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Mods of Arda Marred ([personal profile] singing_arda) wrote2015-03-21 05:47 pm

Map & Locations


MAP OF NÚMENOR | MAP OF DEEPWOOD


LARGER MAP | CLIMATE

For a closer look at Beleriand (Western side of map) check out Map of Beleriand at the LotR project.
For a closer look at Eriador, Rhovanion, and the south (Eastern side of map) check out Map of Middle-earth at the LotR project.

For travel times please see the FAQs


1 - Vinyamar
2 - Brithombar
3 - Barad Nimras
4 - Eglarest
5 - Nargothrond
6 - Methed-En-Glad
7 - Androth
8 - Barad Eithel
9 - Tol Sirion
10 - Gondolin
11 - Amon Rûdh
12 - Bar Erib
13 - Havens of Sirion
14 - Menegroth
15 - Angband
16 - Himring
17 - Amon Ereb
18 - Nogrod
19 - Belegost
20 - Grey Havens

21 - Michel Delving
22 - Annûminas
23 - Hobbiton
24 - Fornost
25 - Bree
26 - Weathertop
27 - Deepwood
28 - Lond Daer
29 - Tharbad
30 - Ost-In-Edhil
31 - Carn Dûm
32 - Gundabad
33 - Rivendell
34 - Moria
35 - Caras Galadhon
36 - Isengard
37 - Fangorn Forest
38 - Helm's Deep & Glittering Caves
39 - Edoras
40 - Calembel

41 - Edhellond
42 - Dol Amroth
43 - Haves of Umbar
44 - Linhir
45 - Minas Tirith
46 - Osgiliath
47 - Minas Morgul
48 - Barad Dûr
49 - Dol Guldur
50 - Elvenking's Halls
51 - Dale & Esgaroth
52 - Erebor
53 - Iron Hills
54 - Sea of Rhûn





LOCATION GUIDE
HISTORY LINK: The history link will take you to a wiki page that will show you canon information about the area's history. Sometimes there is a lot more information there than we have space for below, which might help you put a picture of the place together, or even help you work out a player plot!
AREA: The Area description will tell you how the area currently looks, which most likely deviates from canon.
DANGERS: This describes the potential threats in the area, for example collapsing roofs, or orc packs in the area. The star system will tell you the general difficulty level of navigating this area safely. They are marked with 1 to 5 stars. 1 star being the least dangerous, and 5 stars being the most. Many 5 starred areas require mod approval for a player plot, and they are marked.
SPOILS: Spoils are the special rewards that you will find at each area. While usually what items you take are up to your judgment, please keep in mind that from a realistic standpoint, your character cannot take away every item on the list. Some limited items require contacting a mod so that we can remove the item from the list, and those are marked with an ✘ symbol. Sometimes these special items may be duplicates of an item a player character brings into the game.






AMON EREB
HISTORY
AREA: This hill has very steep sides, and the spiral staircase that wraps around it is crumbling in places which may mean some climbing and trying not to fall to your death. Up above the area is fortified with thick stone walls. The buildings made of wood have collapsed and appear to be water damaged, but the ones made of stone are fine.
DANGERS: ★★★
Your biggest obstacle is getting up to the top. Stairs may suddenly crumble from underneath you, and some parts require climbing.
SPOILS: Masonry supplies
Armor and weaponry (Elven)
Small amount of clothing and bedding.
( BACK TO MAP )



AMON RÛDH
HISTORY
AREA: At the top of this hill there is a strange Dwarven settlement. However finding it might be a challenge, since the main door is invisible when closed. Once inside, many of the areas are made for people of Dwarf-height, so you might have to duck.
DANGERS: ★★★
Hill trolls have taken up residence at the foot of the hill.
SPOILS: Dwarf sized furniture
A habitable area
Lots of Aeglos
Also: Aeglos
( BACK TO MAP )



ANDROTH
HISTORY
AREA: Androth is a series of caves, very long and very deep. While not at fancy as some other dwellings, people have definitely lived here before, what remains looks like a good camping site. There are even a few pieces of furniture that are usable. The area general area within that pocket of mountains is relatively safe, but the caves themselves are not.
DANGERS: ★★
A single cave troll thinks this is his home now
SPOILS: A chest of gems and gold coins
( BACK TO MAP )



.
ANGBAND
HISTORY
AREA: Angband is a large fortified citadel in the far north that looks to be largely abandoned. Please contact a mod if you plan to visit this location
DANGERS: ★★★★★
SPOILS: TBD
( BACK TO MAP )



ANNÚMINAS
HISTORY
AREA: Part of this city is submerged and has formed a lake. What's visible is the upper part of a tiered city. At the highest point is the King's Seat of power, where you will find a library.

