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This article is about the biome. For the faction, see here.

"[...] some spoke in whispers of the Enemy and the Land of Mordor. That name the hobbits only knew in legends of the dark past, like a shadow in the background of their memories, but it was ominous and disquieting. It seemed that the evil power in Mirkwood had been driven out by the White Council only to reappear in greater strength in the old strongholds of Mordor. The Dark Tower had been rebuilt, it was said. From there the power was spreading far and wide, and away far east and south there were wars and growing fear."

–The Shadow of the Past, The Fellowship of the Ring

One does not simply walk into Mordor. Its black gates are guarded by more than just Orcs. There is evil there that does not sleep. The great Eye is ever watchful. It is a barren wasteland, riddled with fire, ash, and dust. The very air you breathe is a poisonous fume.

The Fellowship of the Ring (film)

Mordor (Sindarin for Black/Dark Land) is a biome that lies to the east of Gondor, to the west of Rhûn, north of Harad, and south of Wilderland. The biome is a dark, volcanic wasteland, fully under the dominion of the Dark Lord Sauron, and his hoards of evil servants. Mordor's name is a source of dread to all free peoples of the West. It is the homeland of the Mordor Orcs, Black Uruks, and Olog-hai. The ground is made completely out of black Mordor Rock and patches of Mordor Dirt and Mordor Gravel, giving the biome a dark, sinister appearance. Any water that is found here appears black and oily, and the land is mostly bereft of vegetation. Most of the vegetation that can be found here is dead and dried-out, the scattered remnants of Mordor's long-forgotten past, while the only living plants are sinister in nature, including Stabbing Thorns, Morgul-shrooms and Withered Moss. Mordor is an unstable, volcanic region, and as a result large boulders and lava are common here. Indeed, lava is more easily found than water in Mordor, appearing both in lakes and in the biome's ravines, which are typically full of molten rock.

Mordor's environment is dominated by Mount Doom, the great volcano at the heart of the Plateau of Gorgoroth. Mount Doom's constant eruptions and the dark arts of Sauron have created a permanent cloud of smoke and ash over Mordor, which gives the sky a reddish tinge and completely hides the Sun, Moon, and stars from view. This protects Orcs and Trolls from debuffs during the day, and it also allows such creatures to spawn in large numbers at any time in Mordor, not just at night. The great cloud over Mordor has made the region arid to the point where it no longer rains there, and instead Mordor experiences ash storms, during which the land is blanketed by choking ash from Mount Doom.

In the renewed version, Mordor is somewhat less desolate and more accurate to the books, with small amounts of vegetation and dirt, as shown below. Basalt can be found in patches on the surface; these are much more common in Gorgoroth.


The redesigned Mordor biome.

All told, Mordor is an incredibly dangerous place for enemies of Sauron. Even evil players can be at risk here - Mordor's inhabitants will attack anyone with less than +100 Mordor alignment, and the abundance of lava means that caution is always required here. Nonetheless, the biome is very secure and a good place for evil players to consider building their bases. Good players should avoid the region altogether, unless they are prepared to take on unending hordes of fell creatures. Mordor can be conquered by Mordor, Rohan, and Gondor at a rate of 0.5.

The roads in the Black Land are made of Mordor Dirt.

Upon walking into Mordor, the player earns the achievement "One Does Not Simply..."


Mordor Mountains[]


The towering mountain-borders of Mordor.

These tall and impenetrable Mountains surround Mordor on all sides, except at the east border. They actually represent two mountain ranges: the Ered Lithui (Ash Mountains) to the north, and the Ephel Dúath (Mountains of Shadow) to the west and south, though both are the same sub-biome in the mod. They form a nearly impassable wall that protects the heartland of Mordor, featuring many sudden increases or decreases in elevation to make navigation difficult. Mordor Towers are the only structures to generate in the mountains, lonely outposts that keep an eye on the perimeters of the Black Land. Aside from the extreme terrain and structure generation, the mountains are identical to the rest of Mordor.

The player does not get the achievement for entering Mordor by entering the Mordor Mountains, and is instead required to enter Mordor proper, or one of the other sub-biomes.



