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Map of Eriador.

Eriador is a land in the far northwest of Middle-earth. This land is composed of many regions, which are described below. Eriador spans from the Blue Mountains in the west (Ered Luin in Sindarin), to the Misty Mountains in the east, from Forochel in the north to Dunland in the south.

A new character begins the adventure in one of the Starter Areas within Eriador. Dwarves and Elves begin within Thorin's Gate in Ered Luin, Hobbits and Men begin in Archet Dale, but Hobbits continue in the Shire while Men continue south of Archet Dale in Bree-land. Eventually all races merge and continue in Bree.

For a summary of levels, see Regional Quests, a page which also indicates the main level of creatures and mobs.


Angmar Screenshot.jpg

See Angmar for more details

Angmar is a sickly, inhospitable region accessible only by one of three passage north of the North Downs. A large region made up of varying areas that all manage to still be different shades of barren. In western Angmar two factions of hill-men dominate the region, the friendly Trév Gállorg and the traitorous Trév Duvárdain who have sworn their allegiance to the Iron Crown. Both tribes have several outposts and fortresses, though the Trév Duvárdain are more numerous and powerful, likely in due part to their Angmarim allies. These western areas, while still barren, are considerably more inhabitable than the ones in the east or north. In fact, Ram Dúath bares a very similar resemblance to the North Downs which it borders.

Western and eastern Angmar are connected by way of a yellow, sulfuric swamp divided in two by Rammas Deluon, a wall of Watching-stones which bear a tremendous sense of dread on any not strong-willed enough to pass them. This swampland, while not accompanied by the blood red sky as the rest of Angmar, is still dangerous. Fire-worms, dread turtles, as well as overgrown leeches and flies provide ample challenge for the hill men who hunt out of Tyrn Lhuig.

The valley of the dead, Imlad Balchorth, stands smack center within the region. Absolutely packed to the brim with wights, barghests, and fell-spirits, this is an area so treacherous to which only the most nefarious of Angmar's forces linger. The Gaunt-lord of Pestilence, Ferndúr the Virulent, commands the spirits within the valley, from an islet surrounded by the fell green waters that flow down from Urugarth and Carn Dûm.

Northern and Eastern Angmar are terrible to behold. A large rift dominates the land, filled with massive spiders, deadly wargs, endless hordes of Orcs and in some places, Gaunt Lords, Lithul and Giants. Barad Gúlaran, the former palace of the Witch-king can also be found in this valley, surround by 8 lesser towers. Most of northern Angmar is dominated by the outposts and fortifications surrounding the fortress city of Carn Dûm itself.

Despite all the treachery present in Angmar, a few glimmers of hope still stand. Aughaire, the largest of the settlements in Angmar, is the main camp of the Trév Gállorg and provides the most services one can hope to find in the region. The dwarven mining outpost of Gabilshathûr as well as the hidden command center of the Council of the North, Gath Forthnír also provide refuge from the terrors of the surrounding areas. There is even a friendly tribe of ogres who have small village, Lehmä-koti, within the valley of Ram Dúath. Other smaller outposts are scattered about, providing what meager services and rest possible as they fight back the efforts of the Iron Crown.

Settlements, Areas and Landmarks of Angmar
Settlements: AughaireGabilshathûrGath ForthnírIorelen's CampLehmä-kotiMyrkworthTármunn SúrsaTyrn Lhuig
Areas: Carn DûmDuvuinenEastern MalenhadFasach-falroidFasach-larranGorothladHimbarImlad BalchorthMaethadNan GurthRam DúathRhunendinThe Rift of Nûrz GhâshuUrugarthWestern Malenhad
Landmarks: AnglanthirAsht-shâpolBail BoglakhBail CátharnakhBail DílasBail GrundailBail RóvaBar GorogBarad DúrgulBarad GúlaranBarashal's DomainBlade-beak DensBornabarBúth LuikhBúth SánkhasBûrzum PushdugCairn of HonourCarn Dûm SewersCastle of Carn DûmCentral Foul IdolDolrothDonnvailDor GulDushkal's LairDuvairëDuvárdain QuarterDûn CovádEithel ÚmfaerFail-á-KhroFell-water FallsFell-water SourceFervarFrith-vailëGate of Gath UiorGate of ShadowsGorthbarGrishbaltGurthlinGwambarThe Halls of NightKrúslë LannanLagmas's CourtLhugrien's RoostMinas AgarMinas AngosMinas CaulMinas DelothMinas DhemMinas GularanMinas MaurMinas NîrMor MaudhúlMorfilNád NathairNorth-western Foul IdolNorthern Foul IdolNoruidorOlogfilOngbishúkRam TaltorthRammas DeluonRimpúrodSálgaitëSammath BaulSammath Baul Gate-houseSeat of the Witch KingSkathmúrSkirmish CampSlave-pensSouth-western Foul IdolSouthern Foul IdolTármunn SúrsaTorech-i-BogberethTór GailvinUrugarth KennelsWitch King's Watch



