CREDITS 3.0 Land and Climate .................................
19
3.1 The Land ..........................................................19
Author; Peter C Fenlon, Jr, 3.1.1 The Misty Mountains ...................................................19
Adventures: Matt Forbeck, Pete Fenlon 3.1.2 Azanulbizar....................................................................19
3.1.3 Nan Sirannon ................................................................20
Cover Art: Angus McBride 3.1.4 The Subterranean World .............................................20
Color Maps: Pete Fenlon 3.2 The Climate ..................................................... 21
4.0 Plant and Animal Life ......................... 22
Black & White Maps: Dan Cruger, Derek Carbonneau
4.1 Plant Life ......................................................... 22
Interior Art: Liz Danforth, Kent Buries 4.2 Animal Life ...................................................... 23
Additional Interior Art: Terry K. Arnthor, Richard Britton, Claudia 5.0 The Dwarves of Moria........................ 26
Cangini, KatiaCentomo, Pete Fenlon, Michele Granata, Angelo 5.1 The Khazad ..................................................... 26
Montanini, Jessica M. Ney-Grimm, Paolo Parente, Matteo, 5.2 Language .......................................................... 28
Resinanti, Ftlippo Zanicotti 5.3 Culture ............................................................. 29
5.4 The Dwarven Spirit. ........................................ 30
Project Specific Contributions: SeriesEditor. Jessica M.Ney-Gnmm;
5.5 Durin's Folk..................................................... 30
Content Editor. Pete Fenlon; Project Editing: Jessica M. Ney-
Grimm, Steve Marvin, Pete Fenlon; Pagemaking; Suzanne Young, 6.0 Dwarven Technology........................... 32
Derek Carbonneau; Layout. Nick Morawitz, Ed Mawyer, Derek 6.1 Smiths .............................................................. 32
Carbonneau, Kathryn Beggerly; Cover Graphics', Coleman Charkon, 6.2 Machines .......................................................... 36
Terry K. Amthor; Table Creation: Pete Fenlon, Coleman Charlton; 6.3 Works of Power............................................... 37
Table Pagemaking: Yuan Zhang, Nick Morawitz; Editorial Contri-
7.0 Dwarven War-Craft ............................ 40
butions: John David Ruemmler, C- Charlton, Heike Kubasch,
7.1 Arms and Armor .............................................. 40
Terry K. Amtiior
7.2 Military Organization....................................... 43
ICE Staff— Art Director: Jessica M. Ney-Grimm; Sales Manager: 7.3 Strategy and Tactics ......................................... 44
Deane Begiebing; Editing & Development Manager: Coleman
8.0 Dwarven Trade ..................................... 45
Charlton; President: Peter Fenlon; CEO: Bruce Neidlinger;
8.1 The Great Dwarf-Road.................................... 45
Customer Service: Heike Kubasch; Operations: David Platnick;
Production: John Curtis, Nick Morawitz et al; Shipping Staff: David
8.2 Exports and Imports......................................... 45
Morris, Daniel Williams 8.3 Prices and Exchange Rates................................ 46
© 1984,1994 Tolkien Enterprises, a division of Elan Merchandis- 9.0 The Structure of Moria ....................... 47
ing, Berkeley, California USA. Moria, Realms of Middle-earth, The 9.1 Nature's Gifts................................................... 47
Hobbit, and The Lord of the Rings, and all characters and places 9.2 Light and Water............................................... 47
therein, are trademark properties of Tolkien Enterprises. All 9.3 Minerals and Metals......................................... 48
characters and places derived from the works of J.R.R. Tolkien
9.4 Design and Construction ................................. 53
are common law trademarks used under license from Grafton
9.5 Stonework Patterns .......................................... 54
Books (Harper Collins), publishing successors to Unwin Hyman,
Ltd. and George Allen & Unwin, Ltd., London, England. All 10.0 Architectural Themes ........................ 55
rights reserved. 10.1 Outer Doors................................................... 55
Note: ICE's "Moria" is a revised compilation of mate- 10.2 Passages.......................................................... 56
rial previously published as part of a work entitled 10.3 Chambers ....................................................... 59
"Moria, The Dwarven City." While ICE has added new 10.4 The Chasms and Bridges................................ 63
material and reorganized the data, most of the prose 10.5 The Stairways and Inclines............................. 65
here was already in print when we began our revision. 10.6 The Traps ...................................................... 66
10.7 Sounding Chambers ....................................... 69
TABLE OF CONTENTS 10.8 Drinking-Halls............................................... 70
1.0 Introduction ...........................................4 11.0 Moria's Layout ....................................70
2.0 Overview of Moria ................................s 11.I Overview of the Mines................................... 70
11.2 Overview of the City. .................................... 71
2.1 A Brief History .................................................. 6
2.1.1 The Founding of Khazad-dum ......................................6
11.3 Locating Sites................................................. 71
2.1.2 The Golden Years of the Second Age .......................... 8 11.3.1 Using the Route Maps ...............................................71
2.1.3 The Origin of the Name "Moria" ................................. 9 11.3.2 Using Specific Layouts ...............................................71
2.2 The Dark Years ............................................... 11 11.3.3 Locating Layout Displays ..........................................72
2.2.1 The Fate of the Seven Dwarven Rings......................... 11 11.4 The City Plan ................................................ 72
2.2.2 The Coming of the Balrog .......................................... 11 I I.4.I The Central Tiers of the City.....................................72
2.2.3 The Settlement of the Lonely Mountain .................... 12 11.4.2 The Upper Levels of the City ....................................72
2.2.4 The Great War between Dwarves and Orcs................ 12 11.4.3 The Lower Deeps of the City ....................................73
2.2.5 Moria in Later Yeats ................................................... 13 11.5 The Mines ..................................................... 73
2.3 Time line ....................................... _ ............. 15 11.6 The Peaks Above ........................................... 73
12.0 Places of Note.....................................75 17.2 A Mission To Steal (T.A. 1640) ...................131
12.1 The Core of Khazad-dum ................................. 75 17.2.1 The Tale ..........................................................132
122 Second Level ....................................................... 80 17.2.2 The Characters..................................................132
12.3 Third Level ......................................................... 82 17.2.3 The Places ........................................................133
