The Geography of Numenor

This weeks new part to the Lore of Numenor is the Geography! In this post I will focus about the different Regions throughout Numenor’s Realm. I hope you enjoy the second part in my lore series on Numenor!

** Note, this post was not written by me but by a friend of mine who is huge on Middle Earth Lore. The layout is also funky and was almost impossible to edit in this standard post entry view on wordpress. I will try to mess around with the layout, so if you cant seem to read it now, just wait a little till I have it tweaked**

The nature of the land itself is most fully related in A Description of the Island of Númenor, a text published in Unfinished Tales and claimed by Tolkien to have been derived from the archives of Gondor.

The island of Númenor was situated in the Great Sea, closer to the Blessed Realm than to Middle-earth. In shape it resembled a five-pointed star, with five large peninsulas extending from the central region. The latter is stated to have been around 250 miles (400 km) or 400 kilometres across, and promontories were nearly of the same length each. The island itself was “tilted southward and a little eastward”.

Forostar or “Northlands”

The northern peninsula of Númenor, described as rocky and the least fertile. Most of the landscape was formed by “high heather-covered moors”, which in the north rose to rocky hills. The only trees in the Forostar were firs and larchesthat grew upon the westward slopes of the moors; the stone quarried in the region was the most esteemed for building. It is also stated that in this land “the airs were clearest”, and that for this reason King Tar-Meneldur built in the northern parts of Forostar a tall tower to watch the stars.

