of the Ring and also to drive forth the spies of Saruman the White from the ancient home of the Noldor in Middle-earth.
Silent and Restless (Intermediate)
Elrond of Rivendell has sent scouts into Eregion to cover the path of the Company of the Ring and also to drive forth the spies of Saruman the White from the ancient home of the Noldor in Middle-earth.
The Ring Goes South
Find important locations along the path of the Company of the Ring through Eregion.
The Ruins of Eregion
Discover the ancient ruins of Eregion.
Uruk-captains of Eregion
Defeat the Uruk-leaders in Eregion.
Wolf and Warg-slayer
Defeat wolves and Wargs in Eregion.
Wolf and Warg-slayer (Advanced)
Defeat many wolves and Wargs in Eregion.
Region of Eriador

An ancient home of orcs and trolls, the Ettenmoors have long been a front in the battle against the Enemy's servants, who gather at the foot of Mount Gram to make war in the north. Here, whence the waters of the Hoarwell River spring, the allies of the Rangers must make a stand. Players may join this battle starting at level 50, and can either play as the heroic Free Peoples or become Servants of Sauron and create monster characters to join the fray.

The Ettenmoors are the home to epic battles between players and monster-players. This region is only available to VIP members.

When whispers of a Shadow spreading out of Angmar arose, an Elf named Lainedhel left the refuge of Imladris, also known as Rivendell, and marched into the Ettenmoors with all who would follow him. He sent out a call to the dwarves of Othrikar, the Rangers, and the Eglain, a tribe of Men who dwell in the wastes of the Lone-lands. As the Free Peoples of Eriador gathered beneath the banner of the Elves, they built the first of their fortresses: Glân Vraig.

The Elven citadel of Glân Vraig sits at the southeastern corner of the Ettenmoors, at the edge of a tangled forest, guarding the passage south through the Trollshaws to Rivendell. While not the largest of the fortresses of the Free Peoples, Glân Vraig is certainly the best-defended, making it the last bastion against the tide of Angmar should all else fail.

In The Lord of the Rings Online™ (LOTRO), Glân Vraig is the starting location for any players who enter the Ettenmoors monster play zone on the side of the Free Peoples. It is considered a safe zone and cannot be captured by monster players. Glân Vraig is the creation of the LOTRO designers as the staging point for an alliance not unlike that between Elendil and Gil-galad against Sauron at the end of the Second Age.

Mount Gram, nestled at the northwestern edge of the Ettenmoors in the Misty Mountains, has long been an abode of goblins, though their greatest king, Golfimbul, was defeated and slain by Bandobras "Bullroarer" Took at the Battle of the Greenfields hundreds of years ago. Lying at the border of Angmar, Mount Gram has again become a fortress-kingdom of terrible power. Orcs, wargs, goblins, trolls, and other evil creatures now muster there to begin an invasion of Eriador.

The fortress of Gramsfoot is a heavily guarded stronghold at the base of Mount Gram, nearly invulnerable to attack. As the army of Angmar presses southward under the command of War-tyrant Akúlhun, it is here that the power of Angmar can be felt the strongest in the Ettenmoors. Cruel Akúlhun is prepared to sweep through the Ettenmoors and Trollshaws and raze Rivendell to the ground . . . if he can defy the Power that resides in the Hidden Valley.

In The Lord of the Rings Online™ (LOTRO), Gramsfoot is the starting location for players who choose to enter the Ettenmoors monster-play zone as a monster-player. It is considered a safe zone and cannot be captured by Free Peoples players. While Gramsfoot itself was created by the Turbine designers of LOTRO, it draws from lore from The Hobbit.

After Glân Vraig was firmly entrenched, the Free Peoples of Eriador, led by the elf Lainedhel, pressed further into the Ettenmoors. In the far eastern reaches, they established another, greater fortress - Ost Ringdyr - which houses the main body of Lainedhel's host. Here, the Free Peoples found two new allies: lesser eagles, distantly akin to the Great Eagles of the Misty Mountains, and a great and ancient race of bears.

The leaders of the Free Peoples established their command at Ost Ringdyr, planning, organizing, and orchestrating their defence of the Ettenmoors and the North. Ever do the forces of the Enemy seek to behead the alliance and press through into the Trollshaws, but Ost Ringdyr remains a daunting sentinel against them.

Ost Ringdyr was created to be the counterpart to Dâr-gazag, the mighty fortress of Angmar's army in the western reaches of the Ettenmoors. While battles may take place here and monster-players have quests which may bring them into conflict with Free Peoples players at Ost Ringdyr, this fortress is too strong to be captured.

Blackarrow-slayer -- Tier 1
Stem the tide of Uruk-blackarrows in the Ettenmoors.
Blackarrow-slayer -- Tier 2
Stem the tide of Uruk-blackarrows in the Ettenmoors.
Blackarrow-slayer -- Tier 3
Stem the tide of Uruk-blackarrows in the Ettenmoors.
Blackarrow-slayer -- Tier 4
Stem the tide of Uruk-blackarrows in the Ettenmoors.
Blackarrow-slayer -- Tier 5
Stem the tide of Uruk-blackarrows in the Ettenmoors.
Burglar-slayer -- Tier 1
Slaughter Burglars in the Ettenmoors.
Burglar-slayer -- Tier 2
Slaughter Burglars in the Ettenmoors
Burglar-slayer -- Tier 3
Slaughter Burglars in the Ettenmoors
Burglar-slayer -- Tier 4
Slaughter Burglars in the Ettenmoors
Burglar-slayer -- Tier 5
Slaughter Burglars in the Ettenmoors
Captain-slayer -- Tier 1
Slaughter Captains in the Ettenmoors
Captain-slayer -- Tier 2
Slaughter Captains in the Ettenmoors.
Captain-slayer -- Tier 3
Slaughter Captains in the Ettenmoors.
Captain-slayer -- Tier 4
Slaughter Captains in the Ettenmoors.
Captain-slayer -- Tier 5
Slaughter Captains in the Ettenmoors.
Champion-slayer -- Tier 1
Slaughter Champions in the Ettenmoors
Champion-slayer -- Tier 2
Slaughter Champions in the Ettenmoors
Champion-slayer -- Tier 3
Slaughter Champions in the Ettenmoors.
Champion-slayer -- Tier 4
Slaughter Champions in the Ettenmoors.
Champion-slayer -- Tier 5
Slaughter Champions in the Ettenmoors.
Conquerer of the Towers
Two towers stand guard over the lands of the Ettenmoors. Slaughter the Marshals of the Free People who command them!
Conquerer of Tol Ascarnen
Slaughter the Marshals of the Free People who command Tol Ascarnen!
Conquest of Dargazag
The Enemy's forces in the field are led by a number of Chieftans.