12.4 Fourth Level........................................................ 84 17.2.4- The Task .........................................................133
12.5 Fifth Level ........................................................... 84 17.2.5 The Encounters ................................................133
12.6 Sixth Level ........................................................... 84 17.2.6 Epilogue...........................................................135
17.3 The Exploration Expedition (T.A. 3000) ....135
12.7 Seventh Level ...................................................... 87
17.3.1 The Tale ..........................................................136
12.8 The Deeps ........................................................... 90
17.3.2 The Characters..................................................136
12.9 The Outer Windows......................................... 103 17.3.3 The Places ........................................................136
13.0 The Under-deeps ............................. 105 17.3.4 The Task..........................................................137
13.1 The Bowels of Endor ....................................... 105 17.3.5 The Encounters.................................................137
13.2 Morgoth's Legacy.............................................. 105 17.3.6 Epilogue ...........................................................138
1 3 . 3 The Oldest Road............................................ 105 17.4 The Search for Balin (T.A. 3000) ..................138
17.4.1 The Tale ..........................................................138
13.4 Tombs Rising .................................................... 107
17.4.2 The Characters..................................................139
13.5 Sites of Note................................................... 109
17.4.3 The Places ........................................................139
14.0 The Balrog's Kingdom. 110 17.4.4 The Task..........................................................139
14.1 The Balrog 111 17.4.5 The Encounters.................................................140
14.2 The Demon's Domain ................................... 111 17.4.6 Epilogue...........................................................140
17.5 Quest for Durin's Legacy (T.A. 3020) ..........140
15.0 Shadow-creatures ............................... 114 17.5.1 The Tale ..........................................................140
15.1 Orcs ................................................................... 114 17.5.2 The Characters..................................................141
15.2 Trolls................................................................. 117 17.5.3 The Places........................................................142
15.2.1 Troll-Bands .................................................... 118 17.5.4 The Task .........................................................143
15.2.2 Troll-lords ..................................................... 118 17.5.5 The Capture .....................................................143
15.3 Evil Worms ....................................................... 119 17.5.6 Epilogue...........................................................143
15.4 The Watcher in the Water .............................. 120 17.6 The Closing of the Under-deeps (F.A. I00).I43
16.0 Adventuring in Moria ...................... 121 17.6.1 The Tale ..........................................................144
16.1 Tales ................................................................... 121 17.6.2 The Characters..................................................144
17.6.3 The Places ........................................................145
16.1.1 Selecting a Tale.............................................. 121
17.6.4 The Task..........................................................145
16.1. 2 Telling a Tale................................................... 122
17.6.5 The Encounters.................................................145
16.1.3 Choosing a Time Period.................................... 122
17.6.6 The Epilogue ....................................................146
16.2 Characters ........................................................... 122
16.2.1 PCS ................................................................ 122 18.0 Episodes ............................................ 146
16.2.2 NPCs ........................................................... 122 18.1 Tales of the Great Dwarf-Road......................146
16.3 Settings .............................................................. 123 18.2 One Fine Promise .............................................148
16.3.1 Using Maps and Layouts................................... 123 18.3 Belching Paths and Burning Sleet ..................149
16.3.2 Using Traps .................................................... 123
16.4 Sojourns ............................................................. 123
19.0 Tables 150
16.4.1 Guard Movements ............................................ 123 19.1 Random Feature Table ....................................150
16.4.2 Random Events and Discoveries........................ 123 19.2 Encounter Table................................................151
16.5Eencounters............. ................................ 124 19.3 MERP/Rolemaster Beast Table ....................152
16.5.1I Meetings........................................................ 124 19.4 MERP/Rolemaster Military Table ............... 153
16.5.2 Sounds............................................................. 124 19.5 MERP/Rolemaster NPC Table ..................... 154
19.6 Artifacts Table .................................................. 156
17.0 Adventures........................................ 124
17.1The Embassy to the 19.7 Things that Heal or Harm............................... 157
Dwarven King (T.A. 1640) ............................124 19.8 LOR Tables ...................................................... 158
17.1.1 The Tale ..................................................... 125 19.8.1 LOR Beast Table..............................................158
17.1.2 The Characters ............................................ 126 19.8.2 LOR Military Table..........................................159
17.1.3 The Setting................................................. 128 19.8.3 LOR NPC Table.............................................. 160
17.1.4 The Task........................................................ 128 20.0 Appendices........................................ 162
17.1.5 The Encounters ........................................... 128 20.1 Abbreviations .................................................... 162
17.1.6 Epilogue...................................................... 131 20.2 Citations ............................................................ 162
17.1.7 Variations.................................................... 131 20.3 Glossary ............................................................. 162
20.4 LOR Conversion Notes .................................. 165
20.4.1 Locks............................................................... 165
20.4.2 Traps............................................................... 165
20.4.3 Magic Items...................................................... 166
"Hey, I'm serious; I saw something move in the water.' 1.0 INTRODUCTION
The Dwarf Warrior turned to the frightened Elf,
frowned, and said: "Dimailin, how did you survive "... The world is grey, the mountains old.