Andustar or “Westlands”
A generally fertile and wood-covered region, which became rocky to the north. The western coastline was formed by high cliffs, in which three small bays were cut; several harbours were built in these bays, upon thin shelving land at the feet of steep hills. The northern highlands were covered by fir-woods, while in the south the forests consisted mainly of birches and beeches upon the upper ground and of oaks and elms in vales. The Andustar was separated from the Hyarnustar in the south by the wide Bay of Eldanna, and a small borderland that remained was called the Nisimaldar.
Hyarnustar or “Southwestlands”
This promontory was noted for the great vineyardss and fertile farmlands in its eastern half, which in the southwest gave way to highlands with great cliffs along the coast. In the far east were “wide white beaches and grey shingles”, with numerous villages such as Nidamos, and the marshes formed by the river Siril
Orrostar or “Eastlands”
A cool but fertile region of the island, rising to highlands in the north and flat to the south. In the south-western parts of the Orrostar were vast plantations of grain
Mittalmar or “Inlands”
The central part of Númenor, land-locked except for a small coast around the haven of Rommena in the east. The Mittalmar is described as “raised above the promontories”, and as a region of grasslands, pastures and low downs with few trees
Arandor or “Kingsland”
The eastern part of the Mittalmar that was considered separate from the rest and was under direct jurisdiction of the King. It is stated to have been “at all times the most populous region of Númenor”, and here the capital Armenelosand the haven Rómenna were situated.
Emerië
The south-western areas of the Mittalmar with “rolling downs of grass”, and the chief region of sheep pasturage. A portion of Emerië was granted by Tar-Meneldur to Erendis, the bride of his son Aldarion, and into this land she retired after their breach.
Nísimaldar
A land around the eastern shores of the Bay of Eldanna and the estuary of river Nunduinë. The name is translated as “Fragrant Trees”, referring to the evergreen and sweet-smelling plants that grew abundantly in this region.
Natural features
This is a list of all individual geographical objects of Númenor named in Tolkien’s writings. It is stated, in addition, that there were several rivers in the island, but all except Siril and Nunduinë were “short and swift torrents hurrying to the sea”.
Bay of Eldanna
The westernmost and greatest bay of Númenor, between the arms of the Andustar and Hyarnustar. The land about its shores, including the Nísimaldar, was the most fertile in the island due to heavy rainfalls. The name Eldanna literally means ‘Elf-wards’, referring to the bay’s facing towards the distant Tol Eressëa.
Bay of Andúnië
The largest and northernmost of the three bays that ran along the western coasts of the Andustar. It was named after the great haven of Andúnië located on its eastern shores along with other smaller dwellings.
Tol Uinen
A little island situated in the long firth between the promontories of the Orrostar and Hyarrostar, believed by the Númenóreans to have been set there by the Maia Uinen. Upon this isle Aldarion built a tall tower, called Calmindon or “Light-tower”, that apparently served as a beacon.
Sorontil
A great hill in the north of the Forostar that “rose sheer from the sea in tremendous cliffs”. The name, which means ‘eagle-horn’ in Quenya, derives from the fact that many Eagles lived upon the rocks.
Oromet
A hill in the west of the Andustar, not far away from Andúnië. Upon it a tall tower was built by King Tar-Minastir, to gaze westward as his longing for the Blessed Realm grew stronger.
Meneltarma
The island had a mountain in the centre, known as Meneltarma or “Pillar of the Heavens” in Quenya and as Minûl-Tarîk in Adûnaic. It was the highest location of Númenor, and it was said that the “far-sighted” could see Tol Eressëa from its summit. After the Downfall it was believed by the remnants of the Dúnedain that the top of Meneltarma rose once more above the sea level.
The mountain is described as rising gently from the plain at first, with five long low grass-covered ridges, called Tarmasundar or “Roots of the Pillar”, extending in the direction of the five peninsulas. Towards the summit the slopes became more vertical and could not have been ascended easily; a spiral road up the mountain was made, beginning at the south-western ridge and reaching the top in the north. The summit of Meneltarma was “flattened and depressed, and could contain a great multitude”. It was considered the most sacred place of Númenor as a shrine to Eru Ilúvatar; nothing was built there, and “no tool or weapon had ever been borne”. Only the Kings were allowed to speak on the summit, when they said the Three Prayers to Ilúvatar; otherwise people were free to ascend the mountain, but none broke the silence in awe. The only animals to dwell there were the Eagles, believed by the Númenóreans to have been sent by Manwë to watch upon the hallow and the land.
The last Queen Tar-Míriel, foreboding the destruction of the land, attempted to climb to the summit of Meneltarma in hope to escape the disaster; however, the flood overtook her sooner.
Noirinan
A shallow dale, also called “the Valley of Tombs”, located between the south-western and south-eastern ridges at the feet of Meneltarma. At its head were situated the tombs of the Kings and Queens, in chambers cut in the rock of the mountain.
Siril
