Autumn Races

View courses for the Firefoot Sprint, Haunted Derby, Wraith Race, or Turkey Chase.


Firefoot Sprint

Firefoot Sprint Map

The race begins at an imaginary line that crosses the road, starting at the eastern post at the end of the path coming down from the Methel-stage.
Firefoot Sprint Start

Checkpoint One – Riders must pass clockwise (turn right) around the far silo at Sandson’s Farm. (32.1S/74.8W)
Firefoot Sprint Checkpoint One

Checkpoint Two – Riders must pass west-to-east between the banner posts and the road sign at the starting area. (32.0S/70.0W)
Firefoot Sprint Checkpoint Two

Checkpoint Three – Riders must pass around the easternmost pillar of the Yale-height. This can be passed clockwise, coming up the hill from the south, or counter-clockwise, coming up the hill from Woodhall. (33.1S/65.0W)
Firefoot Sprint Checkpoint 3 (View 1)
Firefoot Sprint Checkpoint Three (View 2)

Finish Line – The same as the start line. Riders must pass between the banner posts and road sign.


Haunted Derby

Haunted Derby Map

Zoom-in map of the Old Forest:
Haunted Derby Map (Old Forest)

Zoom-in map of the Northern Barrow-Downs:
Haunted Derby Map (Northern Barrow-Downs)

The start line is an imaginary line drawn between the street lamp and tree on the road near Buckland Faire. (33.1S/62.6W)
Haunted Derby Start

The quickest way to enter the Old Forest is through a tunnel to the east.
Haunted Derby Tunnel

Checkpoint One – Pass north along the path between the shed and stone wall at Tom Bombadil’s house in the Old Forest. (32.5S/57.3W)
Haunted Derby Checkpoint One

Checkpoint Two – Pass counter-clockwise (turn left) around the Dead Spire in the Northern Barrow-Downs. (32.1S/55.2W)
Haunted Derby Checkpoint Two

Checkpoint Three – Pass south along the same path at Tom Bombadil’s house.

Finish Line – The same as the start line. Riders must pass between the street lamp and tree heading west.

Costume Contest – The contest will be held in the party tent at the Buckland Faire.
Haunted Derby Costume Contest


Wraith Race 2012

Wraith Race Map

The start line is an imaginary line drawn between the mailbox and the Gauredain totem.
Wraith Race Start

The first checkpoint is a clockwise turn around Lindorieh’s house at 3 Long Street.
Wraith Race - Checkpoint One

The second checkpoint is a clockwise turn around the windmill in front of the Lonely Mountain Brewery at 8 Long Street.
Wraith Race - Checkpoint Two

The third checkpoint is a clockwise turn around Toroncur’s house at 3 Chestnut Street.
Wraith Race - Checkpoint Three

The fourth checkpoint is the path between the two posts at the entrance to the ranch.
Wraith Race - Checkpoint Four

The second lap of the race continues through checkpoints one, two, and three.

The finish line is an imaginary line drawn between the two posts at the entrance to the ranch property.
Wraith Race Finish Line

Race route for this event changes every year.


Turkey Chase

The race is approximately two minutes long with three checkpoints.
Turkey Chase Map

The race begins near Nan Henwood, Bree-land housing broker. The start and finish line will be an imaginary line between the sign and fence posts.
Start

At the start signal, the riders are off to pick up a turkey! They must race past Ost Baranor into Andrath, then gallop clockwise past Pierson’s Farm, where Burle is waiting at his turkey coop. There are fence jumps at this location, only two for a clever rider.
Checkpoint One

Next, the riders must make their way to Widow Froghorns, where Asphodel is waiting with cranberry sauce and stuffing. As you race past her house clockwise, make a tight turn or you might run her down!
Checkpoint Two

The third and last checkpoint is at the Yellow Tree, where riders will dash between bears and boars over cobblestones, losing any hobbits that might be following after them in hopes of a free turkey dinner. Riders must pass the tree counter-clockwise. There is one wall jump here.
Checkpoint Three

Finally, the riders must make their way back to the finish line. The first rider to cross the line wins! The winner will be judged on the rider crossing the line, not the horse, otherwise ponies would be at a disadvantage.

A clockwise pass means riding with the checkpoint on your right.
A counter-clockwise pass means riding with the checkpoint on your left.