The road runs past camps in the Vale of Udûn.

Udûn is a valley in the northwest of Mordor, used by Sauron as a giant mustering ground. The terrain level here is lower than it is in the rest of Mordor, or in most biomes in general, which means that exposed ores, surface lakes, and exposed lava-filled ravines are fairly common here. The ground is fairly flat, though hills are by no means uncommon, and jagged boulders are a frequent sight. The sky here is more of a solemn reddish-grey, a contrast to the rest of Mordor, where the sky is much more red. The valley is full of Orcs, Black Uruks, Wargs, and Olog-hai of all varieties, and almost all the structures that can be found in the regular Mordor biome can be found here very frequently. This is especially true for camps, which practically cover the entire sub-biome.



The deadly Plateau of Gorgoroth.

Gorgoroth (Sindarin for Deadly Fear) is a plateau that makes up most of the north-western region of the Black Land. The ground here is higher and is significantly flatter than the rest of Mordor, and as with Udûn all Mordor mobs and structures are more common than normal. However, the flatness of the ground means that there is no cover for enemies of the Eye - making it all the more deadly. Gorgoroth is similar to the arid plateau variant that can be found in many biomes. In the very centre of this dreadful place is Mount Doom, a fearsome volcano that is the centre of Sauron's power, the forging place of the One Ring, and the only place where that Ring can be unmade.

In the renewed version, Gorgoroth is a plentiful source of surface basalt.

Morgul Vale[]

A long-tilted valley, a deep gulf of shadow, ran back far into the mountains. Upon the further side, some way within the valley’s arms, high on a rocky seat upon the black knees of the Ephel Du´ath, stood the walls and tower of Minas Morgul. All was dark about it, earth and sky, but it was lit with light. Not the imprisoned moonlight welling through the marble walls of Minas Ithil long ago, Tower of the Moon, fair and radiant in the hollow of the hills. Paler indeed than the moon ailing in some slow eclipse was the light of it now, wavering and blowing like a noisome exhalation of decay, a corpse-light, a light that illuminated nothing. In the walls and tower windows showed, like countless black holes looking inward into emptiness; but the topmost course of the tower revolved slowly, first one way and then another, a huge ghostly head leering into the night.

–The Stairs of Cirith Ungol, The Two Towers


The river Morgulduin flows through the Morgul Vale.

The Morgul Vale is the dreadful, accursed vale wherein lies Minas Morgul, the Dead City, where the Nazgûl (chiefly the Witch-King) make their home, and from which they assail Gondor and all the free world. Unlike in the rest of Mordor, the sky in the Vale has a greenish hue, the sun, moon, and stars are visible, and there is rain instead of ash-falls during periods of inclement weather. The terrain here is also of a wildly different composition - though patches of Mordor rock, dirt, and gravel are still present, the terrain is dominated by sickly, swamp-green grass, though beneath the top layer the ground is still composed of Mordor rock. The soil is moderately fertile and supports a small selection of plant life, as well as oak trees, some of which are stunted but growing and some of which are gnarled and dead. In addition, Morgul-flowers grow abundantly here; far from being ordinary flowers, these plants only grow in the Morgul Vale, and they give nausea, slowness, weakness, and blindness to anyone with under +250 Mordor alignment that gets too close to them. Stepping on them gives those effects together with poison.

All water that generates in the Morgul Vale has a sickly greenish hue, and the rivers are of a unique Morgulduin variant. Players with less than +100 Mordor alignment that dare to enter these waters receive Slowness II, Mining Fatigue II, Poison, and Weakness, while those who do have sufficient alignment are immune. While mining here is mostly the same as it is elsewhere in Mordor, Gulduril Ore is much more common here than it is anywhere else. While, in all other biomes that generate the ore, Gulduril is normally only found at rates and levels similar to those of gold, it is as common as iron in Morgul Vale, and can be found starting at the same levels. This, together with the biome's natural defences and the large numbers of Orcs and other foul creatures that can be found here, makes Morgul Vale a perfect place for particularly evil players to make their homes, while good players would do well to stay far away.