See Bree-land for more details

Bree-land is located at the centre of Eriador, surrounded by the Shire, Evendim, The North Downs, and the Lone-lands. Bree-land and its settlements has managed to remain a thriving outpost of civilization, despite the wars and turmoil that destroyed the North Kingdom of the Dúnedain.

It is said that when Men crossed into the West, the town of Bree was there... and that when the old Kings returned, they found the town of Bree waiting. It is the only land in Middle-earth where Men and Hobbits dwell together in harmony and is also an important hub for Elves and Dwarves who are trading goods or travelling from one kingdom to another.

Bree is the capital of Bree-land. It is located at the junction of the royal Great East Road and North-South Roads, right at the slopes of Bree-hill together with the villages of Archet, Combe, and Staddle. The natural epicentre of Bree is the Prancing Pony, run by a renowned but somewhat forgetful tavern keep who is celebrated to have the finest ale in the North.

Settlements, Areas and Landmarks of Bree-land
Settlements: Adso's CampArchetBreeCombeStaddle
Areas: AndrathArchet DaleBrandy HillsThe BrandywoodBree-land HomesteadsBucklandChetwoodEastern Bree-fieldsFar ChetwoodHengstacer FarmThe HorsefieldsThe Midgewater MarshesNen HarnNorthern Barrow-downsNorthern Bree-fieldsThe Old ForestSouthern Barrow-downsSouthern Bree-fieldsStarmere LakeWeather Hills
Landmarks: The Abandoned GraveyardBig StaddlemereBindbale's RestBlackwold HeadquartersBrandywine BridgeBrigand Cave (Chetwood)Brigand Cave (Cirith Nûr Encampment)Brigand's WatchCirith Nûr EncampmentCombe Lumber CampThe Crumbled CourtDogwood's FarmEverclear LakesFestival GroundsGirdley IslandGoblinhole RuinsGreenway CrossingHalecatch LakeThe Hedge MazeHillshire RuinsMarshwater FortMidgewater PassThe Mustering CaveOld Bauman's FarmThe Old Greenway FortOld Sweetgrass FarmOst AlagosOst BarandorOst BaranorOutlaw's HavenPierson's FarmThe Quince FarmsteadSaeradan's CabinSilverwellSkirmish CampSkunkwood's FarmSnarling HollowSouth-guard RuinsStaddle FallsStump FieldSunken StonesSvalfang's HutThornley's Work SiteTorthanns CampWeatherwayWolf DenWoodsedge RuinsThe Yellow Tree


Dunland Screenshot.jpg
See Dunland for more details

Dunland is a region in the south-east of Eriador. With Enedwaith to the North, the Old North-South Road (also known as the Greenway in Breeland) to the West and the Hithaeglir (Misty Mountains) to the east, Dunland is a hilly, brown land. Dunland means Hill Land in the language of neighbouring Rohan, whose people named it after arriving in nearby Calenardhon in the later Third Age.

The Great West Road and the North-South Road together formed the Royal Road which had been built to enable travel between Gondor and Arnor. The Great West Road from Gondor through Rohan ran to the eastern bank of the Fords of Isen, and from the western bank continued the North-South Road to Eriador. Dunland encompasses the rugged foothills that rise to the north of the Royal Road at the Isen, joining Tharbad in Cardolan to the markets further east. The highway skirts Dunland's southern border and runs eastward through the wide Isen Gap, separating the Misty Mountains to the north from the White Mountains to the south. Later called the Gap of Rohan, this portal from Eriador to Gondor served as the most important pass in western Middle-earth. It was once the dividing line between the lands dominated by the two Dúnadan Kingdoms in Exile - Arnor and Gondor - and it remains a vital link for the Free Peoples of the West. Thus, Dunland's importance remains significant, despite the reduction in traffic along the highway.

