The LOTRO Lone-Lands are marked by the ruins of ancient kingdoms, once each part of the human kingdom of Arnor before shattering apart and going their own ways. Those ways ended up leading to war, with the kingdom of Rhudaur siding with the minions of the witch king in order to conquer the other two kingdoms.
The hills and swamps of the lord of the rings Lone-lands bear the ruins of kingdoms long dead from Bree-land to the Trollshaws. This land's long history of war and woe has cut deep scars into its landscape and its people. The lonely road that gives the region its shape and purpose today is desolate at best and dangerous at worst. Even the road is a ruin from another time, passing beneath noble stone and broken rubble from the civilization of Bree-land to the perilous woods of the Trollshaws.
Weather-top is the most regal and prominent of the Lone-lands' many ruins rise above the road like a symbol of the land's sad legacy. Once known as Amon S?l, it was a proud tower of vision and vigilance but it fell in battle and sat derelict in the wild until now. Today, countless Orcs prowl through the place's rubble, and the few Rangers who defend it cannot often deter them.
The shape of Weather-top stands stark against the sky like a head wearing a battle-worn crown far along the road in either direction, reminding travelers and adventurers that the hills beneath their feet were once walked by kings and heroes and may be again. In search of life passage through the Lone-lands, travelers are wise to stick to the road, but it's the accounts of those timid souls who travel only via the road that feed the region's reputation for somber desolation and wide, bleak hills. Off the road, to the north and south, the Lone-lands hide rivers and bogs, breathtaking landscapes and sprawling ruined castles. But as you travel off the road, you venture toward ever more fearsome foes.
The East Road, like an artery, runs through the Lone-lands and it has served more than one ancient kingdom as highway and borderline. Thousands of years ago, it connected the Dunedain kingdom of Arnor- sister kingdom of Gondor- to Rivendell, the Misty Mountains and lands east. It intersected the North-South Road near the heart of Arnor, where Bree stands now.
From the Forsaken Inn to the Last Bridge, the Lone-lands brim with danger. Varied foes, with varied goals, lurk in the shadows and swamps off the East Road, and while they don't all serve the same masters; they all oppose the Free Peoples. There are many serpents to behead before the Lone-lands can be counted safe.
It is not wise for you to tarry long in the Lone-lands before you seek out Candaith, a Ranger camped near the western foot of Weathertop. He's been watching the White Hand Orcs, come from the south, and has troubling news of their visits to the top of Amon S?l. He needs a fellowship to help him retake Weather-top.
The Lone-lands teem with monsters and solo quests suitable for characters of level 15 to 30 through boars and birds, goblins and Orcs, wights and spiders. Keep your Quest Log full and you'll find it easy to complete two or three quests at a time. For example, hunting Wargs and lynx on your way to and from gathers Orc-sword trophies. It's worth the risk to take the road east to Ost Guruth early, around level 20, and get started on its quests, which involve sites and enemies both east and west.
The hills and swamps of the lord of the rings Lone-lands bear the ruins of kingdoms long dead from Bree-land to the Trollshaws. This land's long history of war and woe has cut deep scars into its landscape and its people. The lonely road that gives the region its shape and purpose today is desolate at best and dangerous at worst. Even the road is a ruin from another time, passing beneath noble stone and broken rubble from the civilization of Bree-land to the perilous woods of the Trollshaws.
Weather-top is the most regal and prominent of the Lone-lands' many ruins rise above the road like a symbol of the land's sad legacy. Once known as Amon S?l, it was a proud tower of vision and vigilance but it fell in battle and sat derelict in the wild until now. Today, countless Orcs prowl through the place's rubble, and the few Rangers who defend it cannot often deter them.
The shape of Weather-top stands stark against the sky like a head wearing a battle-worn crown far along the road in either direction, reminding travelers and adventurers that the hills beneath their feet were once walked by kings and heroes and may be again. In search of life passage through the Lone-lands, travelers are wise to stick to the road, but it's the accounts of those timid souls who travel only via the road that feed the region's reputation for somber desolation and wide, bleak hills. Off the road, to the north and south, the Lone-lands hide rivers and bogs, breathtaking landscapes and sprawling ruined castles. But as you travel off the road, you venture toward ever more fearsome foes.
The East Road, like an artery, runs through the Lone-lands and it has served more than one ancient kingdom as highway and borderline. Thousands of years ago, it connected the Dunedain kingdom of Arnor- sister kingdom of Gondor- to Rivendell, the Misty Mountains and lands east. It intersected the North-South Road near the heart of Arnor, where Bree stands now.
From the Forsaken Inn to the Last Bridge, the Lone-lands brim with danger. Varied foes, with varied goals, lurk in the shadows and swamps off the East Road, and while they don't all serve the same masters; they all oppose the Free Peoples. There are many serpents to behead before the Lone-lands can be counted safe.
It is not wise for you to tarry long in the Lone-lands before you seek out Candaith, a Ranger camped near the western foot of Weathertop. He's been watching the White Hand Orcs, come from the south, and has troubling news of their visits to the top of Amon S?l. He needs a fellowship to help him retake Weather-top.
The Lone-lands teem with monsters and solo quests suitable for characters of level 15 to 30 through boars and birds, goblins and Orcs, wights and spiders. Keep your Quest Log full and you'll find it easy to complete two or three quests at a time. For example, hunting Wargs and lynx on your way to and from gathers Orc-sword trophies. It's worth the risk to take the road east to Ost Guruth early, around level 20, and get started on its quests, which involve sites and enemies both east and west.
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