Defeating them all will weaken the morale of their forces, and deny them leadership.
Conquest of Ringdyr
Slaughter the Marshals of the Free People who command Ringdyr!
Conquest of the Towers
Two strong towers oversee the defences of the Ettenmoors, defeat the enemy chieftains inhabiting these towers!
Conquest of Tol Ascarnen
Defeat the enemy Chieftains controlling the fortress of Tol Ascarnen!
Defiler-slayer -- Tier 1
Stem the tide of Orc-defilers in the Ettenmoors.
Defiler-slayer -- Tier 2
Stem the tide of Orc-defilers in the Ettenmoors.
Defiler-slayer -- Tier 3
Stem the tide of Orc-defilers in the Ettenmoors.
Defiler-slayer -- Tier 4
Stem the tide of Orc-defilers in the Ettenmoors.
Defiler-slayer -- Tier 5
Stem the tide of Orc-defilers in the Ettenmoors.
Dwarf-killer -- Tier 1
Defeat dwarf-players battling in the Ettenmoors.
Dwarf-killer -- Tier 2
Defeat dwarf-players battling in the Ettenmoors.
Dwarf-killer -- Tier 3
Defeat dwarf-players battling in the Ettenmoors.
Dwarf-killer -- Tier 4
Defeated dwarf-players battling in the Ettenmoors.
Dwarf-killer -- Tier 5
Defeat dwarf-players battling in the Ettenmoors.
Elf-killer -- Tier 1
Defeat Elf-players battling in the Ettenmoors.
Elf-killer -- Tier 2
Defeat Elf-players battling in the Ettenmoors.
Elf-killer -- Tier 3
Defeat Elf-players battling in the Ettenmoors.
Elf-killer -- Tier 4
Defeat Elf-players battling in the Ettenmoors.
Elf-killer -- Tier 5
Defeat Elf-players battling in the Ettenmoors.
Gift from the War-tyrant
Only by completing the tasks assigned to you by Uglash can you earn the favor of War-tyrant Akúlhun.
Grimwood Travel Tier 1
Service to the master of Grimwood will result in the ability to find your way to the tower with less effort.
Grimwood Travel Tier 2
Service to the master of Grimwood will result in the ability to find your way to the tower with less effort.
Grimwood Travel Tier 3
Service to the master of Grimwood will result in the ability to find your way to the tower with less effort.
Guardian-slayer -- Tier 1
Slaughter Guardians in the Ettenmoors.
Guardian-slayer -- Tier 2
Slaughter Guardians in the Ettenmoors
Guardian-slayer -- Tier 3
Slaughter Guardians in the Ettenmoors
Guardian-slayer -- Tier 4
Slaughter Guardians in the Ettenmoors.
Guardian-slayer -- Tier 5
Slaughter Guardians in the Ettenmoors.
Hobbit-killer -- Tier 1
Defeat hobbit-players battling in the Ettenmoors.
Hobbit-killer -- Tier 2
Defeat hobbit-players battling in the Ettenmoors.
Hobbit-killer -- Tier 3
Defeat hobbit-players battling in the Ettenmoors.
Hobbit-killer -- Tier 4
Defeat hobbit-players battling in the Ettenmoors.
Hobbit-killer -- Tier 5
Defeat hobbit-players battling in the Ettenmoors.
Hunter-slayer -- Tier 1
Slaughter Hunters in the Ettenmoors.
Hunter-slayer -- Tier 2
Slaughter Hunters in the Ettenmoors.
Hunter-slayer -- Tier 3
Slaughter Hunters in the Ettenmoors.
Hunter-slayer -- Tier 4
Slaughter Hunters in the Ettenmoors.
Hunter-slayer -- Tier 5
Slaughter Hunters in the Ettenmoors.
Isendeep Travel Tier 1
Service to the master of Isendeep will result in the ability to find your way to the tower with less effort.
Isendeep Travel Tier 2
Service to the master of Isendeep will result in the ability to find your way to the tower with less effort.
Isendeep Travel Tier 3
Service to the master of Isendeep will result in the ability to find your way to the tower with less effort.
Kill the Enemy's Leaders!
Find and Defeat the leaders of the Free Peoples.
Lore-master Slayer -- Tier 1
Slaughter Lore-masters in the Ettenmoors.
Lore-master Slayer -- Tier 2
Slaughter Lore-masters in the Ettenmoors.
Lore-master Slayer -- Tier 3
Slaughter Lore-masters in the Ettenmoors.
Lore-master Slayer -- Tier 4
Slaughter Lore-masters in the Ettenmoors.
Lore-master Slayer -- Tier 5
Slaughter Lore-masters in the Ettenmoors.
Lugazag Tower Travel Tier 1
Service to the master of Lugazag will result in the ability to find your way to the tower with less effort.
Lugazag Tower Travel Tier 2
Service to the master of Lugazag will result in the ability to find your way to the tower with less effort.
Lugazag Tower Travel Tier 3
Your service to the master of Lugazag is rewarded!
Man-killer -- Tier 1
Defeat players of the race of Men.
Man-killer -- Tier 2
Defeat players of the race of Men.
Man-killer -- Tier 3
Defeat players of the race of Men.
Man-killer -- Tier 4
Defeat players of the race of Men.
Man-killer -- Tier 5
Defeat players of the race of Men.
Minstrel-slayer -- Tier 1
Slaughter Minstrels in the Ettenmoors.
Minstrel-slayer -- Tier 2
Slaughter Minstrels in the Ettenmoors.
Minstrel-slayer -- Tier 3
Slaughter Minstrels in the Ettenmoors.
Minstrel-slayer -- Tier 4
Slaughter Minstrels in the Ettenmoors.
Minstrel-slayer -- Tier 5
Slaughter Minstrels in the Ettenmoors.
Monster-slayer -- Tier 1
Stem the tides of Darkness in the Ettenmoors.
Monster-slayer -- Tier 2
Stem the tides of Darkness in the Ettenmoors.
Monster-slayer -- Tier 3
Stem the tides of Darkness in the Ettenmoors.
Monster-slayer -- Tier 4
Stem the tides of Darkness in the Ettenmoors.
Monster-slayer -- Tier 5
Stem the tides of Darkness in the Ettenmoors!
Monster-slayer -- Tier 6
Stem the tides of Darkness in the Ettenmoors.
Monster-slayer -- Tier 7
Stem the tides of Darkness in the Ettenmoors.
Reaver-slayer -- Tier 1
Stem the tide of Orc-reavers in the Ettenmoors.
Reaver-slayer -- Tier 2
Stem the tide of Orc-reavers in the Ettenmoors.
Reaver-slayer -- Tier 3
Stem the tide of Orc-reavers in the Ettenmoors.
Reaver-slayer -- Tier 4
Stem the tide of Orc-reavers in the Ettenmoors.
Reaver-slayer -- Tier 5
Stem the tide of Orc-reavers in the Ettenmoors.
Rune-keeper Slayer -- Tier 1
Slaughter runekeepers in the Ettenmoors.
Rune-keeper Slayer -- Tier 2
Slaughter Rune-keepers in the Ettenmoors
Rune-keeper Slayer -- Tier 5
Slaughter Rune-keepers in the Ettenmoors
runekeeper-slayer -- Tier 3
Slaughter Rune-keepers in the Ettenmoors
runekeeper-slayer -- Tier 4
Slaughter runekeepers in the Ettenmoors
Slay Enemies of Angmar -- Tier 1
Find and defeat players who dare contest the power of Angmar.
Slay Enemies of Angmar -- Tier 2
Find and defeat players who dare contest the power of Angmar.
Slay Enemies of Angmar -- Tier 3
Find and defeat players who dare contest the power of Angmar.
Slay Enemies of Angmar -- Tier 4
Find and defeat players who dare contest the power of Angmar.
Slay Enemies of Angmar -- Tier 5
Find and defeat players who dare contest the power of Angmar.
Slay Enemies of Angmar -- Tier 6
Find and defeat players who dare contest the power of Angmar.
Slay Enemies of Angmar -- Tier 7
Find and defeat players who dare contest the power of Angmar.
Stalker-slayer -- Tier 1
Stem the tide of Warg-stalkers in the Ettenmoors.
Stalker-slayer -- Tier 2
Stem the tide of Warg-stalkers in the Ettenmoors.
Stalker-slayer -- Tier 3
Stem the tide of Warg-stalkers in the Ettenmoors.
Stalker-slayer -- Tier 4
Stem the tide of Warg-stalkers in the Ettenmoors
Stalker-slayer -- Tier 5
Stem the tide of Warg-stalkers in the Ettenmoors
Tirith Rhaw Travel Tier 1
Service to the master of Tirith Rhaw will result in the ability to find your way to the tower with less effort.
Tirith Rhaw Travel Tier 2
Service to the master of Tirith Rhaw will result in the ability to find your way to the tower with less effort.
Tirith Rhaw Travel Tier 3
Service to the master of Tirith Rhaw will result in the ability to find your way to the tower with less effort.
Tol Ascarnen Travel Tier 1
Service to the master of Tol Ascarnen will result in the ability to find your way to the tower with less effort.
Tol Ascarnen Travel Tier 2
Service to the master of Tol Ascarnen will result in the ability to find your way to the tower with less effort.
Tol Ascarnen Travel Tier 3
Service to the master of Tol Ascarnen will result in the ability to find your way to the tower with less effort.
Tyrants of the Enemy
Find and defeat the Tyrants of the forces of the Enemy in the Ettenmoors, ensuring the victory of the armies of the West.
Warden-slayer -- Tier 1
Slaughter Wardens in the Ettenmoors.
Warden-slayer -- Tier 2
Slaughter Wardens in the Ettenmoors
Warden-slayer -- Tier 3
Slaughter Wardens in the Ettenmoors
Warden-slayer -- Tier 4
Slaughter Wardens in the Ettenmoors
Warden-slayer -- Tier 5
Slaughter Wardens in the Ettenmoors
Warleader-slayer -- Tier 1
Stem the tide of Uruk-warleaders in the Ettenmoors.
Warleader-slayer -- Tier 2
Stem the tide of Uruk-warleaders in the Ettenmoors.
Warleader-slayer -- Tier 3
Stem the tide of Uruk-warleaders in the Ettenmoors.
Warleader-slayer -- Tier 4
Stem the tide of Uruk-warleaders in the Ettenmoors.
Warleader-slayer -- Tier 5
Stem the tide of Uruk-warleaders in the Ettenmoors.
Weaver-slayer -- Tier 1
Stem the tide of Weavers in the Ettenmoors
Weaver-slayer -- Tier 2
Stem the tide of Weavers in the Ettenmoors.
Weaver-slayer -- Tier 3
Stem the tide of Weavers in the Ettenmoors.
Weaver-slayer -- Tier 4
Stem the tide of Weavers in the Ettenmoors.
Weaver-slayer -- Tier 5
Stem the tide of Weavers in the Ettenmoors.
Region of Eriador

North of the Shire lie the mysterious Twilight Hills, which crouch upon the shores of Lake Nenuial. Here, in the land called Evendim, stands the city of Annúminas, once home to the kings of Arnor but abandoned long ago. Watched over by the Rangers, its forsaken towers and tombs are said to hide a great wealth of relics from the North-realm's height - artifacts sought by the nefarious forces of Angmar, who will stop at nothing to steal and corrupt the legendary powers of old.

This quest pack provides players with over 75 quests designed to support player levels 32 - 50 including three full fellowship instances within the massive city of Annuminas.

When Elendil of Westernesse came into Middle-earth after the destruction of Númenor, he settled at last in the northlands of Eriador and established the kingdom of Arnor. On the shores of Lake Evendim he built the great city of Annúminas, from which he ruled as High King over both the North and South kingdoms of Men: Arnor and Gondor.

Nine kings ruled Arnor after Elendil, though only eight dwelt in Annúminas. Isildur, Elendil's heir, never sat upon the throne, for he was slain in the Gladden Fields while returning from the wars with Sauron in the South. Valandil, Isildur's youngest son, took the throne following his father's death, and established a dynasty that lasted more than 800 years. After the death of King Eärendur, his heirs fell to fighting and the North-kingdom broke into three realms: Arthedain, Cardolan, and Rhudaur. Amlaith, the first king of Arthedain, removed his court to Fornost, leaving Annúminas to fall into decay.

Annúminas is a location taken directly from the writings of J.R.R. Tolkien. While little is said of it - other than the brief tale of its desolation and that it once housed one of the seven palantíri - the ruins of the great city play a major role in the Epic Story of The Lord of the Rings Online™. Fans of the books will be eager to visit this former home of the Kings of Arnor, and adventurous players will find many great challenges there.

Far in the north-west reaches of Evendim, in the wooded areas that lie between Evendim and the cold wastes of Forochel in the North, lies Dol Haedir. Here dwell the vicious Gauredain, wild men who have long troubled this region and once warred with the Men of Arnor. Explorers who journey in the northlands of Evendim would be well-advised to avoid Dol Haedir, for it is said the Gauredain are eaters of flesh . . . any flesh.

Dol Haedir is a location created by Turbine to help expand the repertoire of creatures in The Lord of the Rings Online™, by providing outlets for monsters and races drawn from lore.

In the woods beside Lake Evendim can be found a tranquil and ancient grove called the Eavespires. It is said that long ago an Ent, one of the mighty tree-herders of Fangorn, came here in search of something his people had lost. It may be that he dwells there yet, for an Age is but a short time to that most ancient of peoples, and the Eavespires has been a vale of peace for a very long time.

With the recent arrival of the Gauredain and giants out of the North, violence and ruin have left their mark upon the Eavespires, and it may yet be that a sleeping rage will be awakened amongst the trees. Elves have visited the grove, seeking escape from the wars of the world, but war may still find them even here, far from the shadow of Mordor.

In developing the Evendim region, the designers at Turbine drew upon Treebeard's tale of the Ents going abroad in search of the Entwives from The Lord of the Rings to create the Eavespires. Players wanting their first glimpse of a true Ent will wish to visit the forests of Evendim, though it will be a difficult task: Gauredain and giants are not the only threats to the Eavespires...wood-trolls have made their way into those lands as well.

Guarding the crossing of the River Baranduin in Evendim are three great statues, wrought in the honour of the kings of old. The first and greatest of these is of Elendil the Tall, the first High King of Middle-earth. The others are more abstract, depicting the many-pointed star that was the sigil of the North-kingdom of Arnor.

The High King's Crossing has long lain abandoned, ever since the fall of the North-kingdom and the fading of the Dúnedain of the North. The Rangers strive to preserve the mighty likeness of Elendil, lest it fades, and the remaining shreds of their glory fade with it.

The High King's Crossing takes inspiration from the Gates of the Argonath, which appear in J.R.R. Tolkien's The Lord of the Rings. This is a landmark explorers will wish to visit on their journeys.

Rumors of lost treasure brought adventurous Men back into the region surrounding Lake Evendim, where the ruins of Annúminas and the tombs of the Kings of Arnor remain. These treasure-hunters established a town and trading post in the northern reaches of those lands, amongst the ruins of the old fortress of Ost Forod. Here they were content to scavenge for trinkets unearthed by time and weather, hunt the great Harts of the North, and trade with the Lossoth, the strange and sometimes dangerous Snowmen of Forochel.

In these latter days, a less savory element has entered the ranks of the Men of Ost Forod: brigands and tomb-robbers who plunder the very graves of the Dúnedain themselves. Though the Men of Ost Forod have chosen an arbiter from among their ranks to administer some form of law and justice, he can do little to stem the swelling tide of lawless men.

Ost Forod is one of many sites created by Turbine for The Lord of the Rings Online™, using the little-mentioned region around Lake Evendim, the former seat of power of the kingdom of Arnor. Players of LOTRO will visit this location often while seeking adventure in Evendim.

Since the fall of Arnor, the Rangers of the North - the heirs of Isildur, Elendil's son - have often journeyed to the shores of Lake Evendim to pay homage to their lineage and to protect the tombs that lie amidst the ruins there. Many years ago, Aragorn, the Chieftain of the Dúnedain, came to Evendim himself to reclaim a lost treasure, a jewel known as the Silithar. Though Aragorn did not succeed in its recovery, his companion Calenglad and a small party of Rangers remained in Evendim, establishing an encampment on the island of Tinnudir from which to protect the Silithar from lowly tomb-robbers.

Long years have passed since Calenglad established the camp at Tinnudir, but he and his companions maintain their duty to their lord, even now. With the aid of some of the more upstanding citizens of the town of Ost Forod, they keep vigil over the ruins of Annúminas and the tombs of the kings, waiting for the day when Aragorn will return to claim what is his by birthright.