Palantír Location

DANGERS: ★★★
A rabble of leaderless Orcs hang out here.
SPOILS: A few pieces of usable furniture
Writing materials
A library (Languages: Westron, Sindarin)
( BACK TO MAP )



BAR ERIB
HISTORY
AREA: The small fortress is broken and crumbling. Some areas are sealed off, and there is a large sinkhole in the courtyard. The ground is unstable here..
DANGERS: ★★
The main obstacle at Bar Erib is the rubble and unsteady ground.
SPOILS: A small amount of usable furniture.
( BACK TO MAP )



BARAD-DÛR
HISTORY
AREA: It seems like a while ago Mt. Doom erupted and sent lava stretching over a large area of land. It has since cooled enough to walk on, but the land is barren. The dark tower now lays on it's side, having been swept up by the lava. Pockets of steam sometimes gather up and seep out in the hotter areas of the ground, this lets out a semi-toxic fog. Please contact a mod if you plan to visit this location
DANGERS: ★★★★
Barad-dûr itself is largely empty and abandoned, but traveling to the area means going through a wasteland of very high heat.
Characters who are affected by the presence of evil may experience headaches, dizziness, shortness of breath, and / or fainting spells in this area depending upon their tolerance.
Characters with asthma or chronic respiratory conditions may find it hard to breath with the fumes from the steam pockets.
SPOILS: ???
( BACK TO MAP )



BARAD EITHEL
HISTORY
AREA: This used to be a grand area, fit for kings. Now it’s reduced to rubbed, and half of the structures have fire damage beyond repair. However, the south side still has a hallway that is relatively untouched. The tallest tower that is still standing is now home to vampire bats. They will viciously defend their new home.
DANGERS: ★★★★
Vampire bats
SPOILS: A habitable area
Elven pottery
Furniture
Bedding
Clothing
A beautiful handheld harp
( BACK TO MAP )



BARAD NIMRAS
HISTORY
AREA: Barad Nimras was meant to stand guard against the enemy from an attack by sea. The tower was torn down long ago by Morgoth’s forces, so there’s not much to work with on the upper areas. Down below the docks can be found, and the stair leading down is relatively intact.
DANGERS: ★★
Rubble is your biggest challenge here, if you’re careful you can navigate fairly easily.
SPOILS: Ship building tools
Damaged Armor & Weaponry (Elven)
One large ship that fits 10-15 people. Requires at least five crew to sail it
( BACK TO MAP )



BELEGOST
HISTORY
AREA: This Dwarven stronghold was meant to guard the pass through the mountains. Currently the pass is unstable, but it can be fixed with some work.
DANGERS: ★★
Watch out for booby traps.
SPOILS: Masonry supplies
Once repaired, you will have a pass through to Beleriand The pass has been repaired as of June 2016
( BACK TO MAP )



BREE
HISTORY
AREA: Many of the buildings still standing are unstable, and the town has become home to various rodents. It might not look like much trouble, but it's secretly a risky place to tread. Any clothing, bedding, or furniture you find is probably riddled with fleas.
DANGERS: ★★★
Unfortunately the last inhabitants of Bree had a bit of a flea problem, some of which are carrying a bit of plague. If you’re an Elf or have some immunity, all you need fear is itchy flea bites.
SPOILS: Barrels of ale
Small amount of foodstuffs
Smoking pipes
Longbottom Leaf
Two horses that look to be near death.
One very skinny flea-bitten pony that needs love.
( BACK TO MAP )



BRITHOMBAR
HISTORY
AREA: This area has seen battle, so there’s little left but rubble and some flooding. The docks are completely destroyed.
DANGERS: ★★
The rubble and flooded areas are easily navigated. There are Hill trolls in the land surrounding the place, but not in Brithombar directly.
SPOILS: Damaged small boats, that fit 2 - 3 people each
Ship building tools
Fishing equipment
( BACK TO MAP )