The chief river of Númenor, which began in the Noirinan beneath Meneltarma and flowed south, issuing into the sea near Nindamos. Within the Mittalmar Siril was a swift stream, but in its lower course it widened and slowed down, forming at last a wide marshy delta. The paths of its mouths often wandered, flowing through wide sands and dispersing into numerous meres.
Nunduinë
A river in the west of the island, running for the greater part through the Mittalmar and issuing into the Sea at Eldalondë. At a lower point in its course it formed Nísinen and flowed shortly through the region of Nísimaldar.
Nísinen
A little lake formed by the river Nunduinë shortly before issuing into the sea. The name, apparently meaning ‘fragrant water’, is said to derive “from the abundance of sweet-smelling shrubs and flowers that grew upon its banks”.
Settlements
Several towns, ports and cities of Númenor are described in Tolkien’s writings. He stated that the most populous towns were situated by the shores, and that dirt roads ran between most of them; the only paved track connected Rómenna, Armenelos, the valley of Noirinan, Ondosto and Andúnië.
Armenelos
The capital and (in later years) the largest city of Númenor, called Armenelos the Golden in Quenya and Arminalêth in Adûnaic, and also known as The City of Kings. It was situated nearly at the centre of the Arandor, close to Meneltarma, and its foundation dates as S.A. 32 at the latest.
Armenelos contained the royal palace, the King’s House, reportedly built with the help of the Maiar.[citation needed] A tall tower was constructed there by Elros, and the White Tree Nimloth was planted in the days of Tar-Aldarion. During the reign of Ar-Pharazôn a giant temple to Morgoth was built in Armenelos; it circular temple, which dwarfed the ancient tower of Elros, is described in The Silmarillion as being over five hundred feet in diameter and as much in height to its cornice line, above which a silver dome rose. The dome had an oculus, from which the smoke of numerous burned sacrifices rose, tarnishing the silver soon after its completion.
Andúnië
A haven located on the eponymous Bay in the Andustar, and initially the most important city of Númenor, as there the ships of Eldar of Tol Eressëa would most often land. Its name meant ‘sunset’ in Quenya. Valandil, descended from Elros by a female line, was first granted the title of the Lord of Andúnië, and though his successors were the leaders of the Faithful, they still played an important role in Númenórean policies.
However, as the Shadow was falling over Númenor, Armenelos became larger and more important than Andúnië. Towards the end of the realm, the remaining Faithful were labelled as dissidents by the King’s Men, with many having been deported to Rómenna and other eastern regions, including the heirs of the former Lords.
Rómenna
A great haven situated at the head of the long firth on the eastern shores of Númenor. Being nearer to the centre of the realm that other ports, it gradually increased in size as the importance of shipbuilding and seafaring grew, especially since the reign of Tar-Aldarion. The name means ‘eastwards’ in Quenya, referring to the fact that most ships heading to Middle-earth sailed from this haven.
Eldalondë
A seaport on the western coast of Númenor, where the river Nunduinë emptied into the Bay of Eldanna. Its name is also recorded as “Eldalondë the Green” and can be translated as ‘Elf-haven’] It was the primary haven by which the Elves would arrive from Tol Eressëa, before the relationship with them was cooled. Eldalondë was located in the Nísimaldar, and is described as “the most beautiful of all the havens of Númenor”, said to have been compared by the Elves to a town in Eressëa.
Nindamos
The chief of the numerous villages of the fisherfolk around the delta of Siril in the Hyarrostar. Like the rest, it was located “upon the hards among the marshes and meres”.
Almaida
A haven stated by Christopher Tolkien to appear on the map of Númenor made by his father. It was located “on the Bay of Andúnië, not far to the westward of Andúnië itself”; Christopher Tolkien has also expressed his uncertainty about the spelling of the name.
Ondosto
A city in the Forostar, associated by Christopher Tolkien with “the stone-quarries of the region”. The name apparently means ‘stone city’ in Quenya.
Hyarastorni
The fiefdom of Hallacar, a descendant of Elros, situated in southern parts of the Mittalmar. In the index to Unfinished Tales, Christopher Tolkien glossed it as “lands”;however, the tale of Aldarion and Erendis creates an impression that it was rather a detached settlement in the region of Emerië.
Flora and fauna
The plant and animal life in Númenor is stated to have been abundant and diverse, with many species being unique to different regions. In addition, the island contained many life forms that could not have been found in Middle-earth, many of them having been brought by the Valar of Elves from Aman. The most famous of these was the White Tree, Nimloth, that grew in the King’s Court at Armenelos. Many other unique trees throve in the southern regions, among which Tolkien recorded oiolairë, lairelossë, nessamelda, vardarianna, taniquelassë, yavannamírë, laurinquë, lissuin and the renowned mallorn-trees.
The most numerous kind of animals in Númenor (in comparison to other lands) were the sea-birds, and it is stated that fish was the chief source of food for the inhabitants. Of unique species only the kirinki are recorded, as well as the Great Eagles, present in many parts of Tolkien’s legendarium.