Tinnudir is one of many locations in the region of Lake Evendim created by the designers of The Lord of the Rings Online™, utilizing a space of land little discussed by J.R.R. Tolkien in The Lord of the Rings. Upon entering Evendim, players of LOTRO will find themselves led to the camp there, where the Rangers need their assistance.

Goblin-slayer
The scourge of the goblins appears to be everywhere these days, even on the borders of the Shire itself. Rumour has it that in Evendim a new breed of the foul creatures can be found in the odd-looking Boggarts -- cowardly snivelling things that hunt in packs to bring down their prey.
Goblin-slayer (Advanced)
It seems that the goblins in southern Evendim have not yet come in great numbers, perhaps they are only here to harry the folk of the Shire and distract the Rangers from more important goals elsewhere? Nonetheless, the goblins use deep tunnels to move about beneath the sight of the keenest-eyed scout, so they can come forth suddenly in great numbers to wreak havoc upon the unprepared.
Pilgrim of Evendim
In ages past, as the Kingdom of Arnor fractured into distrustful factions under the evil influence of Angmar, the capital city of Annúminas in Evendim lost influence and was eventually abandoned.

The capital was relocated to Fornost, which in time became the throne of the kingdom of Arthedain.
Ruins of Evendim
Explore the ruins of ancient Arnor.
Tomb-defender
Tomb-robbers have long sifted through the ruined paths of Annúminas and the tombs of the fallen Kings of old. The Rangers of the North ally with any who would take up arms to keep these thieves and scoundrels at bay.
Tomb-defender (Advanced)
Those who would defile the tombs of the ancient Dúnedain grow ever bolder as chaos and the fear of war grip the lands of the North. To take up arms against such unprincipled villains is as noble a cause as any.
Tombs of Evendim
The kings of Annúminas were intered within tombs along the road to the gate of the city.

Nine were the kings that ruled over Arnor from this ancient seat of power, but not all of them were buried in the Way of Kings...
Wanderer of Evendim
The lands of Evendim -- once the capital of the North Kingdom of Arnor -- have long lay uninhabited by Men, besides small bands of scavengers and robbers who pick through the ancient ruins and tombs that lie along the edge of the great lake.

As the forces of the North are aroused for war, those who gain control over this ancient seat of power may gain a critical advantage in the conflict to come.
Warden of Evendim
Though there is no industry, agriculture, or indeed any great strategic bastion to be found in Evendim, it could nonetheless become a great symbol among the Men of the North were the great capital of Annúminas ever to rise again under the banner of the ancient kings.
Wilds of Evendim
Once the capital of the North, Evendim has nonetheless always had its wild places and mysteries -- and those have grown stranger and more dangerous still in the long years since Annúminas was abandoned.

Far across the waters of lake Evendim lie lands long unexplored by Men.
Limrafn-slayer
The Limrafn are a lesser, weaker form of fell spirit. What draws them to Evendim in such numbers, not even the Elves can say.
Limrafn-slayer (Advanced)
You have seen many of these strange lights in Evendim lately -- they seem almost to be multiplying with the presence of Men and other forces. Is it possible that these strange entities are being awakened or attracted by the skirmishes being fought in this land, which was once nearly desolate and empty?
Salamander-slayer
The Salamanders of Evendim have always been a rare sight. This odd offshoot of the family of dragons has a strong affinity for fire, which it wields with abandon against any enemy that disturbs it.
Salamander-slayer (Advanced)
Oddly, Salamanders are frequently found near bodies of water such as rivers or lakes -- though they may also be found in wet marshes or sandy deserts. Scholars believe this may be because of the creature's tendency to burn away all nearby vegetation, thus rendering an area uninhabitable unless bodies of water or otherwise fire-proof terrain serves to constrain the fires they so freqently set.
Gauradan-slayer
Folk tales have long spoken of werewolves stalking the night -- but now that you have met the Gauredain, you suspect you know more of the truth of these tales. If they are Men, then they are only barely so. They are greater than most Men in stature, yet hunched over and using only primitive tools and speech and often dressing in the skins of wolves.
Gauradan-slayer (Advanced)
If the Gauredain were known to the ancient Kings of Arnor, few tales survive to this day that speak of them. More likely it seems that these savage Men wandered down into Evendim from the far north from Forochel.
Kergrim-slayer
The Kergrim are yet another mystery of the lands of Evendim. The Rangers seem to believe that they are a distant cousin of the snow-beasts that range throughout the Misty Mountains, but none can say why they would be here -- or what power has twisted them into these hideous shapes. The implication is that the hand of the Enemy is at work here, somehow, but there is no clear evidence of his power here, otherwise.
Kergrim-slayer (Advanced)
Many of the foul Kergrim appear to have infested the valley in which the tombs of the ancient Dúnedain kings can be found. No doubt the Rangers of the North are enraged by the potential desecration of their ancestors' tombs by these beasts, but they can spare few men to root them out.
Giant-slayer
A tribe of Stone-giants appears to have taken up residence in the western hills above Evendim. While not so great in stature as their legendary cousins in the Misty Mountains, they are nevertheless powerful opponents when aroused and more than a match for any lone soldier.
Giant-slayer (Advanced)
No-one seems to know where the allegiance of the giants lies -- indeed, it seems likely that they serve none but themselves given their capricious nature. Nevertheless, should these lands fall to the Enemy, the giants would doubtless be pressed into his service as terrible soldiers.
Brutes from the North
Defeat the Gertheryg within Annúminas.
Brutes from the North (Advanced)
Defeat the Gertheryg within Annúminas.
Invaders from Angmar
Defeat Angmarim in and around Annúminas.
Invaders from Angmar (Advanced)
Defeat Angmarim in and around Annúminas.
Leaders of the Invasion
Defeat the leaders of the Angmarim invasion within Annúminas.
Leaders of the Invasion (Advanced)
Defeat the leaders of the Angmarim invasion within Annúminas.
Markers of the Sunken City
Find the marker plaques scattered throughout Annúminas.
Spirits Aiding Angmar
Defeat the Dead within Annúminas.
Spirits Aiding Angmar (Advanced)
Defeat the Dead within Annúminas.
The City of the Kings
Explore the ruins of the ancient city of Annúminas.
Warden of Annúminas
Your efforts within Annúminas have not gone unnoticed by the Rangers. Because of your unceasing aid in the defence of the City of the Kings, they have bestowed upon you the title of Warden.
Region of Eriador

In the far north, beyond the fringes of civilization, the frozen barrens of Forochel cling to the coast of the Ice Bay. A land of eternal winter, where strange lights dance in the night sky, it is a place of dire peril, home to snow-trolls, white wolves, and tusked, shaggy behemoths. On these frigid shores, too, dwell the Lossoth, the Snow-folk who once sheltered Arvedui, the doomed last king of Arnor, and who still keep the secrets he left behind.

This quest pack provides players with over 100 quests designed for player levels 39 - 52 exploring the savage and beautiful stretches of the frozen north and the home of the enigmatic Lossoth.

In the distant north of Middle-earth, between the far reaches of the Blue and the Misty Mountains, lay a wide icy bay of the Great Sea. This was the mighty Icebay of Forochel (the name Forochel means 'northern ice'), which extended far into the coldest regions of the north. To the north and west, the bay was sheltered from the Sea by the curve of the Cape of Forochel.

Despite its freezing climate, tribes of Men lived around the shores of the Icebay. Far back in the Elder Days, these were the people known as the Forodwaith, but by the Third Age, their descendants - the Lossoth - occupied the northern wastes in their place. Their main settlements were along the sheltered Cape, but they wandered far and wide around the Icebay, even venturing as far as the Icebay's southern coasts.

The Battle for Forochel
Discover each of the key battlegrounds for control of the Ice Bay of Forochel.
Forochel Expeditionary
The Lossoth of Forochel are engaged in a constant struggle against their enemies the Gauredain, against the savage northern wild-life, and against the elements themselves.

While one might expect them to receive help gratefully, this constant hardship has also bred a strong independence among their people -- it will take a great deal of effort to win them over to the cause of the Free Peoples of Eriador.
Grim-slayer
The Gauredain believe that the Grims are the wandering souls of those among their people who were cast out for their cowardice, damned to eternally wander the frozen snow-fields after they froze to death in the ice. Those few among the wise who know of these creatures, however, suspect that they are more likely fell spirits left wandering the northern wastes long after the fall of their ancient Dark Lord.
Grim-slayer (Advanced)
If there is the slightest trace of a once-living spirit within the Grim, it would seem that it is not enough to show any sign of compassion or mercy. At the slightest sign of warmth or life they strike, seemingly intent on snuffing it out in a howling assault of hail and hatred.
Sabre-tooth Slayer
These savage cats are predators of a particularly vicious and undiscerning nature. The Lossoth make sure to respect their territory during the hunt, lest they become a meal for these deadly creatures. Likewise what livestock they raise is under constant threat by these voracious beasts.
Sabre-tooth Slayer (Advanced)
The sabre-tooth cats are a deadly and frequent hazard of the forests of Forochel. Only the bravest hunters amongst the Lossoth will dare to hunt in the vicinity of a Sabertooth den, and even they occasionally fail to return.
Forochel Survivor
The greatest danger in Forochel is the harsh environment itself. The bitter winds and ice have torn the life from more hardy folk than the claws of the kalpa-kita or spears of the Gauredain -- though those dangers come a close second.
Gauradan-slayer
At last you have come upon the homeland of the Gauredain -- and in seeing it, it becomes clear how they came to be such powerful brutes, shaped by the vicious elements and hardships of Forochel, it is hard to imagine them otherwise -- and yet the Lossoth still maintain the trappings of civilization under the same hardships. Have the Gauredain chosen their path in this fashion, or is their brutal path some long-ago contrivance of the Enemy?
Gauradan-slayer (Advanced)
It seems odd indeed that two people such as the Gauredain and the Lossoth should do battle to claim such a forbidding and difficult land as Forochel, and yet they strive endlessly over it. It seems that home is the place you know, and wherever that might be, Men, dwarves, hobbits, Elves, Orcs -- and whatever else -- will fight to defend it.
Worm-slayer
The Worms of Forochel have adapted to the eternally cold environment, growing a coat of strangely-furred scales to ward off the cold, while their claws and teeth carry a strange cold of their own, often causing those who suffer wounds from them to succumb to a deadly chill.
Worm-slayer (Advanced)
It is uncertain whether these worms are native to Forochel or whether they have come down from the Northern Wasteland during the winter when the Ice Bay is frozen solid enough to travel across. Of course, it no longer matters from whence they came, for they are here now and a threat to all who live in Forochel.
Angmarim-slayer (Advanced)
It seems that the Angmarim may at best be searching for something, or perhaps simply meddling in the conflicts between the Lossoth and the Gauredain. A full-strength invasion does not seem to be their purpose in Forochel -- at least, not yet.
Dourhand-slayer
Old dwarf-ruins litter the landscape of Forochel. Being the hardiest of the Free Peoples, the dwarves claim that they were the first to settle here long ago, in hopes of finding riches beneath the frozen earth -- but most of these settlements were abandoned long ago.

Hoping to strengthen their claims as legitimate heirs of the ancient Dwarf-lords, the Dourhands seek to re-build these settlements with the aid of their Angmarim allies, but this has brought their cousins the Longbeards north as well, seeking to dispute their claims, no matter the worth (or lack thereof) of the mines here.
Dourhand-slayer (Advanced)
The attempts by the Dourhands to claim a legitimate descent from the Dwarf-lords of old seems futile at this point, as their dark alliance with Angmar becomes more common knowledge among the dwarves of Middle-earth -- but if anything, this turn of events has only made them more dangerous and desperate, as they now fight for the very survival of their misguided house.
Angmarim-slayer
So it seems that the shadowy fingers of Angmar have stretched even into desolate Forochel, sewing the seeds of conflict here as in all places they touch.