The northern border of Dunland was marked by the Glanduin (Border River), also known in its lower reaches as the Swanfleet. This river runs swiftly in its upper courses, before dropping over a set of falls down into the lowlands. Beyond this point the river flows sluggishly, creating a fenland, a network of pools and islets inhabited by swans and many other water birds.

Settlements, Areas and Landmarks of Dunland
Settlements: AvardinBarnavonEchad NaeglancGaltrevLhan RhosLhan TarrenRohirrim Scout-campTûr Morva
Areas: BonevalesCarreglynDunbogGravenwoodPren GwydhStarkmoorTâl MethedrasTrum Dreng
Landmarks: Ak-ghruBarnavon MineBloodtusk's DenBone QuarryCartrev AndrasCulling PitCors AvancDire HollowDragon-clan SettlementDurgorsFanged LairFlam-cadlusGaltrev Lumber-campHen TurrauHerd-landsHound's RestHowling CavernsLhan BachLhan ColvarnLhan GogledhLhun AvancMunfaeril's ShrineNaur-maudhûlNorth PassOverlook of Wulf's CleftPlas-maruPrison-cavesPristine GladeRhuvel-cadlusRook's HutSlade of ShadowsTree of TributeWatch-towerWhite Hand OutpostWithered StonesUvel-cadlus


See Enedwaith for more details

Enedwaith is the wide lands that lay between Arnor in the north and Gondor in the south. Originally deeply forested, the great forests of this region were cut down by the Númenóreans during the Second Age.

In the years after their founding, Enedwaith lay between Arnor to the north and Gondor to the south, and so the people who lived here were known as the 'middle-folk'. Though Enedwaith did not belong to either Kingdom, it was jointly administered by the Dúnedain, and the Wild Men who lived here ultimately did so under their control. Tolkien goes so far as to hint that, in the earliest days of the Two Kingdoms, Enedwaith was considered to fall within the boundaries of Gondor.

Settlements, Areas and Landmarks of Enedwaith
Settlements: Echad DagorasMaur TulhauHarndirionLhanuch
Areas: FordirithGloomglensLich BluffsMournshawsNan LaeglinThrór's CoombWindfells
Landmarks: Amon MînAraniantCartrev DuvedCartrev EmlunCartrev HamonCartrev MaruCartrev MathoCartrev RurithColven-unusCrug CadelhinDrûg-haniadDûv CorvanDúvispontEchad DaervunnEchad IdhrenfairEchad SaeradanFordh MaruGalar CulchGavar CadlusGrey King's LairGwaed BrunGwâl DraigGwyllion's GateHall of SanctuaryHall of the HuntsmanKhoblún UtotLhe ColvarnLhe LhechuMafân-mudunMîn HaerchenMunduh DûvNár's PeakOirnad CulchPluvun GwernPool of the KingPruv CadlusSarf CadlusSkud CarcharThe Black DensThe Brenin's HallThe Fishing HoleThe Hall of MakingThe High HomeThe Jailor's QuartersThe King's Way GateThe Old WayThe Serpent-hallsTol EinyrTrac-plasUch CadlusUnig-pulhZudrugund

Ered Luin

Ered Luin View.jpg

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Ered Luin is located in the far west of Eriador, north-west of and connected to the Shire. The Blue Mountains, as they are known in Westron, are dominated by dwarves descending from the exile king Thráin II and by elves who used to live in Edhelion but now are established in the south along river Lhûn.

Ered Luin has a long history, though not prominent nor prosperous in any way, being just a remote mountain ridge it did not attract much interest. This did not change when Thráin and his son Thorin Oakenshield arrived, only iron could be mined there. However the Dwarves of the Blue Mountains remained in the region, side by side with elves gathering wood used for their white ships and running famous vineyards long since.

However, Thorin left Ered Luin and together with a throng of dwarves, Gandalf and a famous burglar he tried to reclaim his father's lost treasures; Thorin completed his quest but died. However, in our story he had made a Dourhand the Master of Thorin's Hall and with that background a new dwarf or elf character enters the starter area in Ered Luin.

