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Archive for January, 2007

Thorin’s Halls


January 6th, 2007

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.

Ruined Watch-tower


January 6th, 2007

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.

The Forsaken Inn


January 6th, 2007

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.

The Withywindle


January 6th, 2007

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.

The Prancing Pony


January 6th, 2007

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: Shadows of Angmar, 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!

The Midgewater Marshes


January 6th, 2007

As the Great East Road leads out of Bree toward the Weather Hills in eastern Eriador, travelers will become aware of a gradual falling of the land, where rolling hills and pleasant grasslands give way to a formidable flat expanse of treacherous bogs opening away northward from the roadway. This region is known as the Midgewater Marshes, an area difficult to navigate even for the most seasoned adventurers familiar with this land. The ground here is damp and dangerous, in places giving way completely to deep pools of mud and stagnant water. Further adding to the difficulties in travel, the Midgewater Marshes are home to swarming flies, midges, and neekerbreekers. Legends tell of still darker creatures lurking amongst the deep pools and stands of moss-covered trees that crowd the landscape, and it is said that marauding bands of corrupted Men and vile goblins also frequent these lands, but on what errand none can say.

One may indeed wonder if it would not be wisest to simply stay on the Great East Road and bypass the Midgewater Marshes altogether, thus avoiding such unpleasantness. To do so, however, would be to overlook quests and treasures rich in the history of Eriador, a history dating back ten centuries and more, waiting to be uncovered. Long ago, the kingdoms of Rhudaur and Arthedain, two of the great kingdoms of Arnor, claimed as their own these lands near the Weather Hills and the great Tower of Amon Sûl (also known as Weathertop). The Witch-king of Angmar, from his dark throne in Carn Dûm, also laid claim to these lands in those days. Great battles were fought in this region, the ruins of which still stand as a testament to the Men who sacrificed all to ensure victory over the evil forces from the north.

Though exploration through the ever-shifting marshes is treacherous to say the least, the abandoned outposts of Arnor and the remains of once-great fortresses and other impressive structures can still be found amongst the fields of reeds and tall grasses, holding their long-forgotten secrets for the bravest of adventures to discover.

The House of Tom Bombadil


January 6th, 2007

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.

The Dead Spire


January 6th, 2007

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: Shadows of Angmar 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.

Bree


January 6th, 2007

At the intersection of the Great East Road and the North Road, the town of Bree has long stood as a gathering place for Men, Hobbits, and other travelers from the far-off lands of Middle-earth. Long ago, Bree was a thriving town, set against a large, sloping hill within the vibrant lands of Arnor. Although Arnor has long-since faded into distant memories, the remains of those glorious days can still be found throughout the town’s varied streets and winding ways. Travelers along the Great East Road, which joins the Shire to the west with Rivendell and the Misty Mountains to the east, still stop at The Prancing Pony Inn to share tales of adventure or news of distant lands. Bree is home to both Men and Hobbits, though adventurers must now be wary of the motivations of many of Bree’s residents. As the shadow of evil creeps across the lands and the corruptible spirits of Men weaken, many of Bree’s citizens, who were once open and friendly to travelers, may now have been lured into service by agents of darkness.

Bree-town contains a wide variety of neighborhoods, some purely residential, some catering to the needs of trade guilds and village government. At the eastern edge of Bree can be found the marketplace, where proud and venerable merchants clash with an older, prouder class of farmers. South from the West-gate, blacksmiths ply their trade, though resentful of their reliance upon trade with Dwarves for the raw materials they need. At the south end of town is the Stone Quarter, a small community of Dwarf-merchants trying to earn a living trading in imports from the Blue Mountains, North Downs, and the Lonely Mountain. In the southwest, the grey and mournful abodes of the towns poor lay, a slum where little hope dwells. Just within the South-gate, the woodworkers of Bree are busy about their trade. At the center of all lies the Upper Way, where the few who have obtained a modicum of wealth and lore dwell, putting themselves above all others.

For the players in LOTRO, Bree is an excellent travelers’ destination just east of the Shire, and is a center for news, commerce, and social interaction within the game. In designing the town of Bree, which is itself likely over 3,000 years old, the artistic decisions made by the Turbine design team had to incorporate varied architectural styles and period influences. Bree buildings are a mix of large dwellings for Men, smaller holes for Hobbits, the familiar Prancing Pony, and a wide variety of shops and buildings one would expect to see in an area settled by such varied peoples. Bree is designed to feel like a living town, albeit a town in its declining years. It is an important social center of the game, as well, so there are a number of common areas throughout which players of many different races and skill levels can spend time sharing tales, trading goods, crafting objects, and preparing for adventure into the barren Lone-lands or the mysterious North Downs not far from the gates and the protective hedge which surrounds the town.

Brandy Hall


January 6th, 2007

For nearly 700 years, the warm light from the many windows of Brandy Hall has welcomed visitors crossing the Brandywine River from the west into Buckland. Originally delved and built by Gorhendad Oldbuck, the first Master of the Hall (as the head of the Brandybuck family is called), and greatly expanded over generations, the ancestral home of the Brandybuck family is now formed of many tunnels and rooms occupying the entirety of Buck Hill on the eastern banks of the Brandywine. Brandy Hall has no less than three main entrance doors and over a hundred windows, making it one of the grandest mansions in the entire Shire. Long before the forming of the Fellowship of the Ring, Frodo Baggins, orphaned as a young Hobbit, called Brandy Hall home for many years, before he went to live with Old Bilbo Baggins at Bag End in Hobbiton. Merry Brandybuck, Frodo’s cousin and also one of the Nine who set off with the One Ring toward Mordor, also once called this great mansion his home.

But not only is Brandy Hall the home of many generations of Brandybucks, along with cousins, and indeed hundreds of relatives, the halls also house a significant number of books recording the history of the Shire. This library would expand significantly after Merry Brandybuck returned to Brandy Hall and became Master of the Buckland himself… but these are tales for another telling.

Although the majority of Brandy Hall is built underground, a significant amount of building in and around Buck Hill is visible from a great distance. Indeed, the entirety of the village of Bucklebury has been built along the hills and banks surrounding the hall. At Brandy Hall in the village center, many generations of expansion have converted the large, low hill into an impressive dwelling and important social center for Buckland. Travelers to the region will no doubt want to take a moment to share a tale and trade wares with the good Hobbits of Buckland before venturing into the mysterious darkness of the Old Forest, just beyond the village’s protective hedge, the High Hay, to the east.