The forge's fire is ashen cold;
childhood?"Beorg intervened: "The youth's right;
No harp is wrung, no hammer falls:
move to the cliff! Whatever it is, we don't have time
The darkness dwells in Durin's halls;
to play about."
The shadow lies upon his tomb
Khain the Dwarf reluctantly readied his axe and In Moria, in Khazad-dum.
stepped back behind the the trembling Elf, Only the But still the sunken stars appear .
Beaming Ranger seemed relaxed; he and the Mage In dark and windless Mirror-mere;
Dinrohir of Fornost, who was busy trying to solve the
'
mystery of the inscription on the now-illuminated
There lies his crown in water deep,
Ithildin face. The Mage whispered the words:
Till Durin wakes again from sleep."
"The Doors of Durin, Lord of Moria. Speak, —excerpt from an ancient Dwarven chant
friend, and enter,"* LotRI,p. 412.
His wife Mirien spoke with desperation: "You can't No delving—real or mythical, natural or unnatural,
figure it out? Slowly, Dinrohir looked up the cliff side, inviting or dangerous—conjures a grander or more fasci-
as if asking the three glimmering peaks for the answer. nating adventure setting than Moria, the "Black Chasm"
"No. He sighed in frustration: "They left us clueless, of J.R.R. Tolkien's The Lord of the Rings. A vast, subterra-
nean complex of gaping mines, fiery pits, misty abysses,
so they'll have to fend for themselves."
elaborate chambers, dizzying stairwells, and countless
Miles inside the mountain, the other party quietly passages (charted and uncharted), it is without peers.
rushed toward the East-gate, unwittingly leaving one ADVENTURE GAMING
of their own behind. Teve was already well down the Moria is part of ICE's Citadels of Middle-earth adventure
dark corridor and out of sight. Shaneen prayed that he game series. This collection documents specific strong-
had heard the grinding of the trap mechanism. The holds or fortified cities found in Tolkien's Middle-
others were probably hundreds of yards ahead, running earth®. Other volumes include Isengard™, Dol Guldur™,
for the twisting stair. A call brought no reply. She Minas Tirith™, etc. Each of these works describes all the
looked down at her legs and a tea r came to her eye. With notable sites and characters from one of Endor's most
storied locales. In addition to covering the hold's struc-
the aid of a few faint rays of light cast from a high slit
ture, layout, and architectural themes, we furnish histori-
in the shaft above, she could make out the two sharp- cal background and information about the plants, ani-
edged iron bars that held her firmly, biting into her mals, and inhabitants associated with the citadel. We also
thighs. Her Scout-expertise with trap-lore proved no provide you with adventures and statistical summaries, so
match for the clever Dwarven construction; she had you can use the citadel in your fantasy adventure game.
never noticed the receding stone. Any attempt to move As you may already know, adventure games include
only tightened the metal spring. Then, she felt the fantasy role playing and simpler story Celling games. These
relaxing flow of her own blood and realized that poison games are akin to plays or interactive novels. The referee,
or gamemaster, serves as a sort of actor/director, while the
was coursing through her veins. Looking about at the
players portray the main characters. Everyone combines
beautiful, arching stone chamber, Shaneen muttered to
their imaginative talents to conceive a spontaneous story
herself: "What a wondrous place to sleep." Torchlights which is never short of action, intrigue, and adventure.
began moving across the stone bridge that spanned the Over the years, gamemasters have chosen Endor, Middle-
chasm she had just traversed. The young Scout sensed earth, as the setting for adventure games. No fantasy
fear for the first time: Grolg's Orcs had finally world exceeds Tolkien's creation in terms of depth, flavor,
caught up... Suddenly, she felt a firm hand on her and consistency—or as an adventure gaming locale.
shoulder and heard the calming words of the Animist Moria serves as a helpful tool for gamemasters and
Jerik: "Need any help?" players seeking knowledge about the grandest and most
famous Dwarf-realm in all Endor. It is an ideal reference
work for anyone using any major fantasy role playing
*LotR I,p.398.
game guidelines, in particular ICE's Middle-earth® series.
Those wishing to explore Khazad-dum (especially in the
context of an adventure game) will find this work invaluable.
USING THIS WORK
Moria begins with a brief overview of the great subter-ra-.
2.0 OVERVIEW OF
domain called Khazad-dum. This section (2.0) covers MORIA
the general history of the Dwarven delving, and "Durin is the name that the Dwarves use for the eldest of the
includes a comprehensive timeline. We then explore the Seven Fathers of their race, and the ancestor of all the kings of
natural setting, including the landscapes and climate in the Longbeards, He slept alone, until in the deeps of time and the
and around the central Misty Mountains (see Section awakening of that people he came to Azanulbizar, and in the
3.0) A chapter on flora and fauna (Section 4.0) follows. caves above Kheledzaram in the east of the Misty Mountains he
Sections 5.0 through 8.0 deal with the Naugrim, the made his dwelling, where afterwards were the Mines of Moria
Dwarves of Endor, with specific emphasis on Durin's renowned in song."