Settlements, Areas and Landmarks of Ered Luin
Settlements: CelondimDuillondGondamonNoglondThorin's Hall
Areas: FalathlornFalathlorn HomesteadsHaudh LinKheledûlLimael's VineyardLow LandsRath TeraigRefuge of EdhelionThorin's GateThorin's Hall HomesteadsVale of Thrain
Landmarks: Amon ThancThe BergholdClovenvaleCrookdellDol Ringwest The EastwayEdhelion WatchEmyn HoedhThe Festival ArenaThe Festival GardenFrerin's CourtThe GrimwaterHunter's NotchKheledûl DocksLimael's VineyardMirkstone TunnelsNen HilithNorthern BarricadeOrodostRingdaleRivergate WatchRockbelly PitSarnúrSilver DeepSkirmish CampSkorgrím's TombSouthern BarricadeSpire of KheledûlTalath OndrenTham GelairThrushstonesThorin's GatesThrasi's LodgeTreasure Field Base CampTum AgorThe WardspireWinterheight


Eregion View.jpg

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Eregion or Hollin in the tongue of Men was a kingdom of the Noldorin Elves in Eriador during the Second Age, located near the West Gate of Khazad-dûm under the shadow of The Misty Mountains.

In the Third Age, Eregion now is a pleasant but unpopulated land, and contains many of the ruins of the Elven civilization that once thrived there. It is famous for its holly trees, whence the name in both (translated) Westron and Sindarin came from. Cooks will also find a bounty of abundant produce growing wild in the region.

One however, must also be wary, as even Angmar has reached this low and deserted lands. Ranging from fierce Worms, to prowling and thieving Dunlendings, and finally the evil and corrupted Huorns and Wood Trolls who are under the influence of Angmar's Shadow, Eregion, without a doubt, is a dangerous place.

Settlements, Areas and Landmarks of Eregion
Settlements: Echad DúnannEchad EregionEchad MirobelGwingris
Areas: Emyn NaerGlâd EregHigh HollinLow HollinMirobelNan SirannonPend EregionRedhorn GateTâl CaradhrasWalls of Moria
Landmarks: Bannog CadlusBarad MorlasThe Black PoolThe BrackwaterBurnt TorCarchresCirith NarugorchDaergilDelothamFilgogânGoeolhadLhúgresThe Library at Tham MírdainMinas ElendúrMunudh CadlusPembarPorth CadlusRedhorn SnowfallSâd RechuSâd TharegSád UmrovalThe School at Tham MírdainSkirmish CampStair FallsTalath DindalTâr StazgTorech AndraugTorech BornagolTorech BraignelTorech CarangorTorech LadnelUlundín


Ettenmoors View.jpg

See Ettenmoors for more details

The Ettenmoors is a region in the north-eastern part of Eriador, situated between Angmar, the Trollshaws and the Misty Mountains. This is one of the two zones where Player vs Monster Player (PvMP) takes place, the other being The Sundering of Osgiliath.

Settlements, Areas and Landmarks of Ettenmoors
Settlements: Glân Vraig (Freeps only) • Gramsfoot (Creeps only) • GrothumHoarhallow
Areas: Arador's EndColdfellsHithladHoardaleSteps of Gram
Landmarks: Dâr-gazagThe Delving of FrórElf CampGrimwood Lumber CampIsendeep Mine
LugazagOrc CampOst RingdyrTírith RhawTol AscarnenTroll-heightSTABWTAB
Outposts: Arador's EndColdfellsHithladIsendeepPlains of GramsfootRiver


Evendim View.jpg

See Evendim for more details

Evendim is a region located between the Shire and the northern Forochel, and west of The North Downs. A vast region dominated by the majestic lake from which it gets its name, Lake Evendim is also known as Nenuial which is Sindarin for "Lake of Twilight". Here the dwindling numbers of Dúnedain have struggled for long to honour their heritage.

Little is said about Evendim but Elendil came here no earlier than Second Age 3320 and founded the northern Kingdom of Arnor, while his two sons founded Gondor in the south. Ten High Kings ruled out of Annúminas, the shining jewel on the southern shore of Nenuial. However, Amlaith never became the eleventh King but left to Fornost and Arnor was split in three.

The ancient abandoned city of Annúminas, the former capital of the Kingdom of Arnor, is well known amongst the Free Peoples. For according to the legends, amidst its ruins lay great wealth and powerful artifacts now threatened by evil creatures and the nefarious forces of Angmar. The Wardens of Annúminas have set up a smaller camp within the ruins and a large camp at Tinnudir, trying to press back the Enemy and secure the tombs of old.

