- The Shire
- Ered Luin
- Bree-Land
- North Downs
- Lone-lands
- Trollshaws
- Evendim
- The Misty Mountains
- Forochel
- Angmar
- Eregion
- Moria
- Lothlórien
- Enedwaith
- Mirkwood
- Dunland
- Great River
- Eastern Rohan
The Shire
Levels 1-13
Content
Hobbit troubles often involve harvest matters, like pipeweed and pie; but wildlife, brigands, and Goblins have begun to lurk at forest's edge.
Geography
The Shire is a rolling haven of babbling brooks and lush grassy hills, dotted by cozy Hobbit holes nestled between well kept farmland.
Lore
If innocence prevails in Middle-earth, it does so in The Shire; a land of the simple joys: good ale, great food, and gardens expertly tended. All these joys continue, spared by Evil, but its presence in the world is carried on the lips of whispering travelers.
Ered Luin
Levels 1-15
Content
Brigands and vicious wildlife are the least of Elf and Dwarf troubles—the Dourhands are brewing a plan dark and foul, and must be challenged.
Geography
Ered Luin's snow drift slopes, dotted by the occasional tree, give way to natural caves and far northern mountains. In the east, River Lune's cool waters breathe soft flora life into the land.
Lore
Long ago, Elves and Dwarves made Ered Luin their home; today, few Elves remain. They linger in ancient halls along the shores of the River Lune. The Dwarven dwellings have crumbled to ruin, except Thorin's Hall, home to the stern king Oakenshield.
Bree-Land
Levels 1-24
Content
The brigands in Bree grow bold, the Old Forest creaks with curious darkness, and whispers of Wights in the Barrow-downs attract brave Free Peoples looking to prove their worth.
Geography
The hub of commerce and civility in Bree-land is, of course, Bree-town. But many dangers lay beyond this peaceful bastion and its surrounding farm land: the eerie Old Forest, the cold fog tombs of the Barrow-downs, and the vile muck of Midgewater Marsh.
Lore
Bree-land was once a part of Arnor to the North, but the realm declined. In time, Men from the South made the town of Bree and its fabled inn, the Prancing Pony, which has become a vital waypoint along the East Road.
North Downs
Levels 18-40
Content
Orcs, Shades, and evil Men roam the abandoned fringes of the North Downs, terrorizing what little civilization remains. They threaten to overrun the few Free Peoples farming the almost empty land.
Geography
Pockmarked by wind torn crags, and bordered on the north by the ominous horizon of Angmar, the green hills of the North Downs are as dangerous as they are welcoming.
Lore
The Rangers roam the blustery crags of the North Downs with stern faces, and protect in secret. Last of the Dúnedain, whose lost realm of Arnor once ruled in splendor, they wander from their sanctuary of Esteldín to guard the crumbling remains of their kingdom.
Lone-lands
Levels 22-35
Content
Littered with Spiders and Wargs, terrorized by Orcs and Goblins, the Lone-lands' people are as desperate as their land. Dark creatures lurk in the red marshes, and Weathertop is a place of dangerous nights, but no evil can stand before the united hope of the Free People.
Geography
Named in truth, the Lone-lands are a barren expanse of bleak moors and reeking swamps, dotted by the remnants of what were once the glorious kingdoms of the north.
Lore
Long ago upon a mighty hill, Weathertop, the great watchtower of Amon Sûl fell to the evil Witch-king. Today, aside from a few small bastions of civilization, vile monsters and old ghosts claim these lands.
Trollshaws
Levels 30-50
Content
Trolls and Wights haunt the wilder reaches of the Trollshaws, but the winding road to Rivendell is wrought with wild danger.
Geography
East of the River Hoarwell the land staggers in a rough jumble of beach trees, which give way to the river Loudwater. Beyond roaring rapids, the land slopes into a lush valley that cradles the Elven haven of Rivendell.
Lore
An old haunt of the troll-kind, and why the land is so named, the Trollshaws are where Bilbo Baggins encountered three unlucky, and now immortalized, Trolls.
Evendim
Levels 32-40
Content
The Rangers watch over Evendim and its scattered forsaken ruins, which hide a wealth of powerful relics from the height of power of an ancient civilization. The evil forces in Angmar, who seek these artifacts, must be stopped.