Folk. Sections 9.0 through 12.0 document the character
— LotR ILL, p. 43S
and layout of Moria, and Section 13.0 provides you with
a picture of the frightening Under-deeps that lie below the Deep in bowels of the central Misty Mountains lies
ancient Dwarf-hold. Sections 14.0 and 15.0 focus on the Moria, the "Black Chasm." Huge and grand, forbidding
awful Balrog and his minions, as well as the other denizens and mysterious, shrouded by its very nature and with the
of Darkness. Role playing guidelines, episodes, and ad- passage of time, this ancient underground Dwarf-city
ventures follow (see Sections 16.0 through 18.0). These remains one of the noblest creations in Middle-earth. It
stories and plotlines precede five related tables detailing serves as a testimony to both honor and greed, an ever-
game statistics, encounters, etc. (see Section 9.0). We eerie symbol of the struggle with Darkness that has so long
finish with an array of appendices (Section 20.0) and a plagued Endor. Those who seek to walk its paths and
glossary pertaining to the Dwarves and Khazad-dum. exploit its untold riches feel the power of its plight and
This work includes a host of terms and charts pertain- legacy, and must endure visions and terrors beyond
ing to ICE's Middle-earth Role Playing™, Rolemaster, and comprehension. Moria is both beauty and death incar-
Lord of tbe Rings Adventure Game™ systems. You can find nate.
an explanation of these arcane concepts and statistics in Here stood Khazad-dum (Kh. "Dwarf-mansion"), the
section 20.0. Since this work is intended as a general role Kingdom of the noblest Lord of the Seven Tribes of
playing supplement, this section includes provisions for Dwarves, a city sculpted from rock and embellished by the
adopting or translating all of these game stats and bonuses finest hall-builders of their day. Within its recesses,
to other adventure games. Durin's Folk mined precious jewels and metals, and
THE SOURCES discovered mithril, the "true-silver." They built stairways
This is an authorized secondary work. It is specifically to peaks touching the stars, and to depths unknown and
based on The Hobbit and The Lord of the Rings and it has been terrible. They erected spans across bottomless pits and
developed so that no conflict exists with any of the other enchanting canyons, and fashioned vaults in caves larger
primary publications. Of course, always remember than many citadels.
that Now its chambers are dark and its builders are gone.
the ultimate sources of information are the works of The seven great levels of old remain, but they are cursed
Professor J.R.R. Tolkien. Posthumous publications ed- by the presence of Orcs, Trolls, Wolves, and other
ited by his son Christopher shed additional light on the heinous denizens. Beasts guard the passages and prey
world of Middle-earth upon whatever tools that challenge them, while undefined
Moria is based on extensive research. We uphold the demons prowl the deeps below. Tales speak of a Balrog,
high standards associated with legacy of J.R.R. Tolkien. a "Demon of Might" which once served the Black Enemy
By blending material from primary and secondary Morgoth. The hideous beast was inadvertently released
sources with rational linguistic, cultural, and geological by Dwarves obsessed with wealth, only to slay two Dwarf-
data, we assure that any interpretive material fits into kings and rule over their realm with abhorrent horror and
Professor Tolkien 's defined patterns and schemes. unforgiving fire. Thus, Khazad-dum has now come to be
Keep in mind, however that this is by no means the "sole called Moria.
official view." Since we derive the material in Moria
from authorized sources we provide citations to
pertinent sections in The Hobbit and The Lord of the
Rings and other major works by J.R.R Tolkien. Where we
have extrapolated information, we either omit citations
or we refer to publications in ICE's Middle-earth
adventure game series.
2.1 A BRIEF HISTORY The One is never fooled, and Aule could not long hide
"Greatest of all the mansions of the Dwarves was Khazad- his handiwork. As the Dwarven Fathers awoke and the
dum, the Dwarrowdelf, Hadhodrond in the Elvish tongue, that Smith began giving them speech, Eru spoke to Aule and
was afterwards in the days of darkness called Moria; but it was reminded him that the Valar were not to create. Those
far off in the Mountains of Mist beyond the wide leagues of things a Vala makes are part of that Vala's being and
Eriador, and to the Eldar came but as a name and a rumour cannot act or think outside the thoughts of their maker;
from the words of the Dwarves of the Blue Mountains." thus the Dwarves were bound to Aule. The Smith never
— Sil,p-9l
desired such lordship, nor did he wish to displease Eru,
and he acknowledged his folly and repented.
Following the creation of Arda and its continents, Eru As part of his repentance, Aule offered to destroy his
(the "One") resolved to populate Middle-earth with his own creations, but Eru accepted the Dwarves in the form
Children. He chose the Elves as Firstborn and told his they were made, as his own Children. The One gave them.
servants, the Valar, of his plan, In turn, they went about a life and a will, and then cast the Seven Fathers into a deep
preparing the world in the long years before the Coming. sleep in the chambers where they had been shaped. There
But Aule, Smith of the Valar, grew impatient. He they lay, deep beneath the mountains of Middle-earth,
desired the awakening of Eru's Children in order to teach awaiting their time. Though the Elves came later, they
them his lore and crafts, and slowly this passion consumed were still Firstborn.
his thoughts. Finally, Aule could tarry no longer, so he
secretly made Children of his own. He wrought the Seven 2.I.I THE FOUNDING OF
Fathers of the Dwarves from earth and stone and molded KHAZAD-DUM
them into the vague image Eru had described. In this, he So, years after the birth of the Elves, the Seven Fathers
strayed from Eru's plan, for the Childrens' forms were of the Dwarves awoke and came forth into the world with
unclear to Aule, and the Dwarves were born as they are their Seven Kindreds. They began to explore their new
now: short and stout, strong and unyielding, fierce and land, finding things of beauty. During these wanderings,
Haiti Ironfoot proud. some Tribes chose to settle in wondrous homes beneath
and Azog the heights of Middle-earth, while others traveled on in
search of greater gifts. Although they are race without
physical grace, the Dwarves have always had an eye for
those things splendid and magnificent, and this passion
drives them to seek new riches.
Thus, the Kindreds went their own ways. The Seven
Dwarf-kings quarreled over territory and the paths they
should take in quest of fairer places to reside. Of the three
tribes that marched into the Northwest of Endor, that of
Durin I (The Deathless) left the trail in the Misty
Mountains; the others strove on into the Blue Mountains
beyond Eriador.
Durin I was the First Father of the Dwarves and his
House is the oldest of the Seven. Accordingly, he was first
among equals when the Kindreds were together. The three
tribes that reached the eastern edge of the Misty Moun-
tains in the early First Age followed his bidding and
advanced up the valley of the River Celebrant toward the
Redhorn Pass in order to cross the range. Climbing the
steep ravine, they came to the cool springs of Kibil-nala,
which feed the river; and they camped in the vale that
surrounded the watersource.
One morning, Durin rose and scouted the upper valley ners, and gilded screens to warm the rooms. Jewels and
where, on a shelf protected by a lip of stone, lay a small, semi-precious stones accented reliefs and were inlaid into
narrow lake. Despite his hardiness—and the fact that the huge, embossed fountains and imposing statuary. Dwarven
pool was only a few hundred yards above the springs— engineers tamed wild streams and falls, crafting beautiful
Durin felt need for refreshment and bent down to drink stone channels to carry water to the driest subterranean
from the lake. The pool's surface was as glass and the shine reaches. Fantastic towers and deeply-hewn windows gath-
beckoned him. As he lowered his hands, however, he ered the outside air and welcomed the rays of the sun and
stopped in wonderment: the reflection cast in the watery the moon. Many-hued marbles and black, glassine obsid-
sheen was of Durin, but a "Crown of Seven Stars" was ian adorned the walls, and the whole mansion was filled
around his head. with the dancing light of a thousand crystal lamps.
Durin deemed the vision a sign that the valley was the THE DWARVES OF BELEGOST AND NOGROD
place from which he would rule his kingdom. He returned While Durin's Folk labored to create Khazad-dum, the
to the camp and proclaimed that he would stay. His host two tribes that had gone onward across the Misty Moun-
gathered round, and scouts were sent into the heights tains traversed the expanses of Eriador and founded their
above the vale. They found a cave mouth in the own dwellings among the peaks of the eastern Ered Luin
mountainside, behind which lay a vast complex of richly- (S. "Blue Mountains"). Their delvings became sister
endowed natural chambers. Durin chose the site for his cities, for both were near Orod Dolmed. To the north of
home and named it Khazad-dum, the "Dwarf-mansion." the mountain, Belegost (S. "Mighty Fortress") was built,
Durin's Kindred rallied around their King, but the and the Dwarves called it Gabilgathol. Nogrod (S. "Dwarf-
other tribes decided to move onward. They knew that the dwelling"), or Tumunzahar, was constructed some dis-
wealth of Khazad-dum would not be divided evenly, for tance to the south.
it was not the Dwarven way; nor was it comfortable for Not long after their arrival, the Dwarves of Belegost
Kindreds to live among one another. All but Durin's Folk encountered the Sindarin Elves of the region. This first
crossed over the Redhorn Pass, leaving their brethren meeting of Dwarves and the Firstborn was cautious, but
behind in the sacred vale. created a bond between the those of Belegost and King
THE BUILDING OF THE DURIN'S MANSION Durin Thingol's Grey-elves. Trade between the two races flour-
called the enchanted pool Kheled-zaram, the "Glass- ished and the Dwarves (whom the Elves called Naugrim,
lake;" thus the Westron (Common) term or "Stunted People") became renowned for their stone-
Mirrormere. A stone obelisk was erected on the spot and metalcraft. Belegost's forges gave the world the first
where he first gazed upon "Durin's Crown" and, to this chainmail, and her craftsmen carved Thingol's refuge at
day, no matter what hour or what form the light might Menegroth.
take, one can see the Seven Stars in the water. Yet, no one's Relations between the Elves and the Dwarves ofNogrod
face is ever reflected in the Mirrormere. were not so friendly, however, and their commerce was
Since the valley surrounding the Glass-lake was shad- limited. Although the smiths of Nogrod surpassed those
owed by the three high peaks of Cloudyhead, the Redhorn, to the north (including the exalted Telchar), their skills
and the Silvertine, it was given the name Azanulbizar, could not offset their coolness. Nogrod's Dwarves de-
which means the "Valley of the Dim Rills" (Dimrill manded too much for their superb steelwork and coveted
Dale). Durin counted both the vale and its lake as the too many of the prizes owned by the Elves.
entryway to, and the easternmost part of, his new King- But the differences between Elves and Dwarves did not
dom. Durin's Dwarves then carved twisting stairs along interfere with their alliance against the Black Enemy
the face of the Silvertine to connect Dimrill Dale with Morgoth. Dwarven armies and weaponry proved instru-
Khazad-dum. An eastward facing porch was built at the mental in the struggle against darkness; Naugrim blood
top of the stairway, and a pair of huge steel doors were spilled onto many battlefields, and their presence often
erected to protect the Great Gates (East-gate), then the proved decisive. At the Battle of Unnumbered Tears,
only entrance to the Dwarven halls. Lord Azaghal of Belegost led his warriors into the flames
With the passing years, Khazad-dum was extended of Morgoth's Dragon-host. Hardened by the fires of the
ever-westwardbeneath the Silvertine. Natural supports of earth and the heat of their own great forges—and wearing
limestone, granite, and alabaster were sculpted into mar- full-helms engraved with wicked face masks—the Dwarves
velous columns; chambers and grottos became grand withstood the Drakes' onslaught. Azaghal faced Glaurung,
halls, some tumbling, some symmetric. The Dwarves and wounded the Father of Dragons, but the beast slew
smoothed winding passages and lined them with finely- the Dwarf-lord. His valor, however, inspired the unyield-
cut stone. Majestic stairways interlaced the complex, ing Dwarves, who then drove the injured Glaurung home-
uncoiling into the depths or reaching toward the spires ward with his brood.