CALEMBEL
HISTORY
AREA: Calembel is essentially unrecognizable rubble. However, the inn had a sturdy cellar that has been spared.
DANGERS:
A rusty nail or two.
SPOILS: Calembel seems to have been stripped of any remaining goods. Even down in the inn's cellar, there are shattered crates and spilled barrels. Someone has been rummaging around down here.
( BACK TO MAP )



CARAS GALADHON
HISTORY
AREA: The leaves of the golden wood have gone brown and the trees that are left standing are bare. Many of the platforms and houses have fallen and shattered, and the ones that remain up high look unstable.
DANGERS: ★★
Falling trees with weak roots are your biggest concern. There's also the possibility that structures will collapse if climbed on or disturbed.
Characters who have a magically innate evil nature may sometimes experience headaches, dizziness, shortness of breath, and / or fainting spells in this area. For these characters, Mallorn wood or hithlain rope will burn if touched, and lembas is not edible.
SPOILS: Sturdy lumber of mallorn trees
hithlain rope
A cache of lembas
The ring Nenya (Power at 10%)
Bow of the Galadhrim
Two Elven Cloaks, one standard size, one hobbit sized.
( BACK TO MAP )



CARN DÛM
HISTORY
AREA: This fortress is relatively intact. What damage was done has been restored in an Orcish style.
DANGERS: ★★★★
Orcs are breeding were-worms here. These are still babies, however, and are only 10% the size of their adult counterparts.
Characters who are affected by the presence of evil may experience headaches, dizziness, shortness of breath, and / or fainting spells in this area depending upon their tolerance.
SPOILS: two morgul blades
Side note: were-worm meat is edible - not tasty, but edible - to all except characters who "pure" in nature, such as Tolkien Elves.
( BACK TO MAP )



DALE & ESGAROTH
HISTORY 1 2
AREA: Many of Dale's buildings have crumbled or have been overgrown by plant-life. Esgaroth no longer exists above water, but it's remnants can be seen underneath.
DANGERS:
Not too much, if you know how to swim.
SPOILS: Crates of furs
Clothing
Barrels of ale
Fishing supplies
Dragon scales and bones at the bottom of the lake.
6 black arrows.
( BACK TO MAP )



DEEPWOOD
AREA: MAP
Deepwood was founded as a joint venture by Elves, Dwarves, Men and Hobbits. At that time, evil had spread to an extent that had rendered the world a very hostile environment to live in. Most people had fled their homes multiple times at that point and their numbers had dwindled significantly. Those who remained, desperate and remembering old stories, forged new alliances and finally founded a settlement: Deepwood.
Located at the eastern slopes of the Blue Mountains, it's bottom is dug deep into the rock, a small Dwarven town spreading underneath it. On top of it sit a few Hobbit hills, Mannish houses and Elven structures in the trees. A mix of Dwarven fortifications and thick woods protect the settlement, and yet... no one seems to live there now except those who were wakened by the music.
Please note that Deepwood does not have any maps.
DANGERS:
This area is generally safe. For now
SPOILS: Secure shelter
basic clothing, bedding, and furniture.
A small supply of food, mostly cram.
Mundane objects can be found in small quantities can be found here. If you wish to find something of significance, like a weapon or informational materals, please contact a mod.
( BACK TO MAP )



DOL AMROTH
HISTORY
AREA: Dol Amroth has obviously seen better days, but some reconstruction has begun in a Mannish style that does not match the original Elven features. A group of Corsairs have set up shop here, making this a base of operation for pirating inland.

The Coursairs are willing to trade supplies to you for gold, silver, or jewels.
DANGERS: OR ★★★★★
This area is relatively safe if you can convince the Coursairs you're just here to trade. However, taking them on would be a huge undertaking.
SPOILS: Spoils below indicate what you will find if you take on the Coursairs. If you plan to raid Dol Amroth please contact a mod. To trade with the Coursairs, go here

Small boats, that fit 2 - 4 people
Ship building tools
Masonry tools
Fishing equipment
Crates of clothing
Crates of furs
Barrels of ale
Foodstuffs
Gold, silver, and gems
Musical instruments, particularly harps
One large tower bell
One large ship that fits 10 - 20 people
( BACK TO MAP )



DOL GULDUR
HISTORY
AREA: Giant spiders have made this fortress a nesting ground. What used to be a large receiving hall has become a nursery for eggs and baby spiders. Webs are thickly set in the corridors. The architecture is originally of Elven-make, but it's been corrupted over overlaid with Orcish elements.