Upon entering Morgul Vale, the player gets the achievement "The Sickly Moon". The player does not get the achievement for entering Mordor by entering Morgul Vale, instead requiring them to cross the Vale and reach Mordor proper.

Nan Ungol[]


Nan Ungol, the Valley of the Spiders.

Also called the "Valley of Spiders," Nan Ungol is located in the south-west corner of Mordor. This region is similar to the rest of Mordor, but features far more charred trees than usual, implying that it once was a forested vale before the spawn of Ungoliant poisoned it. Regular Mordor mobs are much rarer here, and Wargs are absent from the region altogether. Exclusive to Nan Ungol are the Mordor Spiders, vicious creatures that can be ridden by Orcs. Mordor Spiders can be bought from Mordor Spider Keepers in pits scattered across the biome, which are the only structures that can be found here. Webs of Ungoliant are scattered all over Nan Ungol, an ever-present reminder of the nature of this land.

Nan Ungol is classified as its own waypoint-region by the mod, meaning the player must travel to the valley to be able to fast-travel there. Upon entering Nan Ungol, the player unlocks the achievement "The Spawn of Ungoliant".



Slaves work the fertile fields of Nurn.

Nurn (Sindarin for Sad) is the only fertile region of Mordor, located around the Sea of Núrnen in the south of Mordor. Grass and other plants grow here due to the rich ash that is blown by wind from Mount Doom, and due to the mountain-spurs north of the region, which shelter it from the more deadly effects of the mountain. Nurn is home to thousands of Mannish slaves of Sauron, who work on farms to produce food for his untold thousands of Orcs and other servants in Mordor. Evil players can purchase Slaves of Nurn from Orc Slavers found here in Orc Slaver Towers. Nurn features more natural variety than the rest of Mordor, with scattered forested patches generating somewhat commonly. Nurn has one sub-biome of its own, Nurn Swampland, which generates around the points where the various rivers in Mordor empty into the Sea of Núrnen. The fertility of Nurn is only skin-deep, as directly under the topsoil layer the biome is made of Mordor Rock. Many Mordor mobs do not spawn in Nurn, nor do any of the structures found elsewhere in Mordor. The sky in Nurn is a light brown, as the ash clouds overhead are thinner; all water in Nurn is a similar color. It also rains in Nurn, and the stars are visible at night. Nonetheless, the biome is dark enough for Orcs to be able to spawn here at all hours, and to not experience debuffs during the day.

Like Nan Ungol, Nurn is classified as its own waypoint-region by the mod. Upon entering Nurn, the player unlocks the achievement "Slaves and Slavers".

Sea of Núrnen[]


The Sea of Núrnen, as seen from the Nurn Marshes.

This sea is located in the centre of Nurn, in the south of Mordor. Its appearance is similar to the normal Ocean biome, but the water is a dead brown, like all water in Nurn. Four rivers flow down from the Mountains of Mordor into this sea, watering the fields of Nurn in the process. Small islands occasionally generate in the Sea.

Eastern Desolation[]


The Eastern Desolation, the dusty borderlands of Mordor.

The Eastern Desolation is a strip of land that makes up the eastern border of Mordor. The Eastern Desolation is a flat plain of Mordor dirt and gravel, somewhat similar to Dagorlad. Mordor scrubs are more abundant here than elsewhere in Mordor, and there are more charred trees as well, adding to the implication that this was once a pleasant land before some ancient calamity destroyed it. The sky here is a musky brown, similar to the sky in Nurn, as the clouds from Mount Doom are at their thinnest here.


Mordor itself is unique in that it has no biome variants. The sub-biome of Nurn does, but those are listed on that respective page.


Several structures generate in Mordor. They are listed below.

