Yule Frost

Another Yule festival has come and gone (and will come again apparently Feb 15th) Seems like the Free People’s just can’t get enough of this festival! And who can blame them? One of the merriest times of the year for more of us than just the U.S. players.


This year Humpadink took the role of villain in the Yearly meta quest for the festival. In assisting the mayor and his interests he has attained a high point of authority, and ensured that the power remains at the top of the bureaucracy.


His new station also comes with a fancy new outfit! With the new dyes trade-able for festival tokens I decided to revamp last years Yule-Fest outfit.


With Moria Silver and Belegaer Blue being the colors to trade I thought it gave the outfit a frosty look and fit the occasion perfectly!


Head: Extravagant Festival Cap : Festival Item : Belegaer Blue

Shoulders: Yule Scarf : Moria Silver

Back: Cloak of the Inn League : Festival Item : Moria Silver

Chest: From-bréost : Quest drop from Dunland : Belegaer Blue

Feet: NONE! this is a hobbit’s outfit of course!

Rune Satchel Notes: Into Ancient Lands pt. 2

January 13th TA 3018

A great amount has transpired since my last entry. I first connected with The elves at Echad Dunnan. It was here that I was surprised to see that there were dwarves active in the area. Though i was made aware that there had been some trade routes that had recently been re-established in the north and the west towards the blue mountains, I was interested to learn that they had been looking around the steps of Moria.


Though it has been some hundred years since any attempt was made by the dwarves to regain their home of old, I and a great many other elves encamped there still did not believe that this was a wise decision. But as dwarves are stubborn they would not hear us. They have been scouting the area as well and have, at times, handled some of the orcs for us. For now, their presence has been a benefit to us. But I fear that they will not be much use as soon as their mission in Moria fails, as all endeavors of this kind have before.


For now Echad Dunnan is safe and we were able to focus on the surrounding areas. The ruins in the plains to the south have become spotted with camps of men of the south, allies of Isenguard. Their purpose thus far is uncertain though they have been found to follow an orc captain. We’ve guessed that they are being used as messengers for Saruman.


After interacting with them we found that they were in fact hostile, though this surprised us very little it was a threat that had to be dealt with. And so we did take out the orc leader and remove the camp from the wild. Most of the remaining wild men retreated back to their master with disappointing news.

The orcs continue to flee from us and their last few captains have been destroyed. Thus their number has greatly decreased in the area, and the last few remaining pose little threat and have been seen heading south, we can assume only to head home to Isenguard.

Echad Mirobel

My journey thus far has led me to the school and library at Tham Mirdan. These ancient halls of knowledge are believed to house great secrets of old. And with the ground before them cleared of the enemy, we can begin researching and recovering the knowledge here. I’ll be sending a full report to the Valley asking for scholars young and old to come and help us research and recover these halls, and move the knowledge to Rivendell as we can.

Rune Satchel Notes: Into Ancient Lands

January 8th TA 3018

A great charge has been set on me from Lord Elrond. As he was pleased with my service and part in the rescue of the captives from the Goblin Town tunnels. He has sent me with the charge into the ancient land of Eregion.

Since my time here in The Valley, I’ve looked toward the south with a wonder of the great lore and history to be recovered in the ruins there. In the overgrown remnants of an age gone by, there is lost elven history of the second age, where once there was a great and vast land now there is only a forest grown wild without the care of the elves who once called it home.

Lord Elrond has had the foresight to send me along with others to recover what we may from the ruins there. We hope that the lore and relics found there may restore some of the missing parts of history here and help piece together some of the old crafting techniques. and the culture that our elders cannot remember.


Though I feel that there is much to learn there is an uneasiness about the camps here. Elves still look over their shoulders at night when the shadows grow long. Something has changed this land and everyone can feel it.

Though the road has been dangerous with threats of brigands and beasts, there has been some progress in retrieving some artifacts and texts from the ruins across the land. Though orcs and ruffians have come to ravage the ruins they are easily removed and the ruins have been largely reclaimed for the elves.