Settlements, Areas and Landmarks of Evendim
Settlements: Echad GarthadirGlass-blowers' CampHigh King's CrossingOatbartonOst ForodThe EavespiresTinnudir
Areas: AnnúminasBarandalfBullroarer's SwardLake EvendimMen ErainNorthern Emyn UialParth AduialSouthern Emyn UialTyl AnnûnTyl RuinenTyrn Fornech
Landmarks: Amon MôthArthobelBarad RathBarad TharsírBarad TironnThe Bleakleaf CrestBullroarer's ThroatCanadiachCirith RhîwDol HaedírThe DuskencleftDwalingThe Eave-mereThe Even-rillsThe Gloaming FallsGilminuialGorthostGwindethrondHaudh ArantarHaudh EldacarHaudh ElendilHaudh ElendurHaudh EärendurHaudh TarcilHaudh TarondorHaudh ValandurHouse BrumbarLithostNan OrngonNorthcotton FarmNorthcotton MarketOst HerynPearlina Gamgee's ResidenceRantostRushingdaleThe Sand-moundsSkirmish CampStonecrop TorSwiftbrookTham AndalathTham HabadTham LaegamonTham NambarthTham OrnenTham SarchTham VaranTinnudir KeepTollobelTûm FuinThe Twisted GroveWay of KingsWhitshards



See Forochel for more details

Forochel is located northernmost of Eriador, north-east of Ered Luin, north of Evendim, and west of Angmar. The only road runs from north-eastern Evendim via Kauppa-kohta and further north. These frost-bitten expanses with the infamous Ice Bay lie surrounded by steep mountain sides but connects to the Great Sea to the north. Beasts accustomed to the grim climate are roaming the tundra, but recently large numbers of Angmarim and gauredain have set up camps and disturb the wildlife as well as cause the hardy Men of Forochel much trouble.

Forochel will always be remembered for when King Arvedui escaped Fornost in III 1974, hid in dwarf-mines at the slopes of the Blue Mountains with his men, and eventually gained help from the Lossoth who right-fully feared Angmar's wrath. Círdan the Shipwright sent a ship west of the mountains for the King and it arrived in March 1975. However, a great storm trapped the ship in the ice masses until it was broken, whether that was an act of the Witch-king of Angmar or not is unknown. The last King of Arnor and his men were lost, and so also the palantíri of Amon Sûl and of Annúminas. Today adventurers supporting the Free Peoples, as well as foes out of Angmar, are seeking other heirlooms that were lost but maybe lie waiting a finder under the snow.

The Lossoth stem from the survivors of the Forodwaith, though their exact origin is shrouded in mist. The Lossoth of Forochel is found in the capital of the Lossoth tribes, Sûri-kylä and its Great Lodge. That village provides many excellent services, such as class trainers and some superior crafting facilities. Throughout Forochel are other villages and hunting camps, with varying levels of services.

Settlements, Areas and Landmarks of Forochel
Settlements: Kauppa-kohtaKuru-leiriPynti-peldotSûri-kyläZigilgund
Areas: Itä-mâJä-kuruJä-rannitLänsi-mâTalvi-mûriTaur Orthon
Landmarks: 4th Dwarf Channel7th Dwarf Channel10th Dwarf ChannelBarad GaurhothBregmor's DenGreat Lodge of Sûri-kyläHammastus-pesäHylje-leiriIcereave MinesThe IronspanJotunstathJä-reittiJänis-leiriKarhu-leiriKibilzaharKissa-sariKorkea-järviLeijona-kotinThe Lonesome StonesMetsästä-sijaNorsu-hautaNorsu-leiriNäky-kolo‎Peikko CavePynti-leiriReodh FuilSâri-surma‎Skirmish CampTûli-mäitVesi-paistâVoi-teltta

Gap of Rohan

Gap of Rohan Screenshot.jpg

See Gap of Rohan for more details

The Gap of Rohan is the great gap on the west of Rohan between the southern end of the Misty Mountains and the northernmost peaks of the White Mountains, was once known as Gap of Calenardhon.

Through the Gap flow the rivers Isen and Adorn, which formed the effective western boundary of the region Calenardhon, later the Kingdom of Rohan.