  • Mordor Tower - Tall towers made of Mordor Brick. These towers have a number of floors full of Orc guards, with windows are made of Orc steel bars. One floor contains three Orc Bombs and three barrels of Orc Draught. At the top of the tower, a Mordor Orc Commander always spawns. Mordor banners are plentiful here. These towers spawn in all Mordor biomes except Nurn and Nan Ungol.
  • Mordor Orc Camps - Camps with 2-4 tents (which are made of wool and charred fences, and include one loot chest, a crafting table, and a Morgul Crafting Table), 0-2 Forge Tents (which are made of Mordor Brick and contain Orc Forges), a number of skulls on fences, orc torches, and a Table of Command at the centre. The tents generate in a ring around the central table, as the ground between them is dominated by Mordor Dirt and Gravel. Mordor Orcs spawn here, as well as one Mordor Orc Trader. They can be found across all of Mordor, except in the mountains, in Nurn, and in Nan Ungol.
  • Mordor Warg Pits - Pits of charred wood and Mordor Brick that contain rideable Mordor Wargs. These pits are built with two levels - an upper level for the guards, and a lower level for the Wargs. The lower level can be accessed by a ramp built off to the side, which leads down into the pit proper, which contains two stalls for Wargs and a loot chest. The upper level features a battlemented balcony that overlooks the pit and ramp, as well as a small charred wood shack, which is carpeted and contains two Orc Beds, a chest, and a table with a barrel of Orc Draught, mugs, and plates. Tarps of brown wool shelter the shack and the ramp from above. Warg Pits can prove valuable for evil players, as they provide a number of readily-available mounts, and generate in all of Mordor except the mountains, Nurn, and Nan Ungol.
  • Black Uruk Fortress - A large and imposing fort inhabited by the Black Uruks of Mordor, Sauron's elite soldiers. This structure is the only place where Black Uruk Captains spawn naturally, making it an invaluable find for evil players. Built of a mix of Mordor brick, black tiling, charred wood, and steel bars, the fortress is surrounded by a thick wall with roofed battlements, into which a number of rooms are built. A large gatehouse at the front of the fortress features a table of command on its parapet, and two of the fortress' corners feature watchtowers. In the corner to the left of the gate, a dining room is built into the wall, featuring an open fire-pit for cooking stew, tables laden with Orc food, and barrels of Orc Draught. A prison featuring four bare-bones cells is built into the opposite corner of the fortress. The barracks are built into the rear of the fortress, and feature plenty of Black Uruk equipment and armour on racks, as well as rows of bunk-beds in the back. A rope in the barracks allows access to a small upper turret, which grants a nice overview of the fortress. The fortress' interior courtyard features a cluster of forges with blocks of orc and Black Uruk Steel, a shallow, fenced-off pit for brawls, and a training course set up for target practice. These fortresses are uncommon, and only generate in Mordor proper and in Gorgoroth.
  • Mordor Spider Pits - Almost identical to Mordor Warg Pits, Mordor Spider Pits are variant structures that contain Mordor Spiders instead of Wargs. The spiders in the pits can be tamed, or they can be hired from Mordor Spider Keepers, which spawn inside the pits. These structures can be found only in Nan Ungol.
  • Nurn Wheat Farm - Small farms where Slaves of Nurn grow wheat for the Orcs of Mordor. They contain four patches of wheat, orc torches, water sources, a Morgul crafting table, and, of course, slaves. They can only be found in Nurn.
  • Orc Slaver Tower - Skeletal, moderately large wooden towers with several floors. They contain Mordor Orc guards and an Orc Slaver, from which Slaves of Nurn can be bought. They can only be found in Nurn.

Fixed Structures[]

Mount Doom[]


The crater at the top of Mount Doom.

Mount Doom, otherwise known as Orodruin, the great Mountain of Fire, is the one place in Middle-Earth where the One Ring can be destroyed and the evil of Sauron ended forever. However, its location in the middle of Gorgoroth makes this hard to achieve. In the mod, Mount Doom generates just south of the waypoint of the same name, across from Sauron's Road. It is a great mountain of Mordor Rock, with a volcanic crater at the top.


