Whilst The Shire remains the most instantly recognisable location in Tolkien’s legendarium, it can be argued that three of the best loved locations of The Lord of the Rings are found in the neighbouring Bree-land. The Old Forest, the Barrow-downs and Bree itself are the main locations which see the Hobbits flee from The Shire and begin their great adventure. The chapters which detail the journey from Crickhollow to the Prancing Pony, The Old Forest, In the House of Tom Bombadil, Fog on the Barrow-downs and At the Sign of the Prancing Pony are often cited as fans favourites, mine included. The appeal of reading about the seemingly helpless Hobbits blundering around from peril to deadly peril, with little or no help, and bearing the One Ring, makes for fascinating reading.
Much of the journey through the Bree-land is commonly excluded from adaptations of The Lord of the Rings. The films by Peter Jackson and Ralph Bakshi, as well as the 1981 BBC Radio adaptation, move straight from The Shire to Bree itself, missing out entirely the adventures in the Old Forest and the Barrow-downs. Additionally one of the most important, and best loved, characters of The Lord of the Rings, Tom Bombadil, has not been included in any of the major adaptations. For this reason, many players of LotRO who are unfamiliar with the books will experience these locations and characters for the first time in-game.
Some quick history. Bree-land was part of Arnor, the North Kingdom. It stood at the crossing of two important roads, the Great East Road and the Greenway, and was thus an important settlement. During the later years of Arnor the land around Bree became divided between Arthedain and Cardolan, and the various ruined walls and fortifications which dot the landscape in game are evidence of the struggles which blighted the Dunedain in the North.
The town of Bree itself existed before the Numenoreans returned to Middle-earth and founded their realms in exile.
It is likely that men, descendants of the House of Haleth, dwelling around Gwathlo (Greyflood) in the lands of Minhiriath and Enedwaith were forced north and east from their homes by the Numenoreans who began to deforest the land. Whilst most of their kind settled in the vales of the western Misty Mountains (Dunland) a small number continued north, coming to the land near the Barrow-downs. These downs had been settled long ago, in the First Age, by the ancestors of the Edain. They remained an important historic site to the Numenoreans during the Second Age, and indeed were used as a major settlement, and finally refuge, by the peoples of Cardolan.
By the time of the Third Age Bree-land is a well established, yet isolated, settlement of small towns and villages. As well as Bree itself the land includes the villages of Archet, Coombe and Staddle. The once thriving area is in terminal decline however. Little to no trade comes up the Greenway from the south anymore, and the lands immediately outside the settlements are dangerous and wild. Bree-land, like The Shire, is an island in the wilderness. The people of Bree are oblivious to their peril, however, and carry on with their lives much as they ever did. They note that strangers have been coming up the Greenway, and that times are certainly hard, but they have no knowledge of events outside their own lands, much like their Hobbit neighbours.
Bree-land in game is a pleasant, rural area, not dissimilar to The Shire, if not quite as idyllic. The settlements cluster around the centre of the map and the zone is neatly dissected by the Greenway and East-West Roads. The two main questing areas, the Old Forest and Barrow-downs, are tucked in the south-west corner and quite self-contained. The open fields and relaxed, countryside feel to the zone seem quite authentic. You do get the impression that inhabitants of Bree-land could almost be forgiven for thinking that all was well in the world. A typical Bree-lander would never dream of venturing anywhere near the Barrows or the Old Forest, and those who do form the basis of in-game quests.
So how do the main areas of the zone compare to their depiction in the books? Let’s start with the Old Forest. The
Hobbits move through this area slowly, feeling oppressed, threatened and generally gloomy. This is actually often the response players have to the zone, although they will claim that this is due to frustration at not being able to find their way around. Certainly, the Old Forest is a very easy place to get lost in. You will find that, unless you know exactly where you are going, most paths do lead, just like in the book, to Old Man Willow. The instant power-drain you get from just being near the tree is a nice way to express the effect that the Hobbits felt when they were lulled into a near fatal sleep next to the roots. There are a few too many mobs in the zone for it to be really convincing however. There were no wolves or bats in the books, and certainly no other Hobbits. However, you have to have something other than trees to kill, so this is understandable.