above. Durin's craftsmen provided rugs, tapestries, ban-
THE ORIGIN OF STRIFE BETWEEN 2.1.2 THE GOLDEN YEARS OF THE
THE DWARVES AND THE SINDAR SECOND AGE
Still, the Dwarves did not escape Morgoth's Evil. Some Khazad-dum's boundaries moved steadily north and
succumbed to malice and greed. Of these, the worst hailed westward during the first seven hundred and fifty years of
from Nogrod, Dwarven warriors and smiths who spawned the Second Age. With hammer and mattock, with ferocity
much of the everlasting ire between the Sindar and the and fire, the Dwarves beat back every obstacle and un-
Naugrim. earthed seemingly endless mineral wealth. As the centuries
Because of their absolute mastery of steel, stone, and passed most of the stone beneath the upper Silvertine was
gem-craft, the smiths of Nogrod produced occasional touched somehow. Everywhere, the Naugrim delved re-
works for the Elven Lords. The necklace Nauglamir was lentlessly: rock was carved and modeled for support;
the greatest such creation, and was held by a succession of caverns and fissures became halls and passages; the ores
Noldorin Elf-kings. During the late First Age, however, it bound beneath the earth surrendered metals, both pre-
passed to King Thingol of the Sindar. Thingol possessed cious and practical. The greatest Dwarven hold became
one of the three almighty Silmarils (Jewels of Power)— still grander.
one that had been recovered from Morgoth—and he Elves also prospered during theseuntroubled times, for
wanted the Jewel set in the necklace. Thus, he commis- those who survived the Fall of Morgoth built new King-
sioned some of Nogrod's craftsmen, hoping they could doms in Lindon (what remained of Beleriand) and west-
amend their own grand design, for in those days, some of ern Eriador. Noldor settlements began buying raw mate-
these smiths worked and resided in separate quarters rials from Durin's Folk soon after the end of the First Age,
within Thingol's mansion at Menegroth. Coveting the and trade routes sprang up. Caravans bearing Dwarven
high Jewel, the Dwarves murdered Thingol and stole the wares left the Great Gates of Khazad-dum and ascended
prize. They were pursued, and all but two were killed. The the stairway road that ran out of Dimrill Dale and over the
avenging Sindar reclaimed the Silmaril and bore it back to Redhorn Pass. After descending the foothills of Eregion,
Menegroth. they made their way westward across the wild open
Those Dwarves that escaped went home to Nogrod country of Eriador, finally reaching destinations in the
and told their kinsmen that their companions had been Tower Hills, or Grey Havens. The Elves paid for these
put to death at Thingol's orders. Without knowledge of shipments with precious jewels and finished goods.
the truth and against the cautioning pleas of the Dwarves Over time, many of the Noldor (Deep-elves) moved
of Belegost, the host of Nogrod armed themselves and east to the western edges of the Misty Mountains, and
marched on Menegroth. They sacked the Elven hold and some settled along the trade routes of Eregion. These
captured the Silmaril. Elves lived amicably beside Durin's Kindred, since no
Nogrod's Dwarves quickly turned homeward, but word antimosity existed between Noldor and Naugrim. Com-
of their deeds passed more swiftly, and an army of Elves, merce expanded, prompting still more Dwarven mining.
Men, and Ents fell upon them at the ford called Sarn
THE DISCOVERY OF MITHRIL
Athrad. The Dwarven axes were no match for their
Around S.A. 700, Dwarf engineers extended their iron
pursuers' wrathful vengeance, and the Naugrim were
and silver mines to the northern edge of the Silvertine and
slaughtered. In the end, the Lord of Nogrod lay dead and
uncovered a vein of an entirely new metal. It could
the cursed Silmaril was cast into the River Ascar, An
produce alloys harder, lighter, and stronger than steel, yet
uneasy peace prevailed but, from this time on, the Dwarves
it was as malleable as copper. They called it "True-silver,"
and the Sindar have always been at odds.
or "mithril" (S. "Grey Brilliance") in the Elven-tongue,
THE FLIGHT TO KHAZAD-DUM because it gleamed and did not tarnish or weaken when
Years later, Morgoth was overthrown by che Host of worked. No metal possessed its combined properties of
the Valar and northwestern Middle-earth was wrecked. strength and beauty, and none inspired so much demand.
Disaster befell its peoples as the cataclysmic Great Battle The already affluent Dwarves of Khazad-dum became
claimed much of the land. Most of Beleriand sank into the even wealthier.
sea; quakes and fire destroyed Nogrod and Belegost. The The discovery of mithril prompted aNoldor migration
surviving Dwarves fled westward into Eriador and began into Eregion. Coming in search of new material for their
to wander. Eventually, they joined Durin's Folk in Khazad- wondrous crafts, these Elves settled in smaller Elven
dum, bringing both mesmerizing knowledge and their towns and built a great city at the junction of the Rivers
unswaying hatred of the Sindar. Their arrival crowded Sirannon and Glanduin. Mithril excited the ever-curious
Durin's home and tested the mettle of its inhabitants. It Noldor, Elves who rivalled—and often surpassed—the
spawned an age of building and mining without equal in Dwarves in the arts of smithcraft. Noldor jewelry was
the annals of Dwarvenkmd. precious and required the finest materials. Mithril was a
prize they could not ignore.