Geography
North of The Shire lay the mysterious and lush Twilight Hills, also known as Evendim, which rest upon the glittering shores of Lake Nenuial.
Lore
The land called Evendim holds the city of Annúminas, once home to the kings of Arnor but abandoned long ago.
The Misty Mountains
Levels 39-50
Content
Hollow servants of Angmar seek an ancient secret hidden deep within the halls of Helegrod, a long-abandoned dwarf-hold. Rumors whisper of a dark plan to revive a long-dead dragon, Thorog, and investigation is required.
Geography
The Misty Mountains, a lofty range of white cap jagged peaks, divide the lands of Eriador to the west and Rhovanion to the east.
Lore
Once home to a Dwarven kingdom, The Misty Mountains have fallen to the vile creatures of Goblin-town—who once imprisoned the great Thorin Oakenshield and his Company.
Forochel
Levels 39-52
Content
On the frigid shores of Forochel dwell the Lossoth, Snow-folk who once sheltered the last doomed king of Arnor, Arvedui. And it's the Lossoth who still keep his secrets.
Geography
Far to the North, beyond the fringes of civilization, the frozen barrens of Forochel cling to the coast of the Ice Bay.
Lore
Forochel is a land of eternal winter, where strange lights dance in the night sky. It is also a place of dire peril, home to Snow-trolls, White Wolves, and tusked shaggy behemoths.
Angmar
Levels 40-52
Content
The Witch-king's return to Mordor is long since passed. But the desolate haunted land of Angmar prepares to rise again to do the bidding of Sauron in the coming war. Circumstances dire, heroes must stand and fight against a dreaded and ancient evil.
Geography
The far northern mountains of Eriador are bleak and hard and fierce. Terrible castles cast angry shadows over this barren and sulphorus wasteland.
Lore
Forces rise within the Witch-king's ancient and massive stronghold of Carn Dûm. Angmar once again tries to dominate the spirits of the nomads, while the Dúnedain seek to stem the evil tide from the far North.
Eregion
Levels 45-55
Content
Once the home of the great Elf-smiths who forged the three great Elf-rings, the only ones to escape Sauron's corruption. Long have the ruins of of these Elven strongholds lain untouched, but now servants of both Angmar and Isengard seek to uncover the ancient Ring-forges and the lost knowledge within.
Geography
The wasted expanse of Eregion, home to the only passage to the abandoned Dwarf kingdom of Khazad-dûm, drips with fresh splashes of life, but old ruins remind of better days.
Lore
Early in the Third Age the evil Men of Angmar, upon the Witch-king's arrival to the north, accepted him as overlord. Time continued and the Hillmen to the South submitted to Angmar, causing Angmar to become a formidable foe against the remnants of Arnor. Today the dark power of Angmar is much less, but not gone.
Moria
Levels 51-60
Content
Join the Iron Garrison in their efforts to reclaim Moria from Mazog son of Bolg and his fell legions and discover the dark secrets in the depths of Khazad-dûm.. Explore a truly vast underground environment like you’ve never seen before. Craft new legendary items that evolve and grow in power as you do. And achieve greatness as you seek to claim the knowledge and power lost for generations!
Geography
Moria. Once it was glorious, the greatest of Dwarf-cities, but now its fabled halls are filled with shadow and death. Known by the Dwarves as Khazad-dûm, Moria is a realm far greater than any have imagined. Filled with incredible treasures and unspeakable dangers, the Black Pit has been the bane of many, but has never been fully explored until now.
Lore
Balin left the Lonely Mountain years ago to reclaim Moria, and was never heard from again. Dáin Ironfoot, King Under the Mountain, has sent the Iron Garrison to investigate and, if necessary, lend aid to Lord Balin.
Lothlórien
Levels 55-60
Content
Celeborn and Galadriel, the lord and lady of Lothlórien, rarely allow passage into their realm. The Galadhrim forces, however, prepare for war against the Orcs of Moria and call for all who would aid their struggle.
Geography
The Golden Wood is a land of laughing rivers and sun warm groves, with the tree city of Caras Galadhon shining at its heart.