Here at least, it seems that their preparations are less ready than elsewhere, or perhaps they find little of value, for they rely mostly on their less trustworthy allies -- the Dourhands and the savage Gauredain -- rather than their well-ordered hordes of Orcs and evil Men.
Forochel Pioneer
The brutal wilderness of Forochel would keep all but the hardiest at bay, but for those with the spirit to endure and thrive in its environment, its call may prove irresistable at the last.
The Lost Fellowship
The Lost Fellowship was a brave party that set off from Angmar to find a great treasure in Forochel. Unforuntately, they encountered some trouble along the way....
Ancient Stones of Forochel
While the Lossoth of Forochel are not great builders, the dwarves long ago had many mines and encampments in the North.
Region of Eriador

Aptly named, the Lone-lands are a barren expanse of bleak moors and reeking swamps, dotted by the remnants of what were once the glorious kingdoms of the north. The most prominent of these ruins is Weathertop, the mighty hill where the great watchtower of Amon Sûl once loomed - and fell, long ago, to the evil of the Witch-king. Now, aside from the decrepit wayhouse called the Forsaken Inn, the Lone-lands are home only to orc-kind and the ghosts of old.

This quest pack provides players with over 100 quests designed to support player levels 22 - 32, and access to Garth Agarwen - two small fellowship instances, and one full fellowship instances.

North of the Great East Road, as it leads from the barrens of the Lone-lands to the Last Bridge, north also of the ruins of Ost Guruth, home of the scavenging Eglain, lies a vast marsh known as the Red Swamp. The swamp had not always been this way. Once, it had been a small lake beside a green meadow, but tales tell that a great bloody battle between the Hillmen of Rhudaur and the armies of Arthedain and Cardolan took place upon that site. The blood of the fallen tainted the water of the lake, corrupting it and the lands around it.

Little did the Men of Arthedain realize that within the lake, which now lies in the northern reaches of the Red Swamp, slept a powerful creature of nature. This once-peaceful being fell beneath the corruption of the swamp and awakened as something hideously destructive, slaying with abandon to feed her bloodlust. The Eglain of Ost Guruth say that the Dead have arisen within the bounds of Agamaur, the northern reaches of the swamp, and that evil men now dwell within the ruins of Garth Agarwen, worshiping the power which dwells there. It is also said that the shades of the Men of Arthedain can be found somewhere within the swamp, cursed by a great Power for failing to reclaim the swamp from the corruption which taints the land.

The designers of LOTRO were able to take advantage of a stretch of land with little to no history or description and combine it with themes from the lore to create Agamaur and the rest of the Red Swamp, a treacherous questing arena for the truly daring. Players of The Lord of the Rings Online: Shadows of Angmar would be wise to gather friends before venturing into the marshes of Agamaur, for the dangers which prowl the Red Swamp are far beyond the measure of a lone adventurer.

One day's journey east of Bree on the Great East Road, travelers will find the Forsaken Inn, and it is likely to be the last outpost of civilized life they will encounter for some time to come. The Inn itself is in disrepair, with a variety of cobbled-together wall fragments and a severely neglected roof - however, any roofed structure (even one with only half of its roof still intact), is a welcome sight in these lawless lands.

Since it is only briefly mentioned in the pages of The Lord of the Rings, the Forsaken Inn had to be designed from the ground up for The Lord of the Rings Online: Shadows of Angmar to reflect a once-popular travelers' lodge, now all but consumed by the ages and the elements. In creating this all-but-forgotten social gathering place, the design team at Turbine has scripted a number of pivotal moments of plot development, as well as numerous task offerings and trading opportunities, to make the Forsaken Inn an important hub of activity. The region around the Inn, now known as the Lone-lands, is an expansive grassy wilderness between Bree and the Trollshaws. Once a pivotal kingdom of mighty Arnor long ago, in these darkening days this wilderness is not to be traveled lightly, despite its noticeably sparse population. The surrounding hills are home to brigands and shadowy characters of many sorts. Operating amongst the ruins found in several places throughout the region, these marauders understand the value of the artifacts that can be unearthed throughout the area and fiercely guard the ruins. These brigands also prey upon the unwary, and an adventurer who strikes out on the Great East Road to Rivendell without first knowing the dangers of the surrounding lands makes an all-too-easy target.

Deep in the Lone-lands, a vast marshland stretches across the land, red as the blood that was spilled into its waters during the wars between Arthedain and Rhudaur. The Eglain of Ost Guruth call it the Red Swamp. In the northern reaches of the bog called Agamaur, lie the ruins of an ancient Rhudaurian fortress, now known as Garth Agarwen. Garth Agarwen was one of the chief bastions of the Hill-men of Rhudaur before it fell into decay.

What no one knew -- until it was too late -- was that the streams and rivers of the once-beautiful land were inhabited by a River-maiden akin to Goldberry, daughter of the Withywindle in the Old Forest. Blood spilled during the wars poured into her abode, corrupting the water, the land, and finally the River-maiden herself. From this corruption spread the expanse of the Red Swamp, and the River-maiden arose as a dread and dark presence, taking possession of Garth Agarwen.

Garth Agarwen and the corrupted River-maiden play a major role in the epic story of The Lord of the Rings Online™ (LOTRO). These ruins and the story told there tie in closely with themes, events, and characters from J.R.R. Tolkien's books. Players of LOTRO should gather some friends if they wish to brave Garth Agarwen - and survive.

The Last Bridge is the easternmost bridge built by the kings of Arnor upon the Great East Road. It marks the border between the barrens of the Lone-lands and the Trollshaws in the shadow of the Misty Mountains, where lies Rivendell, refuge of Elrond Halfelven.

As Strider led Frodo Baggins and his companions to Rivendell they crossed the Last Bridge, and there Strider discovered a beryl - an Elf-stone, or more specifically, an emerald - left there as a sign that friends had passed that way. Indeed, the mighty Elf-lord Glorfindel had left the stone, and later aided in the rescue of Frodo from the Nazgûl at the Ford of Bruinen.

Players of The Lord of the Rings Online™ (LOTRO) will want to visit this landmark from the books, for more than just a bridge might be found there. . .

To the east of Bree-land lies a largely barren and uninhabited stretch of wilderness known as the Lone-lands. Usually the only life seen in these lands are scattered birds and wildlife. On rare occasions a traveller upon the Great East Road may be spied. Hidden among the ruins of the ancient fortresses there can be found the Eglain. These are descendants of an ancient people who have forsaken the towns and cities of "civilized" folk and choose to live as free men in the wild. They scavenge trinkets and relics from the remnants of Arnor to trade for the necessities of life.

The Eglain are wanderers, but they will sometimes stop and make a temporary home in one set of ruins or another, which they call their Ruin-hold. The current Ruin-hold lies far beyond Bree, just off the Great East Road, amid the ruins of the once-great fortress of Ost Guruth. Once a castle belonging to the kingdom of Rhudaur, it fell long ago in the wars between that realm and Arthedain. One tower still remains intact, however, and serves as the home of Aric the Stone-speaker - when he is not abroad in the swamps, seeking ancient lore.

Ost Guruth and the Eglain were created by the designers of The Lord of the Rings Online™ (LOTRO) to provide a location from which to perform quests in the Lone-lands and NPCs with whom to interact. Both Ost Guruth and the Eglain play prominent roles in LOTRO's Epic Story.

Long ago, the first King of Arnor, Elendil, built the tower Amon Sûl in the center of his Kingdom, amid the Weather Hills. Its purpose was to house a palantír - one of the seven "seeing stones" through which Elendil, his heirs, and his liegemen could communicate with each other and watch over both the North and South Kingdoms.

In time, when Arnor broke apart into the three Kingdoms of Arthedain, Cardolan and Rhudaur, the sundered realms fractured around this tower, and their leaders often debated over ownership of the Weather Hills. All three Kingdoms desired control of the palantír, but eventually the lines of the Dúnedain in Cardolan and Rhudaur began to fail and Rhudaur fell beneath the sway of the Witch-realm of Angmar. During Angmar's first assault on Arthedain, the watchtower was razed to the ground; however, perhaps in preparation for such a day, the palantír had long been removed.

In latter days, Weathertop, as Amon Sûl was then known, became host to two momentous events. First, as Gandalf the Grey traveled from Bree to Rivendell, he did battle with several Nazgûl and was then pursued from there through the Trollshaws, though not before he left a sign upon a stone to be found two days later, when the Ranger Strider and four hobbits encamped there. The remaining Nazgûl assailed Strider and his companions, and Frodo Baggins was stabbed by the Witch-king of Angmar, Lord of the Nazgûl, after he put on the One Ring.

In The Lord of the Rings Online™ (LOTRO), players will learn of a great champion of Angmar, who was defeated and presumed slain at the final battle at Amon Sûl. They will also discover that, after the passing of Strider and his hobbit companions, Weathertop has become the refuge for a band of Orcs scouting the Lonelands and Bree-land . . . a foreshadowing of evils to come. Weathertop is only one of many popular landmarks from The Lord of the Rings to be revisited in LOTRO.

Tales of the Lonely Road
Undertake quests within the Lone-lands.
Goblin-slayer
Defeat goblins in the Lone-lands.
Goblin-slayer (Advanced)
Defeat many goblins in the Lone-lands.
Orc-slayer
Defeat Orcs in the Lone-lands.
Orc-slayer (Advanced)
Defeat many Orcs in the Lone-lands.
Spider-slayer
Defeat spiders in the Lone-lands.
Spider-slayer (Advanced)
Defeat many spiders in the Lone-lands.
Tales of the Lonely Road (advanced)
Continue to assist the inhabitants of the Lone-lands.
Warg-slayer
Defeat Wargs in the Lone-lands.
Warg-slayer (Advanced)
Defeat many Wargs in the Lone-lands.
Craban-slayer
Defeat crebain in the Lone-lands.
Craban-slayer (Advanced)
Defeat many crebain in the Lone-lands.
Weathertop Exploration
Weathertop is in the western half of the Lone-lands. Its proper name of old is Amon Sûl, and within it once lay one of the palantíri of the ancient kingdoms.
Tales of the Lonely Road (Final)
Continue earning the trust of the inhabitants of the Lone-lands.
Defences of the Lone-lands
The Lone-lands were once host to a string of forts and towers that guarded the roads against the incursions of Angmar and Rhudaur. Long ago, they fell into ruin with the defeat of the North Kingdom.
Bog-lurker Slayer
Defeat bog-lurkers in the Lone-lands.
Bog-lurker Slayer (Advanced)
Defeat many bog-lurkers in the Lone-lands.
Wight-slayer
Defeat wights in the Lone-lands.
Wight-slayer (Advanced)
Defeat many wights in the Lone-lands.
Troll-slayer
Defeat Trolls in the Lone-lands.
Troll-slayer (Advanced)
Defeat many Trolls in the Lone-lands.
The Grimfens
The Grimfens are in the south-east extent of the Lone-lands. Travellers have avoided this place for as long as any can remember -- and for good reason.
Garth Agarwen Exploration
Garth Agarwen lies in the north-east hills of the Lone-lands. Once a great fortress of the ancient kingdoms, rumours say that it has become a stronghold of corruption and evil.
Region of Rhovanion

Beyond the long dark of Moria and the Dimrill Dale stands a land of beauty... for those permitted to enter. For Celeborn and Galadriel, the lord and lady of Lóthlorien, do not allow many to pass into their realm. The Golden Wood is a land of laughing rivers and sunlit groves, the tree-city of Caras Galadhon shining at its heart. Those who gaze into Galadriel's mirror know, as the Elves do, that war is coming, but for now peace and joy still linger here.