Palantír Location
DANGERS: ★★★★
As you may have guessed, where there are little spiders there are big ones. Lots of them.
SPOILS: Armor & Weaponry (Orcish, corrupted)
Armor & Weaponry (Elven, corrupted)
Various poisons
Spider webbing
One morgul blade
???
( BACK TO MAP )



EDHELLOND
HISTORY
AREA: Salt water damage has hit Edhellond hard, making the rock structures prone to crumbling. The harbor looks to be originally of Elven make, but mixed now with Mannish elements. The dock has has sunk.
DANGERS: ★★★
Your biggest obstacles are physical; collapsing structures and unstable earth.
SPOILS: Edhellond seems to have been stripped of any remaining goods.
( BACK TO MAP )



EDORAS
HISTORY
AREA: It seems most structures were made of wood in Edoras, as most have been completely destroyed. Some of what remains are even ashes. The stables, though badly damaged, are still standing, as is part of the golden hall.
DANGERS:
Well, the wild horses might hurt you if you get too close.
SPOILS: Saddlery and tack
Small amount of blacksmithing supplies.
Wild horses in the surrounding area that are difficult to tame.
( BACK TO MAP )



EGLAREST
HISTORY
AREA: This area has seen battle, so there’s little left but rubble and some flooding. The docks are completely destroyed.
DANGERS:
Fortunately the area seems to be devoid of anyone hostile, and the rubble is easily navigated.
SPOILS: Damaged small boats, that fit 2 - 4 people
Ship building tools
Fishing equipment
( BACK TO MAP )



ELVENKING'S HALLS
HISTORY
AREA: Spiders have once again infested the forest, and the once light and beautiful halls are corrupted with darkness. Some spiders have made webs between the tall pillars. Also present are houseless spirits of Silvan Elves. They will let other Elves walk freely, but others may have trouble with them. You may even find the spirits and spiders fighting each other.
DANGERS: ★★★★
Spiders
Houseless spirits
SPOILS: Clothing
Armor & Weaponry (Elven)
Basic medical supplies, including athelas
Gold, silver, and jewels
Large supply of strong wine
Games
A Library (Language: Sindarin)
Two wagons
Elvenking's Oaken staff
Elvenking's Elk
( BACK TO MAP )



EREBOR
HISTORY
AREA: The Lonely Mountain's main entrance is once again crumbled, and the inside is in disarray. The wealth of Erebor has be scattered and piled on the floor of the treasury.Please contact a mod if you plan to visit this location
DANGERS: ★★★★★
???
SPOILS: A supply of Cram
Armor & Weaponry (Dwarven)
Mining supplies
Industrial supplies
Games
A mithril shirt
Orcrist
The White Gems of Lasgalen
Grasper and Keeper
Very big gold pile
( BACK TO MAP )



FANGORN FOREST
HISTORY
AREA: The magic of this forest is nearly gone, and the atmosphere doesn't feel nearly as closed off. There is, however, one spring of End draught left. It no longer makes one taller, but instead serves as a healing aid. Pour it on a wound and the wound will close. Drink it to cure poisons or sickness.
DANGERS:
Not much to note
SPOILS: Ent draught. (A spring of healing water)
( BACK TO MAP )



FORNOST
HISTORY
AREA: This city has seen battle. In the day, Fornost is empty but gives off an eerie feeling, but at night, the wraiths come out. Follow the drains where they surface and you'll find catacombs underneath. In the catacombs you'll find weaponry, gold, silver, and gems if you don't mind some grave-robbing.
DANGERS: ★★★
Wraiths.
SPOILS: Weaponry
Gold, silver, and gems
( BACK TO MAP )



GONDOLIN
HISTORY
AREA: First you're going to have to find it! It's called the hidden city for a reason. The seven gates that guard the city are still standing, and the wood gate is the first one you'll see if you take the the Hidden Way to Gondolin. Good luck getting through there. There is, however, another more secret way, which is even harder to find... unless you know where to look. This was once a great city of beauty, light, and song. However, it's clear that a great battle was fought here... and was lost. Please contact a mod if you plan to visit this location
DANGERS: ★★★★★
???
SPOILS: Clothing
Furniture
Artist's supplies
Musical instruments
Gold, silver, and gems
Armor & Weaponry (Elven)
Ecthelion's silver-spiked helmet
Dramborleg
Glamdring
3 damaged iron siege machines
( BACK TO MAP )



GUNDABAD
HISTORY
AREA: This mountain stronghold has been mostly abandoned, however, war bats were once bred here, and here they call home. They hang from the ceiling quietly during the day unless you disturb them, but at night they come out to hunt. Siege weapons were made here; iron machines with gears and pulleys.