Lore
Lothlórien, translated as Lórien of the Blossom and usually called just Lórien, are fabled golden woods. Here, Elves dwell high in the mallorn-trees and are ruled by Celeborn, wisest of the Eldar of Middle-earth, and the Lady Galadriel.
Enedwaith
Levels 55-60
Content
The Grey Company rides to the aid of their chieftain, Aragorn and must pass through the sparsely inhabited region of Enedwaith in secret. Deserters from the Dunlending force in the North and the evil Shadow-wolves which had been sent to hunt down the Company of the Ring threaten to halt the company's passage.
Geography
Previously the far north reaches of Gondor, Enedwaith's hills and waters have run wild for centuries; although these wild lands harbor some elegance and beauty.
Lore
Once Gondor's northernmost reaches, the hills of Enedwaith have for centuries run wild, a place where few have lived for long. Even savage folk regard Enedwaith with fear; whispers of strange old powers that lurk in its woods and frigid vales—powers as old as the land itself, which take offense to being disturbed.
Mirkwood
Levels 61-65
Content
Join the Elves of Lothlórien in war against the armies of Dol Guldur, fortress of the Ringwraith, right hand of the Witch-king. Battle among the ancient ruins, spider-haunted canyons, and foul bogs of Mirkwood and aid the Elves as they mask the passage of the Company of the Ring and turn the eyes of the Nazgûl upon themselves—and away from Frodo Baggins and his companions.
Geography
The dark forest of Mirkwood was once fair and green, but is now black and foul. The only light to find these woods are flush with crimson or poison.
Lore
Mirkwood, once Greenwood the Great, was a peaceful home to Men and Elves until the Necromancer's Tower of Dol Guldur arose and stirred great evil in the forest heart. Now death and darkness thicken the forest air, stifling life and twisting the green growing things.
Dunland
Levels 66-75
Content
Join the Grey Company as they work to gain the friendship of the Dunlending clans and thwart Saruman's war efforts. Meanwhile, the forces of Prince Théodred of Rohan stand resolute at the Ford of Isen, ready to repel the Dunlending threat, oblivious to the brewing storm within the Ring of Isengard.
Geography
The valley of the Wizard's vale, or valley of Saruman, nestles at the southern foot of the Misty Mountains. Where ancient forests once flourished, a corrupted waste of metal and wheels suffers under the thrall of the traitorous Wizard Saruman. Here, in the shadows of the tower of Orthanc, gathers an army of Orcs and Uruk-hai, toiling to make ready for war.
Lore
Isengard, known as Angrenost to Elves, was built by the man Elendil and his sons to guard the western border at the Gap of Rohan. Long ago the Wizard Saruman came to Steward Beren in Minas Tirith and proposed Isengard as his dwelling. Acknowledging the advantage of such a powerful ally, Beren agreed, and gave Saruman the Key of Orthanc.
Great River
Levels 70-75
Content
The signs of war lie along the shores of the Great River as Isengard and Barad-dûr put their dark plans into motion. Assist the Sentinels of Lothlórien in patrolling their southern boarders, seek out Galadriel’s wisdom and confront ancient enemies of Rohan, the Easterlings, as they gather for an attack on Rohan and Lórien.
Geography
The Great River's shores touch many different lands. It flows from the far North along the Northern border of Rohan and between Lothlórien and Mirkwood.
Lore
During the First Age, a stretch of land along the Great River, Anduin, was home to Entwives and their beautiful gardens. But this place of beauty was blasted by Sauron in the Second Age, and is now called the Brown Lands.
Eastern Rohan
Levels 75-85
Content
The Horse-lords of Rohan look to defend their land from invaders while Théoden, beloved King, wastes away in the lonely hall of Meduseld. Orcs, Uruks, and Easterlings run rampant throughout the plains and the Riddermark needs heroes. Discover the fate of the Fellowship and lend your sword to the Rohirrim as you defend this noble kingdom before all is lost.
Geography
The lands of Eastern Rohan are varied: vast green fields expand between serene cool waters, the old stone hill and knob forest of Eastwall, and quiet farmland warms under a lazy sun.
Lore
Eastern Rohan is home to Amon Hen, the Hill of Seeing, one of two peaks where watchtowers were built overlooking the River Anduin on the Northern borders of Gondor; also destined as the location of the breaking of the Fellowship.