EmeriëThe south-western areas of the Mittalmar with “rolling downs of grass”, and the chief region of sheep pasturage. A portion of Emerië was granted by Tar-Meneldur to Erendis, the bride of his son Aldarion, and into this land she retired after their breach.NísimaldarA land around the eastern shores of the Bay of Eldanna and the estuary of river Nunduinë. The name is translated as “Fragrant Trees”, referring to the evergreen and sweet-smelling plants that grew abundantly in this region.Natural featuresThis is a list of all individual geographical objects of Númenor named in Tolkien’s writings. It is stated, in addition, that there were several rivers in the island, but all except Siril and Nunduinë were “short and swift torrents hurrying to the sea”.Bay of EldannaThe westernmost and greatest bay of Númenor, between the arms of the Andustar and Hyarnustar. The land about its shores, including the Nísimaldar, was the most fertile in the island due to heavy rainfalls. The name Eldanna literally means ‘Elf-wards’, referring to the bay’s facing towards the distant Tol Eressëa.Bay of AndúniëThe largest and northernmost of the three bays that ran along the western coasts of the Andustar. It was named after the great haven of Andúnië located on its eastern shores along with other smaller dwellings.Tol UinenA little island situated in the long firth between the promontories of the Orrostar and Hyarrostar, believed by the Númenóreans to have been set there by the Maia Uinen. Upon this isle Aldarion built a tall tower, called Calmindon or “Light-tower”, that apparently served as a beacon.SorontilA great hill in the north of the Forostar that “rose sheer from the sea in tremendous cliffs”. The name, which means ‘eagle-horn’ in Quenya, derives from the fact that many Eagles lived upon the rocks.OrometA hill in the west of the Andustar, not far away from Andúnië. Upon it a tall tower was built by King Tar-Minastir, to gaze westward as his longing for the Blessed Realm grew stronger.MeneltarmaThe island had a mountain in the centre, known as Meneltarma or “Pillar of the Heavens” in Quenya and as Minûl-Tarîk in Adûnaic. It was the highest location of Númenor, and it was said that the “far-sighted” could see Tol Eressëa from its summit. After the Downfall it was believed by the remnants of the Dúnedain that the top of Meneltarma rose once more above the sea level.The mountain is described as rising gently from the plain at first, with five long low grass-covered ridges, called Tarmasundar or “Roots of the Pillar”, extending in the direction of the five peninsulas. Towards the summit the slopes became more vertical and could not have been ascended easily; a spiral road up the mountain was made, beginning at the south-western ridge and reaching the top in the north. The summit of Meneltarma was “flattened and depressed, and could contain a great multitude”. It was considered the most sacred place of Númenor as a shrine to Eru Ilúvatar; nothing was built there, and “no tool or weapon had ever been borne”. Only the Kings were allowed to speak on the summit, when they said the Three Prayers to Ilúvatar; otherwise people were free to ascend the mountain, but none broke the silence in awe. The only animals to dwell there were the Eagles, believed by the Númenóreans to have been sent by Manwë to watch upon the hallow and the land.The last Queen Tar-Míriel, foreboding the destruction of the land, attempted to climb to the summit of Meneltarma in hope to escape the disaster; however, the flood overtook her sooner.NoirinanA shallow dale, also called “the Valley of Tombs”, located between the south-western and south-eastern ridges at the feet of Meneltarma. At its head were situated the tombs of the Kings and Queens, in chambers cut in the rock of the mountain.SirilThe chief river of Númenor, which began in the Noirinan beneath Meneltarma and flowed south, issuing into the sea near Nindamos. Within the Mittalmar Siril was a swift stream, but in its lower course it widened and slowed down, forming at last a wide marshy delta. The paths of its mouths often wandered, flowing through wide sands and dispersing into numerous meres.NunduinëA river in the west of the island, running for the greater part through the Mittalmar and issuing into the Sea at Eldalondë. At a lower point in its course it formed Nísinen and flowed shortly through the region of Nísimaldar.NísinenA little lake formed by the river Nunduinë shortly before issuing into the sea. The name, apparently meaning ‘fragrant water’, is said to derive “from the abundance of sweet-smelling shrubs and flowers that grew upon its banks”.SettlementsSeveral towns, ports and cities of Númenor are described in Tolkien’s writings. He stated that the most populous towns were situated by the shores, and that dirt roads ran between most of them; the only paved track connected Rómenna, Armenelos, the valley of Noirinan, Ondosto and Andúnië.ArmenelosThe capital and (in later years) the largest city of Númenor, called Armenelos the Golden in Quenya and Arminalêth in Adûnaic, and also known as The City of Kings. It was situated nearly at the centre of the Arandor, close to Meneltarma, and its foundation dates as S.A. 32 at the latest.Armenelos contained the royal palace, the King’s House, reportedly built with the help of the Maiar.[citation needed] A tall tower was constructed there by Elros, and the White Tree Nimloth was planted in the days of Tar-Aldarion. During the reign of Ar-Pharazôn a giant temple to Morgoth was built in Armenelos; it circular temple, which dwarfed the ancient tower of Elros, is described in The Silmarillion as being over five hundred feet in diameter and as much in height to its cornice line, above which a silver dome rose. The dome had an oculus, from which the smoke of numerous burned sacrifices rose, tarnishing the silver soon after its completion.AndúniëA haven located on the eponymous Bay in the Andustar, and initially the most important city of Númenor, as there the ships of Eldar of Tol Eressëa would most often land. Its name meant ‘sunset’ in Quenya. Valandil, descended from Elros by a female line, was first granted the title of the Lord of Andúnië, and though his successors were the leaders of the Faithful, they still played an important role in Númenórean policies.However, as the Shadow was falling over Númenor, Armenelos became larger and more important than Andúnië. Towards the end of the realm, the remaining Faithful were labelled as dissidents by the King’s Men, with many having been deported to Rómenna and other eastern regions, including the heirs of the former Lords.RómennaA great haven situated at the head of the long firth on the eastern shores of Númenor. Being nearer to the centre of the realm that other ports, it gradually increased in size as the importance of shipbuilding and seafaring grew, especially since the reign of Tar-Aldarion. The name means ‘eastwards’ in Quenya, referring to the fact that most ships heading to Middle-earth sailed from this haven.EldalondëA seaport on the western coast of Númenor, where the river Nunduinë emptied into the Bay of Eldanna. Its name is also recorded as “Eldalondë the Green” and can be translated as ‘Elf-haven’] It was the primary haven by which the Elves would arrive from Tol Eressëa, before the relationship with them was cooled. Eldalondë was located in the Nísimaldar, and is described as “the most beautiful of all the havens of Númenor”, said to have been compared by the Elves to a town in Eressëa.NindamosThe chief of the numerous villages of the fisherfolk around the delta of Siril in the Hyarrostar. Like the rest, it was located “upon the hards among the marshes and meres”.AlmaidaA haven stated by Christopher Tolkien to appear on the map of Númenor made by his father. It was located “on the Bay of Andúnië, not far to the westward of Andúnië itself”; Christopher Tolkien has also expressed his uncertainty about the spelling of the name.OndostoA city in the Forostar, associated by Christopher Tolkien with “the stone-quarries of the region”. The name apparently means ‘stone city’ in Quenya.HyarastorniThe fiefdom of Hallacar, a descendant of Elros, situated in southern parts of the Mittalmar. In the index to Unfinished Tales, Christopher Tolkien glossed it as “lands”;however, the tale of Aldarion and Erendis creates an impression that it was rather a detached settlement in the region of Emerië.Flora and faunaThe plant and animal life in Númenor is stated to have been abundant and diverse, with many species being unique to different regions. In addition, the island contained many life forms that could not have been found in Middle-earth, many of them having been brought by the Valar of Elves from Aman. The most famous of these was the White Tree, Nimloth, that grew in the King’s Court at Armenelos. Many other unique trees throve in the southern regions, among which Tolkien recorded oiolairë, lairelossë, nessamelda, vardarianna, taniquelassë, yavannamírë, laurinquë, lissuin and the renowned mallorn-trees.The most numerous kind of animals in Númenor (in comparison to other lands) were the sea-birds, and it is stated that fish was the chief source of food for the inhabitants. Of unique species only the kirinki are recorded, as well as the Great Eagles, present in many parts of Tolkien’s legendarium.

