Angmar

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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.


Lore

Angmar is known as the cold and evil lands, north of the Ettenmoors and far to the northeast of the North Downs. They are most known as the heartland for the Kingdom of Angmar, which was ruled by the Witch King from 1300 TA - 1975 TA, until it was destroyed.
Throughout the early Third Age, evil men including some Black Numenoreans, had inhabited the region and upon the Witch King's arrival to the north, they accepted him as overlord. As time continued, the Hillmen to the South submitted to Angmar and Rhudaur was annexed, causing Angmar to become a formidable foe against the remnants of Arnor.
In 1409 TA, Angmar struck a huge blow against Arthedain and Cardolan. Amon Sûl, the chief fortress in the Weather Hills, was captured and sacked, whilst Angmarim armies invaded and devastated Cardolan. Arthedain itself was driven back to the North Downs, where they held off Angmar with the help of Lindon.
Throughout the next 500 years, war was a constant thing between Arthedain and Angmar, and in 1974 TA, Angmar finally overcame Arthedain and captured Fornost. However, the Free Peoples of Eriador and a large expeditionary force led by Prince Eärnur of Gondor, assaulted the Witch King's army on the field and drove them back to Fornost, where they were utterly destroyed outside the walls. The Witch King fled to Angmar where he attempted to make a stand, but his Kingdom was destroyed to its very foundations and Angmar was no more.

Locations

Aughaire
Gath Forthnír

Settlements

Outposts

Instances


Areas

Carn Dûm
Fasach-falroid
Gabilshathûr
Imlad Balchorth
Nan Gurth
Rhunendin
Western Malenhad

Aughaire

Carn Dûm

Duvuinen

  • Quests: mainly 48

Eastern Malenhad

Fasach-falroid

  • Quests: mainly 44 - 45

Fasach-larran

Gorothlad

Himbar

Imlad Balchorth

Maethad

  • Quests: mainly 47 - 48 - Fellowship

Nan Gurth

Ram Dúath

Rhunendin

  • Quests: mainly 49 - 50

The Rift of Nûrz Ghâshu

Urugarth

Western Malenhad


Connected To

Crafting

Craft-fairs: Aughaire

Resource Tiers


Named Creatures Shard Collectors List

Each of these creatures is the rare, signature, tougher, named version and all have a high change to drop a shard.

Maps

Map of Angmar Angmar POIs Angmar Named Creatures Angmar Artifacts

Category Overview

Detailed list of all things by Category: