Post date: Nov 11, 2015 1:26:8 PM
-- by Thalamath Stoutarm--
Many feel that the best part of a journey is the joy of being on the road. Whilst getting to where you want to go gives some satisfaction, the bit between leaving and arriving is what you’ll remember fondly. Or, so we’d hope.
But whilst getting there may not be the most enjoyable part of the journey - after all, it marks the end of your travels - it is arguably the most important part. In between the flight from Erebor and the settling of the Blue Mountains, there was no destination. No definitive place to aim for. This confusion, this limbo, was unsettling, and unhealthy.
So, before you set out on a journey, you must first decide where you are going to go. Perhaps you wish to visit family, take goods to a far-flung outpost, or just go somewhere you’ve heard incredible tales of.
There are some places that are good to go, but far more that are not. But I’ll start positively, with the recommendations.
The Shire - a short trip; ideal for beginners. The Shire-folk are a friendly bunch, lively and full of fun. And the number of taverns is ideal. Wherever you end up for the night, you can be sure of a belly-full of mead.
Bree - Slightly further afield, but perhaps more rewarding. There are some shady folks here though. The Prancing Pony is one of the best inns for miles around, though. If you’re headed to Bree, sleep here – as if you were to sleep on a doorstep you’ll wake up without most of your belongings and in a ditch, most likely. Queer folk, those Breelanders.
Weathertop - A towering bastion of men from ages past. The journey here is treacherous, but this ruined watchtower boasts commanding views of the surrounding land one cannot gain from anywhere in the Lonelands.
Those are a few of the more obvious ones. But there are hidden gems known only to very few that are also worth a visit.
The pools near Ost Guruth - A quiet, peaceful place, albeit rather different from the wasteland that surrounds it. here, you can find clarity and peace of mind rarely achieved elsewhere.
Ruined fortress in the Brandy Hills - This is a hulking mass of stone that is an imposing sight in the rolling hills of north west Breeland. I have never met anyone who knows its origin. Surely an old castle from when the lands were ruled by men of old.
Ruined house in the Old Forest - I don’t know much about this place either. But it offers a welcome respite from the suffocating atmosphere the forest imposes on you.
Now, as for places to avoid. Some are general, some are very specific. But if you venture into these places, I deem it unlikely you’ll emerge alive.
Angmar - this needs little explanation. Draw a large X over Angmar on your map. To go there is to die. Foul beasts roam those lands. It is a place best left to the hideous denizens that dwell there.
Annuminas - a once proud and commanding city, it now lies largely in ruin, teeming with brigands and men of Angmar. Whilst it offers fascinating archaeological activities, a spade won’t save you from the evil men that now occupy it.
Mithrenost - this place holds ill memories for me. Full of filthy dourhands, wargs and orcs, this place may be steeped in history, but it is best left alone if you wish to return home safely.
The Misty Mountains – Having spent three decades imprisoned by the goblins that roam this region I feel I’m well qualified to talk on this matter. If you wish to pass into Rhovanion, take the Gap of Rohan, or the Pass of Caradhras. Go no further north. Hordes of goblins dwell there, around the holy site of Gundubad and of course Goblin Town. It is thick with rare ores, but all the gold in the world isn’t worth a trip to that place.
I hope that has made your decision easier on where to go. As said, knowing where you’re going gives you, quite literally, a sense of direction. It means you shall stride down the road with purpose. And, most importantly, eagerness.