This is not Rohan proper, but rather the Gap of Rohan, which covers the strip of territory between the Misty Mountains (to the north), the Kingdom of Rohan (to the east), and the White Mountains to the southeast. Mountains make rivers, and the lush valley farmland in the triangle formed by the Isen (flowing from the Misty Mountains) and the Adorn (originating in the White Mountains) is a historical point of contention between the Dunlendings and the Kingdom of Rohan. The Rohirrim fought a number of battles against the Dunlendings and the Orcs of Saruman in the gap, during one of which Théodred, son of Théoden King, was mortally wounded.

Settlements, Areas and Landmarks of Gap of Rohan
Settlements: Grimbold's CampForthbrond
Areas: Wulf's CleftIsendaleHeathfells
Landmarks: ÂthdârBrôntrigCuvnerthDol BaranThe Pit of IronRiver-watchThe River IsenSlave StockadesThe SmeltersThe Sprawling DarkThe Underworkings

The Lone-lands


See The Lone-lands for more details

The Lone-lands are located between Bree-land and the Trollshaws, along the Great East Road. In ancient times, this was part of the Kingdom of Rhudaur, but today the Lone-lands are little more than a savage wilderness. Recently, hordes of goblins, half-orcs, orcs, crebain and wargs have overrun the land, in service to the White Hand and Angmar.

The most regal and prominent feature of the Lone-lands rises above the road like a symbol of the land’s sad legacy: Weathertop. Once known as Amon Sûl, it was a proud tower of vision and vigilance and the home of the strongest palantír of the north. However, it fell in battle to the Witch-king of Angmar, and has sat derelict in the wild since then. Today, countless orcs prowl through the place’s rubble, and the few Rangers who defend it cannot often deter them.

While the Lone-lands has no capital town, a strong remnant of the Eglain have made the ruined fortress of Ost Guruth a settlement with many excellent services. Bordering Bree-land, the Forsaken Inn provides visitors with some services ... and its notorious, inedible food. Furthest to the east, the Last Bridge still spans the river Mitheithel.

Settlements, Areas and Landmarks of the Lone-lands
Settlements: The Forsaken InnOst Guruth
Areas: AgamaurAnnunlosGarth AgarwenHaragmarHarloegMinas EriolNain EnidhTalath GaunThe Weather Hills
Landmarks: Amon RosBarad DhornBarad IachiantBleakriftCandaith's EncampmentThe Circle of BloodDol VaegEchad SûlEglain CampGarth Agarwen GateGlumhallowGondrinnIorvinasIvar's CryptThe Last BridgeThe LornspanMithrenostNaerostNan DheluNindorOst CyrnOst HaerOst LadenThe Outer GatesSkirmish CampSpring of the Red MaidThandobelTornstonesWeatherfootWeathertop

The Misty Mountains

Misty Mountains View.jpg

See The Misty Mountains for more details

The Misty Mountains are a great mountain ridge that constitutes a border between Eriador in the west and Rhovanion in the east. This ridge runs from near Isengard in the south to the north-western Carn Dûm in Angmar and beyond, a distance of about 1,300 km. This natural border had very few passes through, the High Pass and the Redhorn Pass are a couple well known examples. One of the most renowned locations of the Misty Mountains is the infamous goblin kingdom of Goblin-town, near which Bilbo Baggins, Gandalf, and Thorin and Company spent a stormy night in a small cave, during their Quest of Erebor. The Misty Mountains is the main source to many large rivers, Bruinen and Mitheithel being two of the rivers flowing westwards, and Nimrodel, one of many rivers flowing eastwards.

In game, a very small section of the greater ridge proper is featured, particularly the section centered around Goblin-town. It is overrun by Gauredain, giants, goblins, wargs, and worms, as well as bears, snow-beasts and wolves, Hill-men and Dourhand dwarves can be found confined to their own respective dwellings. Additionally, herds of lumbering mammoths can be found throughout the mountains. The region largely consists of towering mountain ridges, snowy vales, rocky crags and hills, as well as spruce and fir forests pocketed throughout. Warmer sections like Bruinen Source West and Southern High Pass, while still snow-covered, have sections of flowing water breaking through the icy cracks around them.

The Misty Mountains has but a few frost-bitten dwarf outposts. Glóin's Camp, being the largest, provides some basic services and is located just at the one and only entrance to this region, connecting to Rivendell Valley in the Trollshaws. The smaller camps of Hrimbarg and Vindurhal have even less of services but provide traveling means.