Were back!

Hello everyone! I apologize for the lack of  blog posts as one hasn’t been published in a few weeks 😦 But don’t worry, starting now that is going to change! The reason behind this is because one, I have been on vacation for 2 weeks so I used that time to escape from my regular world, which involved lotro, so that kept me away. I also have been busy studying college prep books for Video Game programming so that has definitly refrained me from some personal time!

But anyway, new posts will soon e spewing out once again, including my lore posts as I have received some feedback on how much people enjoy this segment. The podcast on the other hand I am putting on hold for a while until I have some time to put that together as my time is limited with the Summer break coming swiftly to a end 😦

Dev Diary: Instances 2.0 (part 2)

             Earlier today, Turbine release their second part in the Develpoper Diary Series for the new content update Enedwaith! While rather short compared to the last input in the Series, which kind of bummed me out, it touched many important topics and questions. So lets get started!

             One new feature coming this fall, as Ive touched previously, is instances 2.0 where players will be able to scale instances using a copy of the skirmish system to their appropriate level. In this new dev diary article, they talk about the rewards of this feature. This fall, players will only be able to scale 4 instances with this tool. Eregion instances, Annuminas instances, The Great Barrow, and Helegrod. In the article, “jwbarry” tells us each of these instances will give us special marks, as well as skirmish marks, upon killing monsters and mobs, downing bosses, and completing quests and challenges. With these marks, players will be able to barter them for 4 new armour sets that will be available. Though they talked little about the sets, they did tell us that they re-skined them, which is neat, and will have radiance! This is pretty cool, although im disapointed that Turbine is expanding the concept of radiance. Many people hate it, and want to scrap the whole thing altogether. Turbine even began asking us if we liked it, and alot of people gave negative feedback. Or just the feedback I saw was mostly negative. But this is a different topic to talk about at another time! In conclusion when it comes to armour sets, there will be 4 new sets, one for Eregion, Annuminas, Helegrod, and the Great Barrow. They are upgraded and re-skinned, and will be plenty worth getting while having loads of fun in the meantime!