Palantír Location
DANGERS: ★★★
War Bats
SPOILS: Armor & Weaponry (Orcish)
Catapults
Industrial supplies
( BACK TO MAP )



GREY HAVENS
HISTORY
AREA: This was once a harbor, but with Beleriand rejoining with Eriador it's now completely on dry land. The docks and the ships are now sitting in puddles and broken beyond repair.
DANGERS:
Walk right in.
SPOILS: Clothing
Furniture
Fishing equipment
A cache of lembas
Irreparably damaged ships
The Ring Narya (Power at 10%)
( BACK TO MAP )



HAVENS OF SIRION
HISTORY
AREA: The Havens of Sirion are heavily affected by salt water erosion, leaving the stonework weathered and crumbling. There is some flooding, but the docks are in tact.

Palantír Location
DANGERS:
Try not to trip over a rock or something.
SPOILS: Damaged small boats, that fit 2 - 4 people
Ship building tools
Fishing equipment
( BACK TO MAP )



HAVENS OF UMBAR
HISTORY
AREA: This is the home base of the Coursairs. What damage was done has been repaired in the same Mannish style. The population here is three times that as in Dol Amroth.

The Coursairs are willing to trade supplies to you for gold, silver, or jewels.
DANGERS: OR ★★★★★
This area is relatively safe if you can convince the Coursairs you're just here to trade. However, taking them on would be a huge undertaking.
SPOILS: Spoils below indicate what you will find if you take on the Coursairs. If you plan to raid Dol Amroth please contact a mod. To trade with the Coursairs, go here

Small boats, that fit 2 - 4 people
Ship building tools
Masonry tools
Fishing equipment
Crates of clothing
Crates of furs
Ivory
Barrels of ale
Foodstuffs
Gold, silver, and gems
Musical instruments, particularly harps
3 Mumakil with riding gear.
One large ship that fits 10 - 20 people
( BACK TO MAP )



HELM'S DEEP & GLITTERING CAVES
HISTORY1 2
AREA: The outer areas of Helm's deep are crumbled, one wall has a gaping hole from what appears to have been a massive explosion. Further inward, the caves are flooded in areas with stagnant water and damp in most other places. The water isn't potable.
DANGERS: ★★★★
Ghûls in the deepest parts, and infection from stagnant water.
SPOILS: Dwarf sized furniture
A small supply of Cram
Many and varied gems.
Damaged armor and weaponry (Mannish, Dwarven)
( BACK TO MAP )



HIMRING
HISTORY
AREA: This once hilly area has now flooded, leaving one large island where Himring sits. The fortress itself has been damaged by the elements. Winters are harsh here, and the freezing conditions have damaged the foundations of the rock. There is no bridge connecting to the island.
DANGERS: ★★★
Vicious freshwater eels, and crumbling structures.
SPOILS: Armor and weaponry (Elven)
Ringil
( BACK TO MAP )



HOBBITON
HISTORY
AREA: Hobbiton has survived the dissonance better than some other areas. The dwellings above ground are quite damaged, but the hobbit holes just leaking a little dirt into their living rooms. Just watch your head.
DANGERS:
Low ceilings.
SPOILS: Farming supplies
Vegetable and fruit seeds
Matches
Longbottom Leaf
Smoking pipes (hobbit sized)
Dishes and cutlery (hobbit sized
Chickens in a coop, half are dead.
Clothing (hobbit sized)
First aid supplies
Ponies that have gone feral in the surrounding area.
Sting
( BACK TO MAP )



IRON HILLS
HISTORY
AREA: The Dwarven settlement has seen better days. Inside, some of the ventilation shafts have crumbled, leaving the air stale and some areas without light.
DANGERS: ★★★
Ruined structures, low light conditions. Characters with respiratory problems may be affected by the air. Occasionally Goblins will come out as well.
SPOILS: Riding Goats (ornery but tamable.)
Riding gear (for goats)
Mining supplies
Industrial supplies
Raw iron
Working forges
A supply of cram.
( BACK TO MAP )



ISENGARD
HISTORY
AREA: The tower itself is still standing, but it is corroded with rust in many places. Sitting at the base of the tower is what appears to be a large tree partially interwoven in the structures of the iron tower. In the area around the tower there are deep pits, the bottom half of which is flooded. Just above the waterline are chambers filled with large round slightly fluid masses.