Mordor is entirely inhabited by the servants of Sauron. No passive creatures can be found in the Black Land, aside from the occasional bat in caves. With the exception of the traders and slaves, all of the following mobs will attack players with less than +100 Mordor alignment,

  • Mordor Orc - Evil Orcs of Mordor, equipped with Mordor armour and armed with Mordor weapons, such as scimitars, spears, battleaxes, daggers, warscythes, or warhammers. They can be found on foot or riding Wargs.
  • Mordor Orc Archer - Mordor Orcs equipped with Orc Bows. They can be on foot or riding Wargs as well.
  • Mordor Orc Bombardier - Mordor Orcs with armed with Orc Bombs. They are very destructive, and when the bomb has been used, the Bombardier will switch to a dagger. Hired bombardiers can be re-equipped with new bombs.
  • Mordor Warg - Black Wargs allied with Mordor. Wargs are rideable giant wolves, which can be saddled and equipped with Mordor Warg Armour by those with +50 Mordor alignment or higher. They can be ridden by Mordor Orcs or archers; Wargs with riders can spawn armoured. They do not spawn in Nan Ungol.
  • Olog-hai - Giant trolls bred by Sauron that do not turn to stone in the sun. Native to the Ash Mountains, they are fast, heavily armoured and carry giant warhammers. They are some of the deadliest soldiers of the Shadow, capable of devastating area of effect attacks that come with plenty of knockback. Some can have two heads, which makes them even more powerful. They do not spawn in Nurn or Nan Ungol.
  • Mordor Orc Commander - Mordor traders that spawn in Mordor Orc Towers from whom you can hire all of the above, plus Warg Bombardiers and banner-bearers for both Mordor and Minas Morgul. They are equipped with Mordor Armour, with the exception of the helmet, and an Orc Skull Staff. They hold a silver coin in their hand to show that they are traders.
  • Mordor Orc Trader - Mordor Traders that spawn in Orc Camps from whom you can buy and sell goods. They are equipped with Fur Armour. They carry coins and use daggers (which may be poisoned) to defend themselves.
  • Black Uruk - Deadly Uruks bred by Sauron. They are expensive and elite shock troops with plenty of health, capable of dealing a lot of damage. They have formidable Black Uruk Armour and use Black Uruk Equipment. They are rarer than the standard Orcs of Mordor, and are technically part of their own sub-faction.
  • Black Uruk Archer - Black Uruks armed with Black Uruk Bows.
  • Black Uruk Captain - Black Uruk traders that spawn in Black Uruk Fortresses from whom you can hire Black Uruks and Olog-hai. They are equipped with Black Uruk Armour, with the exception of the helmet, and an Orc Skull Staff. They hold a silver coin in their hand to show that they are traders.
  • Mordor Spider - Large spiders that spawn exclusively in Nan Ungol. They come in different sizes and inflict poison on enemies. They can be ridden by Mordor Orcs and archers. They can be bought from Mordor Orc Spider Keepers. These spiders can be tamed and ridden by evil players only.
  • Mordor Orc Spider Keeper - Mordor traders that spawn in Mordor Spider Pits from whom you can hire Mordor Spiders. They hold a silver coin in their hand to show that they are traders.
  • Slave of Nurn - Slaves who farm wheat for the food of hundreds of thousands of Orcs. They can be bought and will plant and harvest whatever seeds you give them. They only spawn in Nurn, primarily in slave farms. Slaves are classified as being part of the Gondor faction, allowing evil players to kill them without drawing the ire of the Eye.
  • Mordor Orc Slaver - Mordor traders that spawn in Mordor Orc Slaver Towers from whom you can hire Slaves of Nurn. They hold a silver coin in their left hand to show that they are traders, and a branding iron in their right.
  • Wicked Dwarf - Mordor traders that can be found wandering around Mordor, Rhúdel, and Angmar in small groups. They are rogues exiled from the eastern kingdoms of the Dwarves, and have since come into the service of the Shadow. They sell various dwarven items and can repair mithril gear. They sometimes wear Dwarven Armour and wield dwarven weapons. They also hold a silver coin in their hand to show that they are traders. They function similarly to Half-Troll Scavengers.


One does not simply conquer Mordor, but it's not impossible. If they are lead by a brave and well-prepared player pledged to Gondor or Rohan, the free people could free the black land from the Dark Lord. And Mordor, obviously, can conquer itself. The conquest rate is 0.5 anywhere in this biome (including its sub-biomes).