Settlements, Areas and Landmarks of The Misty Mountains
Settlements: Glóin's CampHrimbargVindurhal
Areas: Bruinen Source EastBruinen Source NorthBruinen Source WestGiant HallsGoblin-townHigh CragNorthern High PassSouthern High Pass
Landmarks: AkûltotBergel's NotchThe Bitter StairThe Black CrackCaldwell PoolCeber LosCirith DaurCirith ImladrisThe Deep-firesDen of the Northern ArmyDómstollEglanúrEikhall DaleErforgh CleftFrosthyle PondGabilazanGhâshruThe Giant's NeedleGoblin-town Throne RoomGollum's CaveGreybough EndHríthur's HavenImlad NornIorbarIskeld's LookoutThe LornstoneMen HelchThe Mountain's ThroatNan GongaragNorthtarnOrod LadenPinnath FenuiRakhâs-bizarSlave PensSnárskrith DellStarkhathStonecaller's CircleThorgest's HavenThundergrotWar SteadingsWhitcleftWrithenbores

Nan Curunír

Nan Curunír.jpg

See Nan Curunír for more details

The Wizard's Vale, the valley of Nan Curunír is frequently regarded as synonymous with Isengard, as the fortress along the River Isen is its dominant feature.

Settlements, Areas and Landmarks of Nan Curunír
Settlements: Dagoras' CampIsengardOx-clan Merchant Camp
Areas: Isengard DepthsRing of Isengard
Landmarks: BarracksBlackmarch FortCircle of FangsDungeonsFang-rider's WarrenFâsh's CommandThe Gates of IsengardGuard-house of IsengardKitchensMorflak's CommandThe Pillar of the White HandQuickbeam's GroveThe Savage DensTower of OrthancWar Machines

The North Downs

North Downs.jpg

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The North Downs are located between Bree-land, Evendim, and Angmar, at the northern end of the ancient North-South Road. For more than a thousand years no king has ruled from Fornost and the common people have stood caught between the somewhat noble age in the west and the accursed Angmar in the north-east.

Little is said about the North Downs but it has always been the realm of noble Men of Arnor. It is always mentioned as lesser than Evendim and as the darker contrast to Gondor, connected to the struggles with the nearby Angmar and its Witch-king.

The hidden fortress of Esteldín serves as the capital of the North Downs, being the headquarters of the Rangers under Halbarad's command, kinsman of Aragorn. Recently the town of Trestlebridge was under a fierce attack by grim orcs, but this turned out to be only a spur while the Enemy overran Fornost, Dol Dínen, and other long since unused ruins. Elves have always upheld a refuge in Lin Giliath and dwarves have mined silver in Othrikar, where we meet the legendary Gildor Inglorion and Dori respectively.

Settlements, Areas and Landmarks of The North Downs
Settlements: Amon RaithEsteldínTreasure Hunters' CampLin GiliathOthrikarTrestlebridge
Areas: AnnúndirDol DínenFields of FornostFornostGreenwayKingsfellMeluinenNan Amlug EastNan Amlug WestNan WathrenRhunenladTaur Gonwaith
Landmarks: Amlaith's ScarAmon AmrûnBarad EithelBarad HarnBarad NarthanDol NendírEtten CavesThe Evendim GateFalconer's TowerFashat LaugGatson's FarmGatson's South FieldsGlírostGurzlumHaudh EglanHîgroporHîsukHrizgurKamskutKar LakMerenostMinas VrûnMincham's CampNan Wathren Eastern PassNan Wathren Western PassNathan Hodge's FarmNorbury GatesOst CrithlancOst GalumarOst LagorosOst NuaranRusfoldSkirmish CampThe SnaresStoneheightTarkrîp Assault CampTham LornThurûmTrestlebridge GateThe TrestlespanTûmatWilliam Peake's Farm

The Shire

The Shire.jpg

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The Shire is located south-east of Ered Luin and west of Bree-land, across the Brandywine River. The country of the Shire is a land of peace and pastoral beauty, where hobbits dwell in seclusion from the world at large.

In former times, Men were seldom seen there, though Dwarves often passed through the Shire as they travelled to the Blue Mountains from their lands in the East. More rarely still, Elves could sometimes be seen in the woods as they journeyed to Mithlond, the Grey Havens beyond the borders of the Shire, where they cross the Sea into the West.

