Ten Ton Hammer's Guide to the Shire
The rolling green hills on the west bank of the Brandywine river, stretching all the way to the foothills of the Blue Mountain, are known collectively as the Shire, ancestral home to the Hobbits. The short, shoeless denizens of this region are largely untouched by the growing shadow from the east, more concerned about the minutiae of farm life than about wars and orcs and other such dreadful things.
Hobbit players start here, and the quests, generally much less combat-oriented and violent in nature than those of Men, Elves and Dwarves, will keep most Hobbits busy until about level 14 or 15. It's not all pie-deliveries and squirrel-wrangling, though: goblins are pressing down from Evendim in the north, and wolves are making meals of the formerly-carefree chickens of the Devling Fields.
AREAS: A detailed look at the different regions within the Shire, including points of interest, mob types and crafting resources available there.
QUEST HUBS: A dissection of the towns, villages and camps dotting the landscape, including available town services and important NPCs.
INSTANCES: A look at the instanced spaces of the Shire, of which there are few. Includes tips and tricks for the Trouble in Tuckborough skirmish.
DEEDS: A chart of the deeds available in the Shire, including the best places to go to complete them quickly.
REPUTATION: A guide to gaining standing with the Mathom Society faction - how to earn reputation, where to use it.