The entire region of Mordor is composed entirely of Mordor Rock, Mordor Gravel, and Mordor Dirt, not stone, making its biomes within the only ones in Middle-earth to not generate the standard ores. The presence of Mordor Rock makes the biome particularly useful for evil players due to its use in Mordor building materials, as well as for those building in a more Númenórean style, which serves as a counterweight to the near-total absence of stone here.

Only three ores can be found in Mordor. Durnor and Morgul Iron can be found here at rates and Y-levels comparable to iron elsewhere, though Durnor veins are larger than Morgul Iron veins. In addition, Gulduril can be found here as well, at Y-levels comparable to gold, though with slightly higher rates. These three ores are must-have resources for evil players, and are used in crafting a myriad variety of equipment pieces, items, and even portals.

These ores all generate at the same rates in all Mordor biomes, with the exception of Morgul Vale, in which Gulduril generates at up to Y=60 and at much higher rates.


Only a few plants grow in Mordor. Trees are usually charred and the vegetation that is present forms a very hostile environment, as some plants will harm you and only one of them can be eaten. The only plants here aside from charred trees are Mordor scrubs, stabbing thorns, and withered moss. Morgul-shrooms can also be found in the Orc Camps that spawn in Mordor, which can be used as a food source by evil players and are required for brewing orc draught. Any reeds that are found in Mordor will appear dried. There are rumours that Mordor has other kinds of vegetation as well, but these rumours are, as of yet, unconfirmed.

Morgul Vale features grass and a wider array of scrubs, though the region is dominated primarily by Morgul-flowers. Alongside the charred trees found across Mordor, oak trees can be found in the Vale as well, though they typically appear gnarled and stunted.

The land of Nurn is more fertile than the rest of Mordor, featuring lush grass, trees, and even wheat at the slave farms. Details can be found on that biome's respective page.

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Eastern Desolation

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Mordor Shield  The Hosts of Mordor  Mordor Banner

Mobs: Black Uruk (Archer) • Olog-haiOrc (Archer, Banner Bearer, Bombardier)
SlaveSpiderWarg (Bombardier)
Traders: ChieftainCaptainSlaverSpider KeeperTraderWicked Dwarf
Items: Armour (Black Uruk, Morgul, Morgul Horse, Warg) • Chain
Equipment (Black Uruk, Morgul) • Skull Staff
Blocks: BedBrickCrafting TableForgeMossThornsTorch (Morgul)
Structures: CampDungeonFarmFortressMount DoomSpider PitTower (Slaver) • Warg Pit

Biomes of the Lord of the Rings Mod (Sub-biomes in brackets)
List by Alphabet

AdornlandAnduin Hills (Gladden Fields, Vales of Anduin) • Angmar (Mountains) • Barrow-downs
Blue Mountains (Foothills) • Bree-land (Chetwood) • Brown LandsColdfells


DagorladDaleDead MarshesDor-en-Ernil (Hills) • Dorwinion (Emyn Winion)
Drúwaith IaurDunlandEast BightEmyn MuilEnedwaithEreborEregion
Eriador (Downs, Eryn Vorn, Minhiriath, Swanfleet) • Ettenmoors


Fangorn (Clearing) • Fangorn WastelandFar Harad Bushland (Hills) • Far Harad Cloud Forest
Far Harad Grasslands (Arid, Arid Hills, Corsair Coasts, Forest) • Far Harad Jungle (Edge, Lake, Mountains, Taurethrim Clearing) • Far Harad MangroveFar Harad Swampland
Far Harad VolcanoField of CelebrantForodwaith (Coastline, Mountains, Glacier)


Gondor (Andrast, Blackroot Vale, Lamedon (Hills), Lebennin (Mouths of Anduin), Lossarnach (Imloth Melui), Mouths of Entwash, Pelargir, Pelennor Fields, Pinnath Gelin, White Mountains (Foothills))
Grey Mountains (Foothills) • Gulf of Harad (Gulf Forest) • Half-desertsHarad MountainsHarnennor
HarondorIron HillsIthilien (Hills, Wasteland) • Kanuka Forest