Lothlorien is part of the Mines of Moria™ expansion pack and features over 100 quests for levels 60 and up.

The Lady Galadriel of Lothlórien takes pleasure in beautiful things, and through her use of Nenya, she has transformed the wood of Lothlórien into one of the most magnificent places of beauty remaining in Middle-earth. In the city of Caras Galadhon, she keeps a garden for herself; this garden is not only a place of beauty, but of power.

Amid the flowering plants springs forth a fountain, and from this fountain runs a spring of clear, cool water from which came the waters which were captured in the phial she gave to Frodo Baggins, bearer of the One Ring, and the waters of her famed Mirror. Into this fountain has been poured the grace and power of Nenya, the Ring of Adamant - though it is also called the Ring of Water.

The Garden of Galadriel appears in J.R.R. Tolkien's Lord of the Rings is the place where she brought Frodo Baggins and Sam Gamgee to look into her Mirror, and there learn something of the future. This location is recreated in Lord of the Rings Online™: Mines of Moria™ players and fans of Lord of the Rings visit.

Long ago, when Lothlórien was known as Laurelindórenan - the Land of the Valley of Singing Gold - it was ruled by the Elf-lord Amroth. Before Caras Galadhon was even a thought in the minds of Celeborn and Galadriel, Amroth built his home upon a hill which is now named Cerin Amroth.

Eventually, Amroth left Lothlórien and went south, where he built the haven of Edhellond and awaited the coming of his love, Nimrodel. She never came, and Amroth was lost at sea. It was at Cerin Amroth, in later years, that Aragorn son of Arathorn and heir of Isildur pledged himself to Arwen daughter of Elrond Halfelven and granddaughter of Celeborn and Galadriel.

It was from Cerin Amorth that Frodo Baggins saw his first glimpse of Caras Galadhon, the city of the Lord and Lady of the Galadhrim. Fans of J.R.R. Tolkien's The Lord of the Rings will wish to visit this site and rest from their journeys.

The river Nimrodel was named after an Elf-maiden of old who once dwelt by a waterfall there, and fell in love with Amroth, the Lord of Lórien. Long ago, they left Lothlórien together for the haven of Edhellond, but Nimrodel disappeared in the White Mountains and her fate remains unknown. In later years, the River Nimrodel served as the site of a watchpost of the Galadhrim, kept by the brothers Haldir, Rúmil, and Orophin.

The waters of Nimrodel are said to bring healing to the weary, and some claim they can hear the voice of the maiden singing in the falls. As the War of the Ring has worsened, the waters have been defiled by the filthy feet of Orcs, and the Elves of Lothlórien seek vengeance.

The river Nimrodel is visited by the Fellowship of the Ring after they escape from Moria in J.R.R. Tolkien's The Lord of the Rings. Players of The Lord of the Rings Online™ may find respite - or danger - near its waters.

The Defence of Lórien
The Orcs of Moria have come down from the mountains and begun their assault upon Lothlórien.
The Defence of Lórien II
The Orcs of Moria have come down from the mountains and begun their assault upon Lothlórien.
The Defence of Lórien III
The Orcs of Moria have come down from the mountains and begun their assault upon Lothlórien.
The Defence of Lórien IV
The Orcs of Moria have come down from the mountains and begun their assault upon Lothlórien.
The Defence of Lórien V
The Orcs of Moria have come down from the mountains and begun their assault upon Lothlórien.
Troll-slayer
Defeat many trolls in Southern Mirkwood.
Troll-slayer (Advanced)
Defeat many trolls in Southern Mirkwood.
Ally of Lothlórien
The Galadhrim are preparing for war against the Orcs of Moria. They have sent a call out to all who will aid them.
City of the Lord and Lady
Caras Galadhon is the mighty city of the Lord and Lady of the Galadhrim, nestled amid the tall mallorn trees.
Defender of Lothlórien
The Galadhrim are preparing for war against the Orcs of Moria. They have sent a call out to all who will aid them.
Great Deeds for Lothlórien
There are many opportunities to perform great deeds for the Galadhrim of Lothlórien.
Lórien Lookout
Many flets, where the guards of the Galadhrim keep watch, dot the Golden Wood, ensuring that no enemy can approach unnoticed.
Wanderer of the Golden Wood
The ways of Lothlórien are beautiful and restful. It is easy to lose oneself in the peaceful wood.
Warrior of Lothlórien
The Galadhrim are preparing for war against the Orcs of Moria. They have sent a call out to all who will aid them.
Beast-slayer
Even the Elves recognize that wildlife unchecked can be as harmful to nature as wildlife slaughtered for no good reason.
Beast-slayer (Advanced)
Even the Elves recognize that wildlife unchecked can be as harmful to nature as wildlife slaughtered for no good reason.
Flet-runner Challenges
A number of flet-runners throughout Caras Galadhon have challenged you to join their ranks by demonstrating your awareness of the city's layout and the quickness of your feet.
Friend of Lothlórien
The Galadhrim are wary of strangers. It takes much to earn their trust.
Orc-slayer
The Orcs of Moria have poured out of the Misty Mountains into the Dimrill Dale and Fanuidhol. It will take a brave heart to drive them back.
Orc-slayer (Advanced)
The Orcs of Moria have poured out of the Misty Mountains into the Dimrill Dale and Fanuidhol. It will take a brave heart to drive them back.
Agent of the Golden Host
Defeat Warg-harassers during Glory of the Golden Host.
Aid to the Golden Host
Defeat goblin-warriors during Glory of the Golden Host.
Ally of the Golden Host
Defeat Orc-warriors during Glory of the Golden Host.
Avenger of the Golden Host
Defeat Warg-ravagers during Glory of the Golden Host.
Brother of the Golden Host
Defeat Orc-harassers during Glory of the Golden Host.
Champion of the Golden Host
Defeat Olog-hai Harassers during Glory of the Golden Host.
Defender of the Golden Host
Defeat Warg-hunters during Glory of the Golden Host.
Exploiter
Defeat Olog-hai Berserkers during Glory of the Golden Host.
Glory of the Golden Host
Defeat Uruk-berserkers during Glory of the Golden Host.
Goblin-foe
Defeat many goblin-warriors during Glory of the Golden Host.
Goblin-hater
Defeat many goblin-harassers during Glory of the Golden Host.
Guardian of the Golden Host
Defeat Uruk-harassers during Glory of the Golden Host.
Help to the Golden Host
Defeat goblin-harassers during Glory of the Golden Host.
Orc-bane
Defeat many Orc-berserkers during Glory of the Golden Host.
Orc-foe
Defeat many Orc-warriors during Glory of the Golden Host.
Orc-hater
Defeat many Orc-harassers during Glory of the Golden Host.
Pride of the Golden Host
Defeat Olog-hai Warriors during Glory of the Golden Host.
Star of the Golden Host
Defeat Uruk-warriors during Glory of the Golden Host.
Troll-bane
Defeat many Olog-hai Berserkers during Glory of the Golden Host.
Troll-foe
Defeat many Olog-hai Warriors during Glory of the Golden Host.
Troll-hater
Defeat many Olog-hai Harassers during Glory of the Golden Host.
Uruk-bane
Defeat many Uruk-berserkers during Glory of the Golden Host.
Uruk-foe
Defeat many Uruk-warriors during Glory of the Golden Host.
Uruk-hater
Defeat many Uruk-harassers during Glory of the Golden Host.
Warg-bane
Defeat many Warg-ravagers during Glory of the Golden Host.
Warg-foe
Defeat many Warg-hunters during Glory of the Golden Host.
Warg-hater
Defeat many Warg-harassers during Glory of the Golden Host.
Wrath of the Golden Host
Defeat Orc-berserkers during Glory of the Golden Host.
Region of Rhovanion

Across the Great River from Lórien looms a forest once fair and green, but now black and foul: Mirkwood. Here, the Ringwraiths rule from Sauron's grim fortress of Dol Guldur, spreading the Dark Lord's corruption across the land. Once-green and growing things twist in torment, and shadows fill every hollow and drown every hill. It is from here that the Enemy's forces will strike first, and the Elves face a desperate battle to hold his orcs, wolves, and brutal Olog-hai at bay.

Mirkwood is part of the Siege of Mirkwood™ expansion pack and features over 100 quests for levels 60 and up.

In the days of Greenwood the Great, Amon Angened was a watchpost of the Elves. From its summit, much of the wood could be seen. When the Necromancer came to the forest, the Elf-tower atop Amon Angened was laid to waste, and the Dark Lord's Orcs built a terrible fortress to guard the ways to Dol Guldur.

When the Malledhrim assaulted the Mirk-eaves, they retook Amon Angened and made it their chief holding on the Mirkwood beachhead. From there, they funnel supplies to the main body of the Golden Host.

During the Mirkwood Landing, players of The Lord of the Rings Online™ will aid the Malledhrim in retaking Amon Angened and establishing the supply camp there.

The Woodman-village of Audaghaim in Southern Mirkwood was once a normal rustic dwelling place with little use for the world outside of the forest. They had peaceful relations with the Elves for many long years, until the coming of the Necromancer. After the Elves were driven from Southern Mirkwood, the Woodmen of Audaghaim fell under the sway of the Dark Lord. Their actions in worship of Sauron brought upon them the curse of the Oathbreakers.

The Haunted Inn is one of the few nearly undamaged structures remaining in the village, inhabited by restless shades who seem not to realize that they are no longer among the living, going through the motions of their past lives. The Malledhrim chose the Haunted Inn to serve as their command post in the Dourstocks, both preparing to press onward towards Dol Guldur and investigating the Oathbreakers of Audaghaim.

Audaghaim and the Haunted Inn were created by the developers of The Lord of the Rings Online™ as part of the Siege of Mirkwood™ digital download. The Woodmen of Mirkwood are a race of Men which appear in J.R.R. Tolkien's The Lord of the Rings.

When the Golden Host passed through the Mirk-eaves into the Dourstocks, they briefly laid siege to the goblin-camp of Burgûl-stazg. The goblins and their greater leaders fled into hiding at the approach of the Malledhrim, but returned after the Elves had moved on, preparing to fall in behind the Elves... but something went terribly wrong.

Goblins began to desert the Host in large numbers, observed by Malledhrim scouts to be panicked to the point of incoherence. Rumours of strange happenings in the camp have drawn the attention of the Elves, who sent a small party to investigate the goings-on.

While Burgûl-stazg is itself rather insignificant, players of The Lord of the Rings Online™ will find that it contains clues to the terrors of Audaghaim, further to the west.

The ruined fortress of Dannenglor was once a glorious city of the Elves of Southern Mirkwood, before the coming of the Necromancer. It was a storehouse of knowledge and a center of trade for the Silvan Elves.

Now utterly forsaken, it has become the abode of an outcast tribe of merrevail and their morvul slaves. Accompanied by a plague of bats, the merrevail seek to make Dannenglor a place of horror.

Dannenglor was created by the developers of The Lord of the Rings Online™ as part of the Siege of Mirkwood™ digital download.

Mirkwood was once known as Greenwood the Great while under the dominion of the Elves. When the Necromancer came and drove forth the Elves, spreading his corruption behind them, it became Mirkwood. The corruption of Sauron was complete, tainting the land, the trees, the very water of the forest.

In the bogs of the Drownholt, there is a pool which stands as a warning against carelessly trusting the waters of Mirkwood. The skeletal remains of Woodmen litter the edges of the pool, where they died trying to escape the stagnant waters of the Drownholt, only to perish in the poisoned waters of the Pool of Creeping Death.

The Pool of Creeping Death is a landmark created by the designers of The Lord of the Rings Online™ for the Siege of Mirkwood™ expansion.