Palantír Location

DANGERS: ★★★★
Some of the structures both in and outside the pits are not stable.
Don't disturb the masses in the walls.
SPOILS: Longbottom Leaf
Smoking pipes
Industrial supplies
Wild horses in the surrounding area that are difficult to tame.
( BACK TO MAP )



LINHIR
HISTORY
AREA: Linhir lays in ashes.
DANGERS:
Just a little leftover smokey.
SPOILS: Linhir seems to have been stripped of any remaining goods.
( BACK TO MAP )



LOND DAER
HISTORY
AREA: This port city was abandoned long ago, so there's not much left. The dock of rotted wood used to go out to a bay, but now it's practically a puddle. The boats here are beyond repair. However, there is a large stone hall in the back that looks like it's in better shape, and shows signs of being lived in from time to time.
DANGERS:
Watch out for splinters.
SPOILS: Small amount of ship building supplies
Small amount of food in the lived-in hall
( BACK TO MAP )



MENEGROTH
HISTORY
AREA: The once shining halls of Menegroth are dull, and the intricate carvings along the halls have crumbled in places. The entrances to Thingols' court have been sealed by a cave in, but there's a low rumbling hum coming from within. Please contact a mod if you intend to visit this location.
DANGERS: ★★★★★
A huge pack of wild dogs can be found blocking the entrances, but as for inside...
SPOILS: Belthronding
Aranrúth
???
( BACK TO MAP )



METHED-EN-GLAD
HISTORY
AREA: This fortress has been abandoned for some time.
DANGERS: ★★
Occasionally Werewolves will wander here, but not often.
SPOILS: Building supplies
Masonry supplies
Damaged armor and weaponry
( BACK TO MAP )



MICHEL DELVING
HISTORY
AREA: The buildings in Michel Delving were more crowded than in Hobbiton, and are more difficult to sort through. With some digging you can get inside some of the hobbit holes, though.
DANGERS: ★★
Low ceilings and pretty bad rubble.
SPOILS: Matches
Longbottom Leaf
Smoking pipes (hobbit sized)
Cooking supplies (hobbit sized)
Clothing (hobbit sized)
First aid supplies
( BACK TO MAP )



MINAS MORGUL
HISTORY
AREA: Minas Morgul is a dim and eerie place, with a foggy vapor obscuring some of the landscape. The while marble towers have turned black with corruption.
DANGERS: ★★★★
A moderate sized Orc pack uses this as a base, and they have a pet Graug.
Characters who are affected by the presence of evil may experience headaches, dizziness, shortness of breath, and / or fainting spells in this area, depending upon their tolerance.
Characters with asthma or chronic respiratory conditions may find it hard to breathe from the fog.
SPOILS: Armor and Weaponry (Orcish, corrupted)
( BACK TO MAP )



MINAS TIRITH
HISTORY
AREA: Much of the stonework of the city is cracked and askew. Walking down one corridor might lead you to a dead end, and disturbing the structures enough might cause a collapse. One structure does stand out as being untouched by the devastation; The great mithril gates that guard the east entrance of the city.

As of July 2016, the three upper levels are habitable, and the lower levels less dangerous. From a distance, it still appears to be in a state ruin.

Palantír Location

DANGERS: ★★
Getting lost or trapped in rubble is less likely but still possible in areas untouched by repairs.
SPOILS: Clothing & Bedding
Some luxury items on the upper levels
Wild horses in the area that are difficult to tame.
Medical supplies (advanced), including athelas
The Horn of Gondor (in tact)
Andúril
Ring of Barahir
( BACK TO MAP )



MORIA
HISTORY
AREA: Moria is in much the state it was durring the Third Age. The mines are dark, dusty, and unstable. Please contact a mod if you intend to visit this location.
DANGERS: ★★★★★
SPOILS: Raw mithril
Mithril armor and weapons
Industrial supplies
Mining supplies
Blacksmithing / Metalworking supplies
A supply of cram.
( BACK TO MAP )