Within decades of finding mithril, Durin's Folk had THE "LORD OF GIFTS" AND THE RINGS OF POWER
completed a subterranean road beneath the Silvertine that In the three hundred and fifty years following the time
connected their city and mines to the Elven realm of of Thranduil's exodus from Eregion, both the Elves and
Eregion. The West-gate of Khazad-dum was opened, and Dwarves continued building their kingdoms and trading
goods bound for the Noldor stores and forges no longer carefully when need arose. An uneasy balance prevailed;
had to travel the long route over the Redhorn Pass. peace reigned. Then, Annatar, the bewildering "Lord of
Khazad-dum spanned the Misty Mountains. Elf-crafts Gifts," appeared in Eregion. Fair-seeming and wise, Annatar
and Dwarven things flowed freely and the Dwarf-city preached that, with his aid, the Noldor could build a land
became known for its increasingly opulent splendor. It as fair as any, anywhere. His words seduced the Deep-
was truly a golden time. elves, for they loved their realm and Middle-earth, but
longed for the beauty of the Undying Lands of the
2.1.3 THE ORIGIN OF THE NAME Uttermost West. Like the Dwarves, they loved Aule and
"MORIA" rejoiced in the creation of things of power and elegance.
Beginning in the year 800 of the Second Age, a threat Annatar was versed in high lore and gave amazing
to the friendship between Durin's Kindred and the folk of presents to the smiths of Eregion. The skills of the Deep-
Eregion appeared. Sindar Elves from King Thranduil's elves reached inestimable heights and their leader,
Kingdom in Lindon migrated into the Noldor lands and Celebrimbor, believed every utterance from the Lord of
took residence among the Deep-elves. Coming out of Gifts. Followers of Galadriel and Celeborn advocated
western Eriador in search of a new realm, they brought the restraint, but did not allay the desires of their brethren. A
old memories of the Sorrow of the Nauglamir, the Sack schism resulted and Galadriel's folk decided to leave
ofMenegroth, and Battle of Sarn Athrad. Like all Dwarves, Eregion and journey to Lorinand (later called Lorien),
Durin's Folk never forgot a right or wrong, nor did they east of the Misty Mountains. Galadriel asked for safe
easily relinquish a well-nurtured grudge, and the eight passage through Khazad-dum, and the Fair Lady was
centuries since the passing of the First Age did not erase permitted to lead her people out via the Dwarven Road.
the suspicion and hatred between Dwarf and Sinda. Meanwhile, Celebrimbor's smiths continued to work
The proud Noldor politely accepted Thranduil's people, closely beside their new teacher and Eregion's fortunes
but the arrival of Sindar simply alienated the Dwarves. blossomed. The dissenters had left with Galadriel and all
The Naugrim slowed their trade with Eregion and refused was well, except that Annatar was actually Sauron, the
to deal with the Grey-elves. For the first time, disputes Dark Lord and loftiest servant of the Evil that was
with the Noldor became a problem, and strife spread. Morgoth.
Eregion's leaders—notably Celebrimbor, Galadriel, Eventually, Sauron persuaded Eregion's Noldor to
and the Sinda Celeborn (Galadrtel's husband)—realized create Rings of Power, and the smiths labored many years
that harmony was gone and that the threat to peace under his guidance. They forged Nine Rings, and then
increased daily. They pressured Thranduil to remove his Seven more. Ten years later, Celebrimbor completed the
people from Eregion and seek a new home. Their words Three Elven Rings, works of his own making that pos-
rang true, and Thranduil sought council among the sessed still greater power.
Sindar. Since Grey-elven folk felt subjugated among the
mightier Deep-elves, they agreed to depart and, around THE GIFT OF DURIN'S RING
S.A. 850, the Sindar crossed the Redhorn Pass in search Dwarves watched these events carefully and dwelled on
of territory they could call their own. (They eventually GaladrielJs fears. Never weak, they disliked and feared
settled in northern Mirkwood.) things unknown and took little comfort in Annatar's
With Thranduil's Grey-elves gone, relations between presence. Word of the wroughting of powerful rings
Khazad-dum and Eregion improved, but they never again concerned King Durin III, so he sent envoys to Celebrimbor.
reached a state of amity. The Dwarves maintained dis- The Elf-lord appreciated the needs of his neighbor and
tance and, although outright hostility vanished, suspicion desired to maintain friendship with the Naugrim. Thus,
and uncertainty remained. Naugrim ways did not nor- he gave Durin III the first and greatest of the Seven Rings.
mally embrace cooperation and concord, and Durin's The gift pleased Sauron, for the Dark One planned to
Folk felt betrayed by their own weakness. From this day control all those who held the Rings of Power and, in so
on, Thranduil's arrival was remembered as a sign of doing, dominate the Free Peoples of Middle-earth. Durin
Noldor allegiance. The Dwarves did not forget the "dark III was King of the Khazad-dum, the mightiest Dwarf
times." alive, and Sauron thirsted for the wealth of the Dwarf-
lord's realm. The Dark Lord retired to Mordor to com-
plete the task of mastering the great Rings.
ven warriors refused to leave the protective confines of
their city, while the Deep-elves battled the Dark One's
host through the ravines and holly-covered hills of Ere-
gion. By day, the Noldor withstood waves of pitiless Men;
at night, the assailing ranks were filled with countless Ores
and Trolls. Sauron's horde broke through and stormed
the Elf-city of Ost-in-Edhil. Seeking refuge for his belea-
guered people, Celebrimbor sent envoys to Durin III.