Upon a cliff overlooking the Anduin on the eastern banks on the river lie the ruins of an ancient watchtower called Tirnhirion. This crumbled ruin is all that remains of the beacon tower which would summon the Galadhrim to the aid of their cousins in Greenwood the Great at time of need. Unfortunately, Tirnhirion failed when the forces of darkness first swept through the ancient wood.

Tirnhirion was destroyed and left to decay throughout the reign of the Necromancer, the Dark Lord Sauron. Now it is home to the servants of the Enemy - skulking Wargs and spying crebain who keep an ever-watchful eye towards the Golden Wood upon the western banks of the Anduin.

Players of The Lord of the Rings Online™ will find the ruins of Tirnhirion by following the Anduin south from the boat-landing at Echad Sirion.

The Siege of Mirkwood
Lord Celeborn and Lady Galadriel have devised a daring plan: to cross the river Anduin and attack the fortress of Dol Guldur in the depths of Mirkwood.
Mirkwood Landing
Aid the Malledhrim in securing their military objectives during the landing of their forces in Mirkwood.
Mirkwood Tower Climber
There are two major, surviving towers in the ruins of Ost Galadh: Minas Celebolf and Minas Glórelloth. From these pinnacles, much of the expanse of Mirkwood may be seen.
Headcount
The Malledhrim seek to drive back the forces of Dol Guldur from the eaves of Southern Mirkwood.
Beast-slayer
The many predators of Mirkwood are as black as the night itself, corrupted by the long years of evil.
Beast-slayer (Advanced)
The many predators of Mirkwood are as black as the night itself, corrupted by the long years of evil.
Dead-slayer (Advanced)
Defeat many shades and wights in Southern Mirkwood.
Dead-slayer of Southern Mirkwood
Defeat many wights and shades in Southern Mirkwood.
Evil Strongholds of Mirkwood
Many foes have settled throughout Mirkwood, striving ever to make it the fell and hopeless stronghold of evil that it has since become.
Into the Black and Twisted Forest
Complete quests in Southern Mirkwood.
Into the Black and Twisted Forest (Advanced)
Complete many quests in Southern Mirkwood.
Into the Black and Twisted Forest (Intermediate)
Complete many quests in Southern Mirkwood.
Orc and uruk-slayer
Defeat many Orcs in Southern Mirkwood.
Orc and Uruk-slayer (Advanced)
Defeat many Orcs and uruks in Southern Mirkwood.
Sorcerer-slayer
The servants of the Enemy are a formidable presence in Mirkwood as the Malledhrim press forward.
Sorcerer-slayer (Advanced)
The servants of the Enemy are a formidable presence in Mirkwood as the Malledhrim press forward.
Spider-slayer
Defeat many spiders in Southern Mirkwood.
Spider-slayer (Advanced)
Defeat many spiders in Southern Mirkwood.
The Wilds of Mirkwood
There are many wild and forsaken places to be stumbled upon as the wary wanderer passes through Mirkwood.
Uncovering the Ruins of Mirkwood
Mirkwood is home to many places that were once great, but have fallen into ruin after long years of corruption and disrepair.
Warg-slayer
Defeat many Wargs in Southern Mirkwood.
Warg-slayer (Advanced)
Defeat many Wargs in Southern Mirkwood.
Region of Eriador

Dividing the lands of Eriador from the wilderness of Rhovanion, the Misty Mountains are a lofty, white-capped range, home to giants and fierce snow-beasts. Only a few passes traverse these inhospitable heights, among them the High Pass north of Rivendell. But in these troubled times, even that road is blocked, guarded by the denizens of Goblin-town, a gnarled tangle of caves aswarm with orc-kind. Here, too, the forsaken dwarf-hold of Helegrod hides a terrible foe that, unthwarted, could wreak untold destruction upon the north.

This quest pack offers over 70 quests designed to support player levels 39 - 50 and includes access to Goblin-town with a small fellowship instance plus Helegrod - a massive 12-person raid.

Zirakzigil, the Silvertine, known also as Celebdil the White in the Elvish tongue, is one of three peaks of the Misty Mountains, below which lie the cavernous halls of Moria, the ancient dwarf-home of Khazad-dûm. It is said that Durin the Deathless once stood upon its peak, but that knowledge is lost, deep in the memory of the Ages.

In more recent times, a great battle of flame and lightning took place upon Zirakzigil, and the mountainside was broken. Any who chanced to behold the great battle thought a terrible storm raged in the mountains. The truth only became known at a later time . . .

Fans of J.R.R. Tolkien's The Lord of the Ringswill recognize Zirakzigil as the peak upon which Gandalf the Grey and the Balrog of Moria battled, to their mutual demise. Players of The Lord of the Rings Online™ will still find adventure upon Celebdil . . .

In the Misty Mountains, far above the hidden Elf-refuge of Rivendell, lies the entrance to one of the strongest goblin-kingdoms remaining in Middle-earth. Called Goblin-town by its vile inhabitants, this subterranean realm was once ruled by an evil creature who called himself the Great Goblin, until he met his doom at the hands of Gandalf the Grey. Wielding the goblin-bane blade known as Glamdring, the Wizard slew the Great Goblin while rescuing the company of Thorin Oakenshield. This fateful event began a new chapter in the history of Middle-earth, for it was within Goblin-town that the hobbit Bilbo Baggins fell into the deep cavern where the creature Gollum lived . . . and his hand fell upon a small golden ring upon which balanced the fate of the world.

The goblins of Goblin-town avoid the sun, preferring instead to remain hidden in their dark caves, but they are not cowardly. They are a vicious breed, full of greed and hatred for beautiful things. Allied with Wargs from the eastern borders of the Misty Mountains, they usually raid small villages, but once they marched upon the Lonely Mountain Erebor to fight in the Battle of Five Armies.

Fans of J.R.R. Tolkien's The Hobbit and The Lord of the Rings will at once recognize Goblin-town as one of the most famous points of interest in the books. Players will find that the goblins have not been idle in the years since the Battle of Five Armies, as they go down, down to Goblin-town . . .

The vast expanse of the Misty Mountains divides the western and eastern halves of Middle-earth, making travel and commerce between those lands difficult. The few roads across the Mountains are fraught with danger. The first is to travel all the way around the southern end of the Misty Mountains, through the Gap of Rohan, but it is rumoured that Orcs now range freely there. The second path is through the Redhorn Gate, about halfway between Rivendell and the Gap of Rohan, but the stirring of the Shadow in the East has caused even that pass to become an abode of evil.

Neighbouring the vale of Imladris is the third passage, the High Pass. This was once the most-used pass in the North, until the goblins began to stir and giants took up residence in the heights. Now travellers in the High Pass are often assailed by raiders out of Goblin-town or crushed by boulders in games of catch between giants.

The High Pass will be familiar to fans of J.R.R. Tolkien's The Hobbit as the pass where Thorin and Company were forced to take shelter from thunderstorms and stone-throwing giants outside the "back door" to Goblin-town. This is only one of several landmarks in The Lord of the Rings Online™ that was created directly from the books.

Snow-beast Slayer
Defeat snow-beasts in the Misty Mountains.
Snow-beast-slayer (Advanced)
Defeat many snow-beasts in the Misty Mountains.
Troll-slayer
Defeat trolls in the Misty Mountains.
Troll-slayer (Advanced)
Defeat many trolls in the Misty Mountains.
Bear-slayer
Defeat bears in the Misty Mountains.
Bear-slayer (Advanced)
Defeat many bears in the Misty Mountains.
Warg-slayer
Defeat Wargs in the Misty Mountains.
Warg-slayer (Advanced)
Defeat many Wargs in the Misty Mountains.
Worm-slayer
Defeat worms in the Misty Mountains.
Worm-slayer (Advanced)
Defeat many worms in the Misty Mountains.
Peril of the Mountains
Perform valiant deeds among the snows of the Misty Mountains.
Ruins of the Misty Mountains
There are not many ruins to be found in the Misty Mountains, for few indeed are those willing to build anything of note in such an inhospitable environment. Those that are to be found here were built long ago by the dwarves.
The High Passes
In order to cross the Misty Mountains, travellers have long had to traverse high and trecherous passes, often choked with snow, knife-like winds, and other more aggressive hazards. Seek out these passes and learn the secret ways of the mountains.
Where Giants Dwell
Travellers have long told tales of the mighty and capricious giants that inhabit the cold peaks of the Misty Mountains, you must seek out their places for yourself however, for there are few who have seen them left to tell you the way.
Peril of the Mountains (advanced)
Perform more valiant deeds among the snows of the Misty Mountains.
Giant-slayer
Defeat giants in the Misty Mountains.
Giant-slayer (Advanced)
Defeat many giants in the Misty Mountains.
Peril of the Mountains (final)
Perform many valiant deeds within the snows of the Misty Mountains.
The Forbidding Heights
While most folks sensibly stay home and tend to fields and shops, some hardy adventurers are drawn to the most inhospitible and difficult places in Middle-earth. Few such places pose so great a challenge as the stretch of the Misty Mountains surrounding the region of the High Pass, which is fraught with hazards -- both natural and otherwise -- to test the most rugged individuals.
Bilbo's Buttons
How strange...scattered throughout the warrens of Goblin-town seem to be a set of old, well-worn brass buttons, as if lost from a Hobbit's waistcoat. How in the world did such things come to be in these dark and twisted tunnels?
Goblin-town
Few know the full extent of the depths of Goblin-town, and those who have experienced them most likely died therin as slaves to cruel goblin-overseers. The goblins themselves may not know all the ways, for the deepest passages extend far into the heart of the Misty Mountains where dark and unseen terrors lie, and the goblins will not brave these passages unless driven or enraged.
Region of Rhovanion

Khazad-dûm. Dwarves whisper its name in awe and sorrow. Once the greatest of their halls, it is a vast city of wonders lost to the ages. Here the dwarves mined for mithril, most prized of metals. But they delved too deep, and awoke the Balrog known as Durin's Bane. Now known as Moria, it and its treasures are long since abandoned ... but not empty. Orcs throng here in vast numbers, and cave-trolls, and nameless horrors that lurk in the fathomless dark.

Moria is part of the Mines of Moria™ expansion pack and features over 360 quests for levels 51 - 60, plus seven instances and the Vile Maw raid.

The lore-masters of Khazad-dûm were revered for their detailed record-keeping, though much of their old knowledge vanished when the Balrog awoke and the goblins of the Misty Mountains flooded into Moria's halls. One of the chief repositories of dwarf-lore was the Chamber of Mazarbul, a hall of records located on the Seventh Level, just north of the vast Twenty-first Hall.

In later years, when Balin of the Lonely Mountain and his company entered Moria and attempted to retake their home of old, the Chamber of Mazarbul became a shelter for them, and served as their last bastion when their efforts failed. The Chamber became Balin's tomb, and the last record of his Company lay there with him, awaiting the arrival of those who might share the tale of his fate with his kindred in Erebor.

The Chamber of Mazarbul appears in J.R.R. Tolkien's The Lord of the Rings as the site of Balin's tomb, and is where the Fellowship of the Ring discover the Book of Mazarbul, which details the experiences of his doomed company of dwarves. Players of The Lord of the Rings Online™: Mines of Moria™ will want to visit this famous landmark, deep within Khazad-dûm.

Durin's Folk long ago came to the great caverns which are now known as Moria, the Black Pit. They delved and built the great realm of Khazad-dûm. Many great and wondrous things were made in Moria, and mithril was discovered there, but a day came when the dwarves delved too deeply and too greedily and awoke the Balrog, Durin's Bane.

But even long before the Balrog had come to hide in the depths of Moria, the deepest holes and caverns were inhabited by countless evil things. Known now as the Nameless, they have arisen and seek to enslave all who walk the halls of Khazad-dûm. A vile and grotesque creature known as the Mistress of Pestilence commands the Nameless of Moria, who strive to spread her fungal plague to the outside world.