LakeLast DesertLindon (Coastline, Woodlands, Tower Hills) • Lone-lands (Angle, Weather Hills)
LostladenLothlórien (Eaves) • MidgewaterMirkwood (Dol Guldur, Mountains)
Misty Mountains (Foothills) • Mordor (Eastern Desolation, Gorgoroth, Mordor Mountains, Morgulduin, Morgul Vale, Nan Ungol, Nurn (Marshes, Sea of Nurnen), Udûn) • Mountains of the Wind (Foothills)


Nan CurunírNindalfNorthern MirkwoodNorthlands (Northern Forests) • Old Forest
PerdorogwaithRed Mountains (Foothills) • Rhúdel (Eryn Garan, Eryn Rhúnaer, Hills, Steppe
Tol Rhúnaer) • Rhûn (Forest) • Rivendell (Hills) • RiverRohan (Woodlands, The Wold, Uruk Highlands)
Southron Coasts (Harad Desert Riverbank, Near Harad Oasis, Southron Forests)


Taur-i-ThorogrimThe Great Desert (Hills, Red Desert) • The Sea (Beach, Island, Meneltarma) • The Shire (Marshes, Moors, Woodlands, White Downs) • TolfalasTrollshaws
Umbar (Forest, Hills) • UtumnoWilderland (Northern, Long Marshes) Woodland Realm (Hills)

List by Region

Angmar (Mountains) • Barrow-downsBlue Mountains (Foothills) • Bree-land (Chetwood)
ColdfellsDunlandEnedwaithEregionEriador (Downs, Eryn Vorn, Minhiriath, Swanfleet)
EttenmoorsLindon (Coastline, Woodlands, Tower Hills) • Lone-lands (Angle, Weather Hills)
MidgewaterNan CurunírOld ForestRivendell (Hills)
The Shire (Marshes, Moors, Woodlands, White Downs) • Trollshaws


Anduin Hills (Gladden Fields, Vales of Anduin) • Brown LandsDagorladDale
Dead MarshesEast BightEmyn MuilEreborField of CelebrantFangorn (Clearing)
Fangorn WastelandGrey Mountains (Foothills) • Iron HillsLothlórien (Eaves)
Mirkwood (Dol Guldur, Mountains) • Misty Mountains (Foothills) • NindalfNorthern Mirkwood
Wilderland (Northern, Long Marshes) • Woodland Realm (Hills)

The South:

AdornlandDor-en-Ernil (Hills) • Drúwaith IaurGondor (Andrast, Blackroot Vale, Lamedon (Hills), Lebennin (Mouths of Anduin), Lossarnach (Imloth Melui), Mouths of Entwash, Pelargir, Pelennor Fields, Pinnath Gelin, White Mountains (Foothills)) • HarondorIthilien (Hills, Wasteland)
Mordor (Eastern Desolation, Gorgoroth, Mordor Mountains, Morgulduin, Morgul Vale, Nan Ungol, Nurn (Marshes, Sea of Nurnen), Udûn) • Rohan (Woodlands, The Wold, Uruk Highlands) • Tolfalas


Far Harad Bushland (Hills) • Far Harad Cloud ForestFar Harad Grasslands (Arid, Arid Hills, Corsair Coasts, Forest) • Far Harad Jungle (Edge, Lake, Mountains, Taurethrim Clearing)
Far Harad MangroveFar Harad SwamplandFar Harad VolcanoGulf of Harad (Gulf Forest)
Half-desertsHarad MountainsHarnennorKanuka ForestLostladenPerdorogwaith
Southron Coasts (Harad Desert Riverbank, Near Harad Oasis, Southron Forests)
Taur-i-ThorogrimThe Great Desert (Hills, Red Desert) • Umbar (Forest, Hills)


Dorwinion (Emyn Winion) • Last DesertMountains of the Wind (Foothills) • Red Mountains (Foothills) • Rhúdel (Eryn Garan, Eryn Rhúnaer, Hills, Steppe, Tol Rhúnaer) • Rhûn (Forest)


Forodwaith (Coastline, Mountains, Glacier) • Northlands (Northern Forests) • Utumno


The Sea (Beach, Island, Meneltarma)