Dark things seldom threatened the hills and meadows of the Shire. Largely this has been because hobbits are very good at keeping to their own business and not being noticed by others. But Little Folk would be aghast and unbelieving if they only knew the lengths to which Gandalf the Grey and the Rangers of the North have gone to ensure the country's peace. Now, though, even the Shire cannot escape the notice of the Shadow in the East.

Settlements, Areas and Landmarks of The Shire
Settlements: BrockenboringsBudgefordBywaterFrogmortonHobbitonLittle DelvingMichel DelvingNeedleholeOverhillScaryStockTuckboroughWaymeetWoodhall
Areas: Bindbole WoodBridgefieldsThe Delving FieldsGreen Hill CountryGreenfieldsThe HillHobbiton-BywaterThe MarishNorth BridgefieldsRushock BogShire HomesteadsTookland
Landmarks: Abandoned Elf-campAppledoresBag EndBamfurlongBear DensThe Bird and Baby InnBolestonesBrandywine BridgeBridgefields WallBucklebury FerryBywater BridgeDora Brownlock's FarmDowns GateThe FrogmoorsThe GrangeThe Great WillowGolfimbul's HoleLob's GroveLongo Burrow's FarmMathom-houseMethel-stageNarrowcleeveOld Odo's Leaf-farmOverhill YardsThe Party TreePingladePuddifoot's FieldsThe QuarryThe Rushock GateSandson's FarmSandyman's MillThe Scrag-dellsSkirmish CampSouth FieldsSouthfarthing GateStocktowerThree Farthing StoneTom Cotton's FarmTroll's KnollWellbridgeWolf DenThe Yale-height

The Trollshaws

The Trollshaws.jpg

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The Trollshaws are located in the east of Eriador, largely between the rivers Hoarwell and Bruinen, but also includes the highlands east of the Bruinen and south of Rivendell. The Trollshaws lies east of The Lone-lands, with Eregion to the south, Ettenmoors to the north, and the Misty Mountains to the north-east. The woods and gorges of the Trollshaws have been largely uninhabited for long, aside from Elrond's elven refuge in the secluded Rivendell Valley, which is forever a haven of peace and harmony.

This region became known as The Trollshaws after the lands of Rhudaur were cast into ruin and became inhabited by evil trolls. The region is filled with towering pine and beech trees, as well autumnal forests and roaring rivers. The horizons are often blocked by high hills and steep, impassable cliffs that shadow deep gorges and dead-end ravines. The woods are dotted with ruins, remnants of lost civilization that now serve as lairs for some of Middle-earth's most savage beasts and servants of the dark lords such as trolls, hill-men, and wights.

Rivendell Valley is an area that is nestled in the deep valleys below the Misty Mountains, richly watered by streams flowing down the cliff faces and springs bubbling up from the ground. The valley is itself a settlement, the capital of the Trollshaws, in which the natural centre of activities is the Last Homely House, Elrond's magnificent residence. However, major services and legendary characters are found all over the beautiful valley.

Settlements, Areas and Landmarks of The Trollshaws
Settlements: Echad CandellethRivendellThorenhad
Areas: Bruinen GorgesGiant ValleyHigh MoorNan TornaethNorth TrollshawsRivendell ValleySouth TrollshawsTâl Bruinen
Landmarks: Amon NendirAmon VaradhBar-e-TherchirBarachen's CampBarad GlamgilBarad RemmelladBear DensThe Blooming FensCirith UlunnCrumbled CellarDelossadDraugladDraugrothEchad GauradanEryn SingorThe Ford of BruinenForgotten MonumentGarbert's CottageThe Gates of ImladrisGladdalfThe Glamgil FallsLaenanThe Last BridgeLavanimThe Lost TempleMinas AgorMinas CiliantNarlinn's PostNurathOst BelegramOst BrandrasOst ChallOst DúrgonnOst ThondolThe Stone-trolls' GladeThe StonemereTaur OrnolfThingrothTorogrodTrapdoor LairThe Wovenvales

Category Overview

Regions of Eriador
AngmarBree-landDunland (Gap of RohanNan Curunír) • EnedwaithEred LuinEregionEttenmoorsEvendimForochelThe Lone-landsThe Misty MountainsThe North DownsThe ShireThe Trollshaws
Lands of Middle-earth