Dark Brotherhood - the level 60, twelve-player, radiance-gated Raid which takes place in Dâr Narbugud - features six raid bosses and a second tier of radiance raid armour.

The Twenty-first Hall of Khazad-dûm lies on the Seventh Level of Moria, leading away in many directions including toward the Second Hall and the Bridge of Khazad-dûm. Off to one side, a passage leads to the Chamber of Mazarbul, the dwarves' hall of records, though it passes now for the tomb of Balin, son of Fundin.

The Twenty-first Hall was once a mustering hall, but has lain empty since the fall of Moria - though recent stirrings may change that. Recently, the Balrog of Moria came to the Twenty-first Hall seeking the first true challenge to his power since the deaths of Durin and his son Náin.

Fans of J.R.R. Tolkien's The Lord of the Rings will recall that the Company of the Ring camped in the Twenty-first Hall as they passed through the Dwarrowdelf, before moving on to investigate the Chamber of Mazarbul.

There are no greater craftsmen than the dwarves, and no greater forges than those found in the depths of Khazad-dûm. For ages, the dwarves of Khazad-dûm mined and wrought mithril in their great craft-halls, shaping great works until Durin VI delved too deep and awoke his bane, a Balrog of Morgoth.

For centuries afterward, the forges of Khazad-dûm lay silent, crumbling from disuse. The Orcs and goblins who came to infest the darkened halls knew not the ways of their use, and stole the valuable metalworks of Durin's Folk. So the forges remain, awaiting the day when dwarves once again kindle their fires - if such a day ever comes.

The forges of Khazad-dûm are a location created by the designers at Turbine for The Lord of the Rings Online™: Mines of Moria™, expanding upon a landmark sure to exist in the halls of J.R.R. Tolkien's Moria.

Deep-claw Slayer
Deep-claws and cave-claws infest the Mines of Moria in overwhelming numbers, harrying efforts to reinstate the great dwarf-realm that once was. A great service will be done for the dwarves should the presence of the vermin be lessened in the mines.
Deep-claw Slayer (Advanced)
To further hinder the spread of the vile deep-claws will indeed be a boon to the efforts of the dwarves in Khazad Dûm. The creatures waylay any explorers brave enough to venture into the halls, and they ever befoul the passages with their filth.
Goblin-slayer
Goblins have made their home in Khazad-dûm like a swarm of ants, ever burrowing under the mountains and seeking the riches of the dwarves. To curb their growth would be a heroic deed, both in Moria and elsewhere in Middle-earth, for they are a dangerous nuisance wherever they reside.
Goblin-slayer (Advanced)
Your tireless work against the goblins has been a great help to the dwarves of Moria, but it is oft said that where one falls, two will come forth to take its place. Goblins should be destroyed whenever they are encountered, for they are evil to the very core and spread evil wheresoever they go.
Grodbog-slayer
Great insects, the gredbyg, have been drawn to the vast dark of Moria like moths to a flame. They lurk in the gloom, ready at any time to ambush travellers unlucky enough to be caught at unawares upon the ever-turning paths.
Grodbog-slayer (Advanced)
Now that some cleansing has been done against the vile insects of Moria, the effort must be ever maintained. Gredbyg do not ever truly leave a place, but their numbers should be quelled, lest the caves are overrun once more. To prevail against the gredbyg of Moria will be a tireless task.
Dragonet-slayer
Dwelling in the dark places of Moria are the miniscule dragonets, a severely stunted form of Dragon-kind, hardly larger than a common bat. These evil creatures have proven to be a terrible annoyance to the dwarves struggling to reclaim their home of old.
Dragonet-slayer (Advanced)
Your efforts have done much already to purge Moria of the vile dragonets, but to eliminate yet more would be a relief beyond compare. No Dragon, no matter its size or shape, should be permitted to defile the great halls of the dwarves.
Globsnaga-slayer
Orcs infest the long, winding passages of Khazad-dûm, but a greater threat has arisen: the Globsnaga, Orcs infested by a vile fungus.
Globsnaga-slayer (Advanced)
You have defeated a great number of the Globsnaga, the fungus-infested Orcs of Moria, and still you remain standing, having resisted the disease that wreaths these foes. They must be destroyed to the last, for the plague they bear is a perilous invention of the Enemy.
Morroval-slayer
The merrevail of Angmar are wretched creatures, corrupted beyond recall. They rejoice only in gloom and misery and seek always to destroy all that is light. Even the oppressing dark of Moria is not enough to quench their thirst for blackness and despair.
Morroval-slayer (Advanced)
The wretched bat-creatures are much put upon to withstand valour such as yours, for you have defeated many merrevail thus far. The tunnels have been lit by the hewing of such dark and fell beings.
Orc-slayer
Vast Moria has been long abandoned by the dwarves, but for years uncounted the Orcs have infested its darkened tunnels. They have looted the ancient city of its riches and constructed their own great warrens in and beneath the works of the dwarves.
Orc-slayer (Advanced)
Rumour has it that there are many groups of Orcs in Moria whose numbers could stand to be thinned: there are those that are native to Moria, those in scattered clans in the deepest caverns, and another large detachment, the Durub, who may have come more recently under orders from Mordor itself.
Spider-slayer
Spiders are among the most vicious, cruel, and evil of all the creatures of Middle-earth. Countless lairs have been spun in the dark of Khazad-dûm, blotting out what little light remains in those desolate places.
Spider-slayer (Advanced)
To show no mercy to the spiders of Middle-earth is to do a great deed, but nothing can stem their ever-growing presence save ceaseless vigilance in the slaughter of these horrific foes.
Troll-slayer
Trolls, with their thundering footsteps and mighty fists, pace the halls of the dwarves, destroying the artistry of many years with the careless thrashing of their hulking forms.
Troll-slayer (Advanced)
It takes a stout-hearted warrior to fell a troll who has many times the girth and might of even the doughtiest of Men. Though you have taken down enough already to earn yourself a title befitting of your righteousness, to defeat yet more would surely increase your strength in battle.
Warg-slayer
The silence of Moria can be terrifying, but more terrifying still is the howl that shatters the stillness. Wargs hunt in the darkness, aiding the evil purposes of the Orcs and goblins who dwell with them.
Warg-slayer (Advanced)
You have done much to silence the ominous braying of the Wargs in the Mines of Moria, but their presence will remain strong unless further action is taken against them. Further hunting of the fierce, slavering beasts would be a great help to the dwarves trying to re-establish themselves in the lost halls of Khazad-dûm.
Worm-slayer
Though one of the least intelligent forms of Dragon-kind, the Deep-worms are no less of a threat. The hunger for treasure lies heavily upon all of their kind, drawing them into the dark halls of Moria.
Worm-slayer (Advanced)
You have struck a mighty blow against the worms of Moria, but many more continue to spawn, making it difficult to eliminate the threat.
Bulwarks of the Enemy
Explore strongholds of the enemies of Moria
Explorer of Khazad-Dûm
Explore the many deeps and delvings within Khazad-dûm
In the Footsteps of the Fellowship
Follow the path of the Fellowship through Moria.
Nameless-slayer
The Nameless seem to be corrupted creatures of an earlier age, though from what source their corruption comes or what they once were, none can say. They are deadly foes and attack without discrimination, hungry for the blood of any that wander too near their grasp.
Nameless-slayer (Advanced)
You have defeated many Nameless foes, but their threat in Moria is hardly lessened. Any who combat these terrible beings are worthy of the strength they will gain from such an effort.
Triumph within the Deeps
Defeat the numerous and varied foes within Moria
Region of Eriador

Many have seen the Rangers, the stern Men who rove the blustery crags of the North Downs, but few know their true nature. For these are the last of the Dúnedain, whose lost realm of Arnor once ruled in splendour. Now the Rangers roam the wilds, spreading out from their sanctuary of Esteldín, to keep safe the crumbling remains of their kingdom. And towering over them all, the shattered city of Fornost stands unquiet, troubled by dark forces long thought driven from the world.

This quest pack provides players with over 125 quests designed to support player levels 18 - 40 and access to Fornost - a massive full fellowship instance.

Few know the true nature of the Rangers of the North, those seemingly grim and cheerless men who lead a secretive life in the wilderness of Eriador. Fewer still know of Esteldín, the hidden gathering place of the Rangers, tucked away in the wild, far from the travels of even the most distant wanderers. Esteldín is as secret and mysterious as the Rangers themselves. To the casual observer, one might see this as simply a place of ancient ruins, constructed long-ago by a forgotten culture in a shallow yet strategic canyon - crumbling towers and unmanned battlements, set amongst the remains of a once-majestic stronghold of soaring ornate arches and strong walls of finely carved stone.

In truth, these are remains of a great city of ancient Arnor, built along the border of the kingdoms of Arthedain and Rhudaur when the threat of war was constant between these two regions long ago. The ruins hold a special place in the hearts of the Rangers in these dark times, for as the power of Angmar again builds in the north the Rangers remember all too well the destruction caused by the Witch-king in his war against the mighty North Kingdom so many years ago. From this secluded location, it is said that the Rangers coordinate their efforts and amass the findings of their research and travels in order to enact their plans against the the evil that again rises in the north. Of particular note is the Library of Arnor, a central depository of all preserved lore of the Dúnedain of the North.

While Esteldín was created by the designers of The Lord of the Rings™ (LOTRO), it was drawn from inferences found within the text of J.R.R. Tolkien's The Lord of the Rings, clues that lead to a dwelling place of the Dúnedain of the North, where Aragorn's mother went to spend her final days among her own people. Players of LOTRO will have to follow in the footsteps of the Rangers if they want to find the hidden refuge of Esteldín.

In the high North Downs, stretching to the north and east of the Fields of Fornost, where the last king of Arthedain fought a losing battle against the Witch-king of Angmar and the North-kingdom ended, lay the scattered remains of the once-great city of Fornost Erain, the Norbury of the Kings. In the legends of the Men of Bree, these ruins have become the haunt of spirits and robbers and have an ill-omened name, Deadman's Dike. Little is it known that Rangers also go there at times to venerate their ancestors and remember their great deeds.

This watch-tower, its name long-forgotten, once overlooked the eastern reaches of Fornost of which little now remains. Though crumbling and decrepit, it still stands as a grand testament to the architects of Arnor, a monument both carved from the living stone upon which it rests and built from stone blocks and mortar. The ruined tower yet watches over the eastern gate of Fornost, which still stands amidst crumbling walls, bearing the charge of the Seven Stars, though the courtyard beyond has become home to cursed shades, tainted by failure and betrayal.

While in general the North Downs is a largely unexplored territory, that is not true of the place where this tower resides. In the histories of Arnor, the North-kingdom of the Dúnedain, Fornost plays a key role. This is where the kings of Arthedain set up their throne after the decay of Annúminas and held against two invasions by the Witch-king of Angmar and his allies in Rhudaur, only to fall at last. It was briefly held as the seat of the Witch-king's power in Arthedain, until a captain of Gondor and his Elvish allies drove him out again.

When Oskari, brother of Iivari and First Hunter of the Suuri-lehmä tribe, led many of the Earth-kin hunters in a revolt against their brethren, he aided in the creation of a new tribe: the Rauta-lehmä, the tribe of the Iron Aurochs. He led them eastward into lands controlled by the Rauta-lehmä's masters, the Angmarim. There, in the North Downs, they established a war-camp at Fashat Laug, near the ruins of Ost Crithlanc.

At Fashat Laug, the Rauta-lehmä gather their might, recruiting more of their kindred and replacing their crude hunting tools with iron weapons provided by the Hillman-armourers at Ost Crithlanc. When the storm of Angmar's wrath is finally released, the Rauta-lehmä of Fashat Laug will stride forth against their own people and all others who stand against the Iron Crown.

