Angmar

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Angmar
Angmar

Angmar is a region found within the land of Eriador.

(Sindarin for Iron-home) 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.


Angmar Locations

Locations found within the region of Angmar are listed below.

File:Area.png Areas

Ram Dúath


File:Settlement.png Settlements

Aughaire


File:Landmark.png Landmarks

Fell-water Falls


File:Interior.png Interiors

Gath Forthnír


Instances

Carn Dûm
Seat of the Witch King


Connected Locations

North Downs

Angmar Quests

Area Levels Notes
Ram Dúath 40 - 43 Quests
Aughaire 43 - 46 Quests
Fasach-larran 43 - 45 Quests Dungeons: The Halls of Night, 3-man, level 40 and up
Western Malenhad 43 - 45 Quests Some require Fellowship
Fasach-falroid 44 - 45 Quests Some require Fellowship
Himbar 46 - 50 Quests
Eastern Malenhad 47 - 49 Quests Some require Fellowship
Gorothlad 47 Quests Some require Small Fellowship
Maethad 47 - 48 - Involving quests only, all require Fellowship
Imlad Balchorth 47 - 49 Quests Some require Small Fellowship
Duvuinen 47 - 48 - Involving quests only
Carn Dûm 50 Quests Raid
Nan Gurth 50 - 54 Quests
Rhunendin 47 - 49 - Involving quests only
The Rift of Nûrz Ghâshu 50 Quests Raid
Urugarth 50 Quests Fellowship
For more detail, see Angmar Quests
Angmar Quests(16 C, 148 P)

Angmar Deeds

For more detail, see Angmar Deeds
Angmar Deeds(6 C, 3 P)

Angmar Titles

For all titles obtainable for this region, see Angmar Titles
Angmar Titles(3 C, 5 P)

Angmar Reputations

Gath Forthnír
Hangout for the Council of the North
The Rift of Nûrz Ghâshu
Hangout for The Eldgang


Angmar Creatures

Angmar Creatures(8 C, 350 P, 1 F)

Creature Shard Drops

These Creatures are classified as a tougher version of their normal counterparts, either Signature or Rare.
Each named creature has a good chance to drop a different type of Shard, a rare crafting material used for more advanced recipes.

Crafting

Aughaire Craft Faire

Crafting Tier(s):

Artisan (T4): Dwarf-iron Deposit, Platinum Deposit, Lebethron Branches, Pristine Hide, Forgotten Text
Master (T5): Ancient Iron Deposit, Ancient Silver Deposit, Black Ash Branches, Exceptional Hide, Ancient Vase

Crafting Location(s):

Crafting Facilities:

All crafting areas contain facilities for all Professions except Farming.
All facilities qualify as both "standard" and "superior".

Lore

The realm of Angmar was founded in the lands north of the Ettenmoors and between the Mountains of Angmar and the Grey Mountains with the sole purpose of destroying the Dúnedain of the North. The spirit of in the east conducted the Witch-King of Angmar, the lord of the Nazgûl to gather evil men and creatures to destroy the fading Dúnedain.

Soon after Angmar was founded it waged war against the divided Dúnedain realms of Arthedain, Cardolan and Rhudaur. Rhudaur was the first kingdom to fall. Already in Rhudaur the Dúnedain were growing few, and an evil Hillman seized the kingship. [1]

Ref: tolkiengateway wiki - [1]

Maps

Map of Angmar Topographic map of Angmar

Angmar Detailed Maps

Angmar POIs Angmar Named Creatures Angmar Artifacts

Gallery