             Another cool feature “jwbarry” touched is that there will be cosmetic sets that will look exactly the same as the 4 new armour sets, but cosmetic. So if you dont feel like grinding out the new sets, take the shortcut and get these cosmetic sets! Heres a synopsis of what I basicly just said.

  • “Trash” monsters will all have low chances of dropping various tokens. Since Classic instances have no Lieutenants, we wanted to have “sparkly” moments during play.
  • A new token (much like the old Fourth Mark) is being added for the Challenge modes. These tokens will allow access to 2nd Age components!
  • Level 65 versions of the Annúminas and Helegrod sets with updated art and Radiance! It is important to note that while you can barter for Radiance armour from these instances, they do not require Radiance to play them.
  • A new level 30 set for the Great Barrow.
  • Various new cosmetic rewards added for all instances.
  • Cosmetic versions of the Annúminas and Helegrod sets.
  • And more!
  •                 Another feature that goes along with this is stat tracking. With this feature, you will be able to track of important and interesting stats collected while playing in these instances. Heres what you’ll be able to see and keep track of.

  • Monster Kills
  • Boss and Mini-boss Kills
  • Skirmish Marks earned from bosses
  • Boss Resets
  •              Thats all that was basicly covered in the new dev diary besides when they briefly noted that very few changes were made to the instances and they tried their best to keep them the same. Part 3 in the series will be about the Annúminas and Eregion Instances and details of the changes and upgrades that were implemented. So look out for it!

    Podcast now on iTunes!

    Finaly! The first episode of the Numenorean Update podcast is now up on iTunes and ready for download! Hope you enjoy:)

    http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=384329923

    LOTRO: Beyond the Shadows

    The videos are a bit old as they were released back in 2007 when lotro first launched, but I just stubled upon them and watched them for the first time today and I thought they were pretty cool. They talk about the land, the people, and the monsters of Middle Earth. If you were also wondering how they made the game, they talk about that concept as well and even show you! Check out the videos below!

    Man Intro

                Previously I talked about the Dwarf introduction and what my thoughts were on it. Now im going move on to the man race, my favorite of the four races, and cover what my thoughts were on it, what occured, and the plot of the story. So here we go! When you first start the man intro, you start off in a blackwold camp, outlaws, and are being held captive. The grim situation your in gets better though as a ranger called Amdir rescues you from the clutches of the blackwold’s merciless grasp. You escape your cell and Amdir tells you to loot the crate lieing on the ground outside your cell. Depending on your class determines the weapon you will recieve from it. I happed to be a Lore Master, so I recieved a staff. Amdir then tasks you with finding Celandine Brandybuck while he goes off on his own to search for Eagon. For he has been consulting with a Nazguel sent from Mordor to find and capture a Hobbit named Mundo Sackville-Baggins. You later find Celandine after fighting thorugh a few blackwold guards tasked to guard her and prevent escape or rescue. Upon rescueing her, she lights the building on fire beside you in an attempt to distract some of the guards. You then move on to find the other hobbit, Mundo. Again, you fight off a few more guards and move on to the end of the instance where you encounter a fight that has broken out between a Nazguel on horseback, and the ranger Amdir. Amdir is wounded by the blade but the Nazguel is forced to flee from the area because of the flames engulfing around him from when Celandine lit the house on fire. Thus ends the instance where you, Amdir, and the two Hobbits flee to the nearby village of Archet where yet another dire situation is beggining to arise.

            You arrive in Archet, as seen to the right, where you continue the introduction storyline and continue to learn how to play the game and discover more deeply the skills of your class. You start off the archet intro by talking to Amdir who is having his wounds attended to by Celandine. You are sent off on a bunch of silly quests obviously meant for players new to the game to help learn what the heck their even doing. These quests involve talking to Captain Brackenbrook, talking to your trainer to learn new skills, and hunting some wolves. You can also do some other quests that some npc’s will have you run off and do which include collecting bilberries, hunting boar, slaying giant flies, and killing some spiders that lurk in the secret pass into Archet through the mountain side. One of the more interesting quests that you get are located at the Hunting Lodge, where Brackenbrook’s son and a guard send you off to break into the Blackwold headquarters doing all sorts of things such as looking for stolen belongins and slaying the guards stationed on duty. Once you have completed these various intro side quests, you only have one left to do, the intro conclusion instance.