Echad Eregion

Pembar revealed a breeding program by Isenguard. Several half-orcs claimed the area for “Sharkey” which we can only imagine is their slang for Saruman. This breeding ground was designed to attack Rivendell as soon as the number of worms grew great enough. However because of the vigilance of some of the elven hunters and scouts the ruins were soon reclaimed for the Elves and the eggs and orcs destroyed.

After searching the ruins there we were able to reclaim what seems to be a piece of lore of the old ring-forging process used in the forges of this land. This was the major finding here, some more, minor artifacts were found but nothing that surpassed the lore found in the rubble. It will take some time, but we will bring that lore back to study in the Library.

Barad Morlas

Barad Morlas was the sight of a wolf and dog breeding program by another group of orcs. By pairing a dog with a trainer, the enemy. This made it more difficult for us to find information further before attacking because of the raised awareness that their wolves and dogs had. So much was the raised awareness that one of our scouts was captured. This gave us a great disadvantage. As the orcs had grown curious as to our involvement in the region, and had not heard anything from Penbar for two days, they immediately sent out pleas for aid and messengers to the remaining camps in the area.

Though we caught and stopped many messengers we can no longer assume that we have the element of surprise. The orcs will be watching the area closer now.

Barad Morlas too was reclaimed after the scramble with the messengers and scouts. We have continued searching and retrieving artifacts from an age long past and we will seek to re-learn the old methods of forging, unlocking the knowledge of our ancestors, and for some of us, our friends.

I have been asked to discern weather or not the lands here would be safe to travel through. Though there is some to see ahead, If we continue the way that we have I would say that come next month the land would be cleared of the enemy presence enough for any errand to be covert to the eyes of Isenguard.


Region Spotlight: Eregion

It’s Sindarin name meaning “Land of the Holly” and better known to men as simply “Hollin” this land has seen times of peace and great prosperity, as well as a great war and discourse. Eregion was ruled by Celeborn and Geladriel in the second age after the War Of Wrath had destroyed nearly half of Middle Earth. This  there were many great elven forges that crafted the finest jewelry. The resources for which came from the nearby mines of Moria.


The peace with the dwarves meant a very prosperous relationship for both. The dwarves sold and bought from the Elves and the Elves did the same with the dwarves.


This peace lasted until the Second Age 1350 where the War of the Elves of Eregion and Sauron. Who had crafted the nine rings for the race of men, and the dwarves and deceived the Elves until his discovery. The ensuing war destroyed the land and the ties with the dwarves of Khazad-Dûm.

Lady Geladrial and Celeborn crossed the Misty mountains and founded Lorien. Other refugees went to Lindon, on the shores of the Sea. The Remaining group followed Lord Elrond and founded Imladris, to the north.

The land has been left alone to it’s own devices and the elven ruins are still visible in some places. Even though the land has grown more wild there still is a great beauty that remains.

Garb of the Valley


The Valley is a place of rest and respite for the wearied traveller. Home to several bards and elven performers who have been well-known among the men of Bree compared to the other establishments of men. Great songs and arts reside here.

But apart from the rest and recreation provided and held in the Last Homely House east of the Sea, There is a great library. Contained within these walls is a wealth of knowledge that both keeps the elven cultures alive but has been sued to counsel kings and heroes alike in their endeavors.

rivendell elf

Thus there are always a great amount of scholars on retainer here in this house. The most esteemed of these scholars are rewarded by Lord Elrond and given special status and responsibilities to the well-being of The Valley and the discovery and recovery of treasures in the area and the world.

This current outfit represents what it means to dress in style in Rivendell. The outfit was created to somewhat match the Rivendell reputation steed. The long flowing look gives a portrayal of elvish elegance as well as providing a great deal of honor to the wearer and stands a testament to their work done.

rivendellsteedThis was the first outfit that i designed after a steed. Usually with my rougher “ranger” outfits the horse doesn’t really matter all that much. This outfit however was designed to match the steed of Rivendell (rep steed). I feel that the golden color matches with the bridle and the overall look of the horse. Most of the items on my character are easily barter-able with the skirmish masters (assuming you have the marks).