The Barrow-downs, the second major encounter for the Hobbits, are instantly threatening in game. Wights and other nasties are walking about all over the place, which is a major departure from what Tolkien tells us about the area. In The Fellowship of the Ring, the downs are “silent except for the whisper of air over the edges of the land”. Turbine attempt to show that the Hobbits passage through the downs has disturbed the slumber of the Wights and also that the rise of Angmar once again in the north has roused all evil things. Again, empty zones, whilst being true to the depiction in the books, make for dull gameplay. Interestingly, Turbine have added a ruin to the south of the Barrow-downs, Ost Gorthad (literally, City of the Barrows). This is presumably intended to be what’s left of the capital of Cardolan, which is never actually mentioned in Tolkien.
In between the Old Forest and the Barrow-downs, we meet Tom Bombadil. I know that some players find Tom a little annoying, but for the majority the time when they first meet him in game is a highlight. Everything about the encounter is superbly well done. Tom looks like he’s supposed to look. His house sits between two areas of dread yet manages to appear welcoming and homely. The music which kicks in when you approach his house is among the best in the game. Even standing next to him gives you hope. He’s childlike, skipping around singing to himself, seemingly uninterested in events around him. Exactly like he is in the books.
The town of Bree itself must have been a tricky place to design in game. Eriador has no cities, no capital. It has villages in The Shire, it has the town of Bree and it has Rivendell. MMO’s will usually have a large city, full of quests and services, which is accessible to all at a very early stage of the game. In LotRO, this is Bree. However, Bree in the books is quite a bit smaller than capital cities in other games. So the Bree we see in game is larger and busier than the Bree which Tolkien describes to us in The Fellowship of the Ring. Indeed, Bree is described in several places as a ‘Village’, not a town at all.
Tolkien tells us that Bree had some “hundred stone houses.….mostly above the road”. In game, most of the settlements are actually south of the road. There are Hobbit holes, correctly placed above the Big-folk houses, on the slopes of the Bree-hill. In game, we can see part of an older settlement in areas of Bree. There are walls and ruins which have been built around them, very much like a modern English town such as Chester. There is no suggestion that Tolkien’s Bree had such design, but it makes for interesting exploring. The iconic building in Bree is, of course, The Prancing Pony. The Inn is probably larger in the game than in the book, but the general shape of the building is well done. The Common Room seems very well designed, if a little less smoky in game than it is in print.
Bree-land is the base for many of the earlier Epic Book quests. The events, as with many other areas, see us cleaning up after The Ring has passed through the area. We assist the Rangers in protecting first Archet and then Bree-land itself from attack from southern invaders. These are men from Dunland, in the service of Saruman. What we see in game is an early sign of the occupation of Bree-land and The Shire by Saruman. We also meet with Bombadil and venture into the Barrow-downs, being rescued in much the same way as the Hobbits were. Orcs and goblins have moved into the north of the region, presumably from Angmar. There is even a Giant who has strayed into the north-west. We get no sense of hostile creatures being actually in Bree-land in The Lord of the Rings, but we know that the Rangers protect the borders from an unnamed threat, and Turbine are able to use this to introduce challenges to areas which on the face of it seem to be wilderness.
Of course, unlike Peter Jackson, Turbine had no choice but to include the Old Forest and the Barrow-downs in their adaptation, so just being able to visit these places is wonderful. Whilst Bree-town may be a rather unfaithful, yet functional, representation, and the area of Bree-land itself rather a pedestrian area, the areas of the Old Forest and the Barrow-downs are very well represented in game and render the building of Bree-land a success.

Great article. I’ve read most of the books (and listened to the whole thing on CD, which is wonderfully read), but I’m definitely not familiar with this much of the history.
What’s funny about Bree-town is that there are areas where you can’t go that have numerous houses. It makes it seem a bit bigger than it is, which is kind of nice.