Important Information: Riders must win top three — first, second, or third place — in a qualifier race to participate in a championship cup. A rider who has already qualified for the final race cannot participate in additional qualifier races. All riders must race on war steeds. All sizes and breeds of war steeds will be accepted.
Thorin’s Cup Qualifier Race
The race begins in the courtyard in front of the gates of Thorin’s Hall. We will use two stone braziers as the markers for the start and finish line.
The first checkpoint is a clockwise turn around the statue in Frerin’s Court at 15.0S/103.2W. A clockwise turn means that you pass with the statue on your right.
Gallop up into the mining operation. Pass between a huge gear and a hanging work light, located at 14.8S/105.0W, heading northeast.
Next, race up to the elf ruins outside Edhelion and pass north through the gate on the road near a boulder, located at 15.2S/101.6W.
Make your way carefully down the stairs to the Silver Deep Mine, located at 14.2S/101.4W. You are not allowed to jump from the top of the stairs directly into the courtyard below.
You can jump down many of the stairs, but you must pass the snowy stairs so that the course judge can see you.
Finally, go clockwise around the statue in Frerin’s Court at 15.0S/103.2W.
Gallop back up the stairs towards the gates of Thorin’s Hall. The finish line is the same as the start line.
Rivendell Cup Qualifier Race
Thorin’s Cup tested your stamina… the Rivendell Cup will test your concentration!
The race begins at the secret entrance to Rivendell valley. The start is an imaginary line between the two guards.
The first checkpoint is crossing the log bridge just west of the guest house, heading north.
The second checkpoint is crossing the bridge just south of the market, heading east.
The third checkpoint is passing north through the arch behind the house near the stables.
The fourth checkpoint is passing south through the arch on the road leading to the Misty Mountains.
The fifth checkpoint is the southern bridge leading to the Last Homely House, which must be crossed heading east.
The finish is an imaginary line between the statue of Gil-Galad and a cedar tree on the other side of the road.
Bounder’s Cup Qualifier Race
The race begins in Michel Delving. This course is all about speed.
The start is an imaginary line drawn between a street lamp and a fence post on the road west of the Bounders Statue. Riders will face north at 33.9S/75.2W
Race past Sandson’s Farm to the mysterious silo with no door, located at 31.2S/74.4W. Turn right (clockwise) around the silo.
This is where you pick up pastries from the secret pie stash. Now it’s time to deliver these pies to the underground vendors. They mark their doors by painting them orange.
Continue to a house on the outskirts of Overhill in Bindbole Wood. The checkpoint is two lamp posts beside the pond, located at 28.0S/69.8W — Pass north between them.
Hurry to the eastern houses of Frogmorton and pass between them, heading southwest. They are located at 32.0S/67.9W.
Finally, visit another house with an orange door in the hill of Tuckborough, located at 33.6S/70.8W. Pass between a street lamp and a stone retaining wall, heading south.
The deliveries are complete! Gallop to the finish, an imaginary line between two stone pillars, at the Bounder’s statue gardens, near the lovely hobbit ladies Townsperson and Farmer. It is located at 33.8S/74.9W — Cross it heading west, toward the statue.
Of course, you won’t actually be stopping to pick up any pies, sorry. This is a horse race! The pie story will help you remember the course.
Eriador Championship Cup
The course will take you through many hidden and forgotten places in Bree-land.
The race begins at Hobnanigan’s Field #1. The start is an imaginary line between the posts of the southwest gate.
25.8S/52.3W – facing north.
Checkpoint #1 is a pair of silos at Hengstacer Farm, near the main horse stalls and well.
22.0S/52.2W – pass between the silos heading north.
Checkpoint #2 is a gap between two pillars at the ruins of Nen Harn, where Walt Whitrose and Sage Hayseed are camped.
22.3S/44.0W – go south between the central pillars.
Checkpoint #3 is the Weatherway bridge. You must pass between both sets of pillars. If you fall, try again.
28.8S/41.3W – cross the bridge heading south.
Checkpoint #4 is a line of broken pillars in the Woodsedge Ruins of Midgewater Marsh. The water is safe for ponies.
29.6S/45.4W – pass between the wall and the row of broken pillars, with the pillars on your right.
Checkpoint #5 is an ornamental pillar in the South-guard Ruins.
35.5S/51.6W – turn right/clockwise around the pillar.
Checkpoint #6 is a large boulder near the Bree Festival Grounds race course start gate.
24.1S/52.2W – turn right/clockwise around the boulder.
The finish line runs between the posts of the northwest gate of Hobnanigans Field #1.
25.4S/52.3W – Pass through them heading south. Stop on the far side of the field.