NARGOTHROND
HISTORY
AREA: The river Narog has risen , leaving the fortress mostly flooded. All entrances are partially under water - come into Nargothrond and you’re getting wet. This was a stronghold once, but most of the arms and armor inside are decayed from being submerged.
DANGERS: ★★★★
The river is flowing swift these days, so you had better be a good swimmer. Once inside, the water calm down, but if the weather turns bad a sudden flood may occur. Getting lost and drowning in here is quite possible. In the area surrounding Nargothrond you might run into a some hill trolls. Werewolves will also wander here, but not often.
SPOILS: Angrist
One mithril chain mail vest
( BACK TO MAP )



NOGROD
HISTORY
AREA: MAP
Much of the city is destroyed and unreachable, but there is a pocket of good homes with basic supplies. The furniture is mostly Dwarf sized, however, so have fun with that. Note: There is no western exit from Nogrod.
DANGERS:
Nogrod looks to be more recently inhabited, but there are enough crumbling structures and dark halls to get into trouble with.
SPOILS: Secure shelter
basic clothing, bedding, and furniture.
A small supply of food, mostly cram.
( BACK TO MAP )



OSGILIATH
HISTORY
AREA: Some of this area is indistinguishable from the landscape, but the center most parts of the old city were repaired at some time much later than it's decline. Collapsed roofs, fallen walls, and general ruin lays around, though a few structures still stand.
DANGERS: ★★★
Sometimes Orcs come to scavenge here.
SPOILS: Clothing
Furniture
Basic medical supplies
Wild horses in the area that are difficult to tame.
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OST-IN-EDHIL
HISTORY
AREA: Most of this area isn't habitable. Long ago is was abandoned and had crumbled in places, however, there is a secret underground workshop with forges and supplies if you can find it.
DANGERS: ★★
Some residual protective spell will attempt to lead you away from the city if you get too close.
SPOILS: Armor and weaponry (Elven)
Gold, silver, and Gems.
Masonry supplies
Blacksmithing/Metalworking supplies
Working forges
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RIVENDELL
HISTORY
AREA: Some of Rivendell has washed away with the river, including the usual paths leading to it. You might have to do some climbing. Or if you prefer, some swimming while you savage what's underwater on the bottom of the valley.
DANGERS: ★★
Unstable structures and flooding.
SPOILS: Clothing & Bedding
Furniture
Medical supplies (advanced), including athelas
Musical Instruments
Wild horses in the area that are somewhat easy to tame.
A Library (Languages: Sindarin, Westron, and Quenya.)
The Ring Vilya (Power at 10%)
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SEA OF RHÛN
HISTORY
AREA: Please contact a mod if you plan to visit this location
DANGERS: ?
SPOILS: TBA
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THARBAD
HISTORY
AREA: Tharbad is mostly made of up some pillars and sunken structures. The area is a swampy marshland, with a long stone bridge. There area few dry spots here and there, however. The architecture is mixed.
DANGERS: ★★
Biting insects
Water isn't potable and may cause infections.
SPOILS: Raw leather
Saddlery and tack
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TOL SIRION
HISTORY
AREA: This once fair tower has been torn down by war. Though the architecture is Elven, the whole island has an air of corruption about it.

Palantír Location

DANGERS: ★★★★
Werewolves.
Characters who are affected by the presence of evil may experience headaches, dizziness, shortness of breath, and / or fainting spells in this area.
SPOILS: ???
???
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VINYAMAR
HISTORY
AREA: Vinyamar is heavily affected by salt water erosion, leaving the stonework weathered and crumbling. The great hall is overgrown with plantlife, so much that it is difficult to walk through without help of a blade. There’s a small hidden treasury in the deepest parts of the settlement, but it’s not easy to get to.
DANGERS: ★★★
Your biggest obstacles are physical. Having a ledge break or floor collapse to send you plummeting off a cliff is a real possibility. Go into the deeper areas, and you might have a roof collapse or a cave-in.
SPOILS: Small amount of armor and weaponry
Small amount of gold, silver, and gems
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WEATHERTOP
HISTORY
AREA: This area seems to have been ruined even before the dissonance came. The stairs are completely crumbled, so you may have to do some climbing if you wish to get up there. The top of one of the crumbled towers stands out in the middle of the circle.
DANGERS: ★★★★
Some of those who come to Weathertop experience a frightful vision of a Nazgul attacking them. While only a vision, the adrenaline rush and pain of the phantom stab wound is real, and the recipient of the "wound" will feel ill for a few days after.
SPOILS: one morgul blade (Available only if someone has the vision.)
???
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