Head: Fine Elven Circlet : Skirmish Cosmetic Vender

Shoulders: Shoulders of the Lady’s Secrecy : Skrimish Cosmetic Vender : Dye : Yellow

Chest: Robe of the Hopeful Melody : Skrimish Vendor : Dye: Yellow

Back: Cloak of Many Worlds: World Consolidation Gift : Dye: Yellow

Gloves: Gauntlets of the Quiet Step: Skrimish Cosmetic Vendor : Dye: Yellow

Legs: Trousers of the Hopeful Melody: Skrimish Vendor : Color : Yellow

Feet: Boots of the Quiet Step: Skrimish Cosmetic Vendor: Color : Yellow

Region Spotlight: The Lone Lands


Once the Anchient Kingdom of Arnor had fallen, it was divided into three states of the Dunedain of the North. Because of a disagreement of the three brothers of King Eärendur. Each brother recived one peice. These soon became independant states, which were Cardolan, Arthedain, and Rhudaur. The contention between the three kingdoms was largely over the line of Isildur which, in the kingdoms of Cardolan and Rhudaur, diminished quickly.

However the Line held in Arthedain, which held dominion over Weathertop (Amon Sul) and this area now known as the Lone Lands. About T.A. 1272 Orcs began to trouble the region and The Which King had established a new kingdom to the North, Angmar. During this time Argeleb I, king of Arthedain, claimed lordship over the three kingdoms as he was the remaining of the bloodline of Isildur. Rhudaur resisted this new reign and allied with Angmar. They fought for control of Weathertop and the Weather Hills became the site of many battles and warfare between the three kingdoms. After the death of Argeleb I, Cardolan was ravaged and Rhudaur was occupied by Angmar.


As the war raged on the Kingdom of Arthedain was pushed back until the battle of Fornhost in TA 1975. These lands had been barren ever since. But remnants of castles and defenses remain ruined here. They are often found to be home to new masters now. Though much less organized the ruins and fortresses house wild animals as well as brigands and outcasts.


The traveler would be wise to stay to the side of the road yet not stray so far. There is danger in both. The ruins are rarely unoccupied so camping in a group of rocks is more safe than gathering by the old stones. Fires should be kept low and out of sight. The wild animals range from cats and wolves to much worse.

A well prepared traveller would have brought provisions with them as there is little to pind in the way of food here, save for the local bobcats. Berries and nuts are scarce in the dry land so make sure to packwellandplan ahead.

Furthermore, plan the trail through these lands, make for the fastest trip. Travel by day as the road grows even darker at night. A safe stop lies at the beginning of the road at The Forsaken Inn and the last safe house remains Ost Guruth. After this make no hesitation until you reach the Trollshaws.

Region Spotlight: The Barrow Downs


There are many stories and folktales of the Borrow Downs of Breeland. The men of the nearby town tell stories of princes and kings and monsters that hunt at night. These are tales to to keep children close and at home. But these hills and mounds are more than that and hold a greater mystery and legend than merely bedtime stories.


The Barrow Downs were first inhabited by the race of men, tied to the first men in Arda, the Edain. They lived there for a time until the Easterlings moved through the area. After the War of Wrath that destroyed much of middle earth, forming it into it’s most recognized from where the Blue Mountains line the coast of the Great Sea, the Edain returned to the area and re-settled.


During the second age Elendil claimed lordship over Arnor and the Barrow Downs were incorporated into the kingdom. This place stood as a honored and well-revered burial place of the Kingdom of Cardolan. Great tombs and crypts were their kings and high officials were buried with multitudes of treasure and belongings.


After the fall of Arnor the People of Cardolan took refuge in the barrow downs and stayed there for some time. Out of Angmar there came a plague that killed many in Arthedain and Cardolan but Cardolan suffered the worst. The Dunedain retreated to the north were they resided for some time and through the second to third ages.


The Witch King of Angmar sent Spirits to haunt the barrow downs, preventing any recovery attempts by the remaining Dunedain over the years. Attempts until the Third Age were unsuccessful and they remain abandoned to today.