Fashat Laug is a site created by Turbine for The Lord of the Rings Online™ (LOTRO) to further develop the giant-race called the Earth-kin. Players will likely find many items stolen from the Suuri-lehmä there.

In the northeastern reaches of the North Downs, near the pass of Ram Dúath, lie the ruins of Ost Crithlanc, a fortress destroyed during the wars with Angmar and Rhudaur. Long these ruins lay undisturbed, but now Hillmen out of Angmar in service to the Iron Crown have begun to move the through Ram Dúath and encamp at there, mustering for Angmar's assault against the Free Peoples of the North.

The once-empty ruins are now dotted with pavilions and campfires, and patrolled by enslaved servants and deadly archers. A great store of provisions, armour, and weapons is stockpiled there, overseen by skillful armourers. Unchecked, this army will march down upon the unsuspecting peoples of the North with a terrible fury.

Ost Crithlanc is a location created by Turbine for The Lord of the Rings Online™ (LOTRO), drawing from the lore surrounding Angmar's invasion of Arthedain and Cardolan. Players who explore it may see behind the ruins, rising up along either side of the entrance to Ram Dúath, Angmar's mockery of the famous Argonath from J.R.R. Tolkien's The Lord of the Rings.

Nestled beneath the rocky walls that hide Esteldín, the hidden refuge of the Dúnedain of the North, is a small encampment of Earth-kin called Rusfold. These hunters of the Suuri-lehmä tribe came south from their village in Ram Dúath to procure meat that can feed their people through the vicious northern winter. However, their hunt would not go as planned. They were cut off from their village by armies of evil Hillmen, Orcs, and other servants of the Enemy.

Worse yet, many of their brethren were persuaded by the poisonous words of the Angmarim. Those deceived by the Angmarim, led by the Earth-kin's First Hunter, Oskari, betrayed their brethren and formed a new tribe: the Rauta-lehmä, the tribe of the Iron Aurochs. Now the hunters of the Suuri-lehmä are beset on all sides, without any means of escape.

Rusfold is a location created by Turbine for The Lord of the Rings Online™ (LOTRO) to help develop the giant-race called the Earth-kin. Players wanting to learn more about the Earth-kin may want to visit the campsite and aid the hunters against the Hillmen and the Rauta-lehmä.

Goblin-slayer
Defeat goblins in North Downs.
Goblin-slayer (Advanced)
Defeat many goblins in North Downs.
Orc-slayer
Defeat Orcs in North Downs.
Orc-slayer (Advanced)
Defeat many Orcs in North Downs.
Redeemer
Defeat shades in North Downs.
Redeemer (Advanced)
Defeat many shades in North Downs.
Warg-slayer
Defeat Wargs in North Downs.
Warg-slayer (Advanced)
Defeat many Wargs in North Downs.
Of Glories Long Past
The North Downs were once the home to the capitol of the North Kingdom. Now it lies in ruin, inviting the return of Angmar.
The Western Ruins
Explore the ruins scattered in and around the Fields of Fornost
Of Glories Long Past (advanced)
Orcs and evil Men out of Angmar have overrun the virtually empty North Downs, threatening the safety of the few farmers who remain there.
The Eastern Ruins
Many ruins lie forgotten in lands east of the Baranduin. Explore them and determine if they have fallen into the hands of the Enemy.
Troll-slayer
Defeat Trolls in North Downs.
Troll-slayer (Advanced)
Defeat many trolls in North Downs.
Of Glories Long Past (Final)
The Rangers of the North muster their forces within their hidden refuge of Esteldín, preparing to turn back the tide of the Iron Crown.
Worm-slayer
Defeat Worms in the North Downs and Ram Dúath.
Worm-slayer (Advanced)
Defeat many Worms in the North Downs and Ram Dúath.
Strongholds Exploration
Spy out the Orc and goblin-strongholds in the North Downs
The Villages of the Earth-kin
An odd people calling themselves the Earth-kin have been discovered in the eastern North Downs. Seek out their villages and learn more of them, and whether they be friend or foe.
Region of Eriador

East of the River Hoarwell the land turns rough, a jumble of wooded hills whose very name - the Trollshaws - bespeak the threats within. Here, where the land rises toward the Misty Mountains, danger lurks in ruined strongholds and even Rangers lose their way among the gorges. But not all here is perilous, for beyond the Ford of Bruinen, in the valley of Rivendell, stands the House of Elrond, an Elvish refuge out of ages past - and the beginning of many a grand and world-shaking adventure.

This quest pack provides players with over 75 quests designed to support player levels 30 - 50 including a special appearance by one of the most famous characters in Tolkien lore!

The adventures of Bilbo Baggins, as chronicled in The Hobbit, nearly ended rather abruptly in the area known as the Trollshaws when he and his companions encountered three trolls named Bert, Tom, and William. Bilbo and the dwarves narrowly escaped becoming a meal for the hungry trolls after Gandalf intervened and set the trolls to arguing over the best way to prepare a feast of Hobbit- and Dwarf-meat. As the sun rose, and the argument continued unresolved, the light of the dawn turned the trolls to stone, where they remain to this day.

Adventurers today in the Trollshaws, an area not far from the Great East Road as it makes its way out of the Lone-lands, will come upon the three statues that remain chillingly lifelike, despite the more than seventy years of time that has passed since the dim-witted trolls were tricked by the wandering wizard. Travelers should know, however, that recent tales have been told of larger, more fearsome breeds of Trolls that no longer fear the effects of the sun, so while this tranquil, shaded glen may provide a moment of entertainment to witness the fates of poor Bert, Tom, and William, remember that perhaps future encounters between Trolls and adventurers will not end so well for the unwary.

In the months after Strider brought four hobbits to the hidden valley of Rivendell, Elrond Half-elven sent forth many Elf-scouts and Rangers to search the surrounding lands for signs of the Enemy's servants. One of these scouts, an Elf-woman named Candelleth, established a way-station in Tâl Bruinen, the southern reaches of the Trollshaws that follow the course of the river Bruinen.

From this outpost, called Echad Candelleth, many scouting parties resupply and take much-needed rest from their arduous journeys. Echad Candelleth also sometimes hosts parties of hunters from Bree-land and from the villages east of the Misty Mountains. Recently, the outpost has given succour to hunters frightened by a strange creature seen wandering the woods of Tâl Bruinen.

Echad Candelleth is one of many locations created by Turbine to populate a relatively untouched region of J.R.R. Tolkien's Middle-earth. Lore-savvy adventurers stopping here may discover a familiar, though not entirely welcome presence in Tâl Bruinen.

As travelers head east toward the Misty Mountains, leaving behind the barren Lone-lands and the treacherous hills of the Trollshaws, the roar of the River Bruinen, or "Loadwater," fills the air. At the Ford of Bruinen, where the Great East Road crosses the mighty river as it approaches the Valley of Rivendell, the swift waters can be easily crossed at these shallows just below the picturesque falls. Many adventurers, however, tell tales of sensing the presence of great and natural power emanating from the river, protecting the hidden valley of the Elves, which lies just beyond the ford.

The approach to Rivendell is at once awe-inspiring, tranquil, serene, and also potentially dangerous for travelers through this land. The Ford of Bruinen is well-known to readers of The Lord of the Rings as the location where Frodo made his last flight to cross the waters of the Bruinen in the hopes of making the safety of Elrond's home in Rivendell. It is also well-known that the Elves of Middle-earth, and especially those that dwell in the valley of Rivendell, are fiercely protective of their home against the darkness encroaching on the lands. Travelers would do well to declare their friendly intentions as soon as the roar of the Bruinen is heard, for the guards of Rivendell seldom make their presence known and can strike swiftly and silently at any they do not welcome as friends.

In the protected Valley of Rivendell, near the western slopes of the Misty Mountains stands the legendary House of Elrond, home to generations of noble Elves and a refuge for certain weary travelers in these dark days. Often called "The Last Homely House," this large and beautiful dwelling has been a tranquil yet well-protected and strongly-guarded refuge for as long as most memories can recall. Indeed, the Valley of Rivendell has been the home to Elrond and his people since well before the beginning of the Third Age, more than 3,000 years past. The house itself is expansive, with a seemingly endless array of rooms, libraries, gardens and other tranquil spaces. The dominant room in the home is the Hall of Fire, a large, pillared room so-named for the tremendous hearth in which a roaring fire is ever-burning. The Hall of Fire is a place of quiet reflection for most hours of the day, but is also a vibrant gathering place for lively song and storytelling in times of celebration. It is said that old Bilbo Baggins himself, now a resident of the House of Elrond in Rivendell, often frequents the Hall of Fire for a bit of writing, and, if truth be told, even more bits of napping.

It is here, within the House of Elrond, that the Fellowship of the Ring was recently formed, and from which the journey to destroy the One Ring in the fires of Mount Doom is about to depart. Elrond, the wise counselor and master of Rivendell remains here, available to provide guidance and counsel to travelers from distant lands. Adventurers who find themselves in Rivendell would be well-advised to spend as much time as can be spared there to enjoy and explore the house and its grounds, for there are also many celebrated guests staying under Elrond's care and protection at this time. Much can be learned from speaking with those who dwell within, as well as from spending time in the expansive library and marveling at the collected treasures displayed throughout.

The design of Rivendell and its surrounding valley for LOTRO was inspired by drawings made by Professor Tolkien himself. Rivendell, as home to the Elves, the most ancient of all the races in Middle-earth, is a place of extreme reverence and historical significance, so great care was taken in crafting the details of Rivendell and this remarkable dwelling. Throughout the home, there are many areas designed for social interaction with other adventurers and for the sharing of knowledge, gained both in the wilderness of Middle-earth, and also discovered in the ancient books in the home's library, which chronicle much of the events of the history of Middle-earth. Rivendell is a hub of activity for many in-game events, and as such will no doubt be a favored destination of those familiar with The Lord of the Rings and the significance of the region.

Troll-slayer
Defeat trolls in the Trollshaws.
Troll-slayer (Advanced)
Defeat many trolls in the Trollshaws.
Wolf-slayer
Defeat wolves in the Trollshaws.
Wolf-slayer (Advanced)
Defeat many wolves in the Trollshaws.
Crawler-slayer
Defeat crawlers in the Trollshaws.
Crawler-slayer (Advanced)
Defeat many Crawlers in the Trollshaws.
Ruins of the Trollshaws
These lands once were the eastern extent of the old kingdom of Rhudaur. They have lain in ruins for many long years now and most are inhabited only by wild beasts -- or horrid creatures that have crawled more recently out of the depths of Angmar.
The Road to Rivendell
The lone winding road through the Trollshaws leads to the last bastion of civilization for a great many leagues. Travellers must take great care while exploring this road however, for it is not well-guarded from the dangers of the wild.
Wight-slayer
Defeat wights in the Trollshaws.
Wight-slayer (Advanced)
Defeat many wights in the Trollshaws.
Worm-slayer
Defeat worms in the Trollshaws
Worm-slayer (Advanced)
Defeat many worms in the Trollshaws.
Deeds in the Wilderness
Undertake quests within the Trollshaws.
Deeds in the Wilderness (advanced)
Complete additional quests within the Trollshaws.
Deeds in the Wilderness (final)
Complete most quests within the Trollshaws.
Giant-slayer
Defeat giants in the Trollshaws.
Giant-slayer (Advanced)
Defeat many giants in the Trollshaws.
The Wilds of Tâl Bruinen
The southern Trollshaws are dominated by the Wilds of Tâl Bruinen. Few even amongst the Elves live here now, and the forested hills have become heavily overgrown and inhabited mostly by wild beasts that pose a constant danger to travellers and the few who try to eke out an existence in these undisciplined lands.