                You start off the intro conclusion at the Hunting Lodge, where you confront Brackenbrook’s son and his fellow hunters and guards in pitched battle with the invading Blackwold army who has almost over run Archet’s last defenses and is trying to seal the deal with a punch in the back from behind thorugh Archets secret entrance. You above all people are tasked with saving Archet from the dreadful Blackwold army. In order to get to Archet however, you have to fight through thorugh the Blackwolds crossing thorugh the pass to the secret entrance. As you get closer however, you discover that the spiders infesting the pass have risen up against the Blackwold intrudurs. The blackwolds become overwhelmed by them and the spiders than turn on you! Finally, after fighting through the horde of spiders that stood between you and Archet, you arrive at the secret entrance. Things howver are very grim in Archet and you see Caldor Cob, a traitor to Archet’s garrison who had been working for the Blackwolds, then later imprisoned, was beating the Jailor Ned Prunor to death with another prisoner! You rush in and quickly defeat but were to late to save Ned. You then continue through the village fighting off more Blackwold minions and group up with Amdir. You start putting out fires that block the streets with buckets of water from the town well. With that accomplished, you and Amdir venture into the courtyard as one might call it to help the garrison captain, Brackenbrook, who was over run by Eogan and the Blackwolds. He is slain and Amdir rushes in to avenge him only to an unfortuante twist occur! The wounds he recieved from the Nazguel blade take their toll and prevent him from fighting off the Blackwolds who pick him up and rush out of the city. Now its your turn! You run into the thicket of the battle and challenge Eogan and his companions. You swiftly defeat them and save the Hobbits they were trying to recapture. Eogan however, gets up and rushes away. But he did not leave without telling you that Archet evidently failed as they were not able to protect the Hobbits and the wounded ranger. Archets gruesome fate had taken its toll as many men were slain, people who even played major roles in the intro story such as Ned Prunor, Captain Brackenbrook, and Dirk Mudbrick.

    I hope you enjoyed my synopsis of the Man intro as it was only just another chapter in my altoholic project! My overall gade of the man intro is a solid A. The story was fast pace, and well very put together with a very exciting and heart racing finale. Well done Turbine!

    The Champion Class

              For those of you who may not have known, my main character in lotro is the Champion Class. In this post, I will be analyzing the pro’s and con’s of the class, and giving a brief description of what the class is.

             The Champion class can wield almost every weapon in the game, in which some might consider the class a master at arms. They can wield anything from swords and spears, to clubs and knives. The excell in dealing quick, devastating blows to the enemy. They are a high damaging melee class that can escape the pits of defeat and overcome their foe’s when the situation is dire with their dual wielding ability. Because of this dual wieldin ability, they can easily take on more than one foe, taking themdown at will with their many aoe damaging skills. Their most common aoe skill is “Blade Wall”, in which a whirling wall of blades will cut the foe’s caught in the blades range down at will.

            The Champion class can be played across almost all races, which include the race of man, elf, and dwarf. The most common I see, atleast on the Elendilmir server, is man champions. Another feature the champion class is capable of is the Champions training permits them to wear an assortment of different armour types which include light, medium, and heavy armour. The class however is a very gar dependable class. So if you roll or have a champion character, try to grind out the top end gear or the various different crafting sets that are available. Without them, your character will be significantly weaker. When it comes to defense, you can equip a shield, but this wll greatly decrease your damage given to the opponent. So rely on your offense to be your main line of defense! When a champion uses a skill, that skill requires a certain amount of fervour. In order to obtain fervour, there are stances that add one fervour every few seconds as well as having multiple skills that upon use, add one fervour.

          

              When it comes to traiting on the champion class, your best bet would be to go with traiting for might and armour value. Maybe including one trail slot for vitality, because a little vitality is always good! Might however, is one of the big things you should trait for because of the fact that the champion is a aoe melee damage class. The more might you have, the faster you are going to bring down multiple foes with your many aoe damaging skills.

    Overall, the champion class is a great class to people who enjoy to deal consistent, large amounts of damage to single and multiple targets. Their defense is their offense. So kill quickly!

    Pro’s

     

    Large DPS

     

    Can Tank

    Can equip all types of armour

    Shield use

    Can tank

    Multiple Target Damage

    Use of an assortment of weapons

    Great Interupt skill (Clobber)

    Neat Fervour System

    Breaking Crowd Controll

    Tank aggro control

    Cons
    Relies On offense Too heavily
    Poor Self heals

    Weak dps when using shield

    Has Poor aggro control

    Healer wastes more time on healing them when in Fervour Stance

    Die alot if your not careful