The Dwarf-king refused to open the West-gate to the
Elves, just as he had denied warriors for the defense of
Eregion. The escape route was closed, and the Noldor
slaughtered. Celebrimbor fought to the end, but Sauron
and his Orcs captured, tortured, and then executed the
Master-smith. After sacking the treasuries and craft-halls
of the House of the Jewel-smiths, the Evil One took the
remaining six of the Seven, and all the Nine Rings of
Power. Eregion lay in waste, the Elf-kingdom forever
gone. Its few survivors fled northward to Rhudaur, where
their leader— Elrond son of Earendil—founded the ha-
ven called Irnladris (Rivendell). The secret of the Three
Elven Rings went with them, and Sauron was denied his
greatest prize.
After a futile pursuit of Elrond's company, the Dark
Lord's forces turned on an army of Durin's Dwarves and
Elves from Lorien. The Evil Horde prevailed and reached
the West-door of Khazad-dum but, once again, the gates
were shut. Sauron's throng turned wheeled, and overran
all of Eriador. A year later, the Lord of the Rings' worst
fear came true. After a five year delay, a Numenorean army
landed at the Grey Havens and supported a successful
Annatar and Nearly a decade after his return to the defense of Lindon. Then, the Numenoreans sailed south-
the Seven Rings Black Land, Sauron secretly forged the One ward and weighed anchor at Lond Daer by the mouth of
Ring in the fires of Orodruin (Mount Doom). It was the the River Gwathlo. A series of battles followed, and the
Ruling Ring, born of the same knowledge that made the High Men of Numenor—allied with Gil-galad's from
others and, with it, the Dark One became the Lord of the Lindon and Galadriel's warriors of Lorien—swept
Rings. But as he placed it on his finger, Celebrimbor Sauron's servants out of Eriador, Middle-earth enjoyed
realized the plight of the world and ordered the Three peace for fourteen hundred years thereafter.
Rings removed from use. Sauron was furious, since his Legends say that Durin III was somehow affected by his
tools could not hold sway over those who did not wear Ring of Power when he rejected Celebrimbor's pleas.
them. And, he found that he was unable to control the Unreal fears of having to divide the wealth of Khazad-
Dwarf-king, who still wore one of the Seven. Durin III, dum may have surfaced, with or without Sawron's prod-
like all Naugrim, was difficult to comprehend and did not ding. Dwarven tales, however, hold that the Dwarf-king
submit to domination. acted out of concern for his people, knowing that the
defense of Eregion was fruitless and that the Dwarven city
THE WAR AND THE NAMING OF "MORIA" was too gravely endangered to risk opening the gates.
Nine decades passed while the the Dark Lord as- A chaotic migration of fleeing Elves might have brought
sembled his host and prepared for war. Then, in S.A. doom. In any case, Durin III withheld aid when it was
1693, armies poured out of Mordor and crossed the sorely needed, and the Elves never forgave him or his
Anduin, driving westward. Celebrimbor reacted by send- kindred. From that day forth, the many of the Elven
ing the Three Elven Rings to safety in Lindon, where King peoples sustained an enduring hate for Durin's Folk.
Gil-galad maintained a vigil. Sauron's servants invaded (Only the Elves of Lorien, Galadriel's followers, main-
Eregion four years later. Both the Noldor of Eregion and tained friendship with the Dwarves.) The others now
the Dwarves of Khazad-dum braced themselves, but the called Khazad-dum "Moria," the "Black Chasm."
terror and fury of the assault seemed unstoppable. Dwar-
2.2 THE DARK YEARS With the dawn of the Third Age, Endor was again at
"The power of Moria endured throughout the Dark Years and
peace. Unfortunately, however, Dwarven fortunes re-
the dominion of Sauron,for though Eregion was destroyed and
versed, and a wave of calamities stuck the rich Naugrim.
the gates of Moria were shut, the halls of Khazad-dum were too
Wild beasts, particularly Dragons, stirred and raided
deep and strong and filled with a people too numerous and
many of the Dwarf-hoards. Greed led to further kin-strife,
valiant for Sauron to conquer from without. Thus its
and the Tribes turned against one another frequently. One
wealth remained long unravished, though its people began to
by one, the Dwarves of the Seven Houses were robbed and
dwindle."
battered until they took leave of their refuges and began
wandering. Even the Rings of Power succumbed to
— LotR III p. 439
misfortune for, by the middle of the Third Age, many
Although the end of the War Between the Elves and were lost. Dragon-flame consumed some; others simply
Sauron concluded an era of turmoil, the Dwarves counted disappeared.
the remainder of the Second Age as "Accursed Years."
Sauron retired to Mordor and slowly nursed his wounds.
2.2.2 THE COMING OF THE BALROG
Quiet ruled, but the Dark Lord's malice still lurked. Only Durin's Folk escaped the afflictions and depriva-
Despite his repose, the Evil One touched the Dwarves tions of their brethren. Protected by the impregnable gates
soon after his retreat from Eriador. Direct force had of Moria, they labored for three millenia, digging, sculpt-
tailed, so he decided to apply other means of control. ing, and fortifying their awesome hold. Builders added
Agents bearing the remaining six of the Seven Rings of and strengthened stately stairs and lofty towers; artisans
Power approached Durin's fellow Dwarf-kings. Sauron hewed sumptuous halls; miners cut shafts farther north
Hoped that the Rings would enable him to sway the and west, and ever deeper into the earth under the Three
Dwarves but the Dwarven Lords, like Durin III, did not Peaks. The city embodied seven levels; its mines spread
submit to the Abhorred One's will. Once again, the over many more.
Khazad foiled the Black Servant's plans. So did all Dwarves Durin's Kindred amassed wealth beyond comprehen-
ram the undying hatred of the Lord of the Rings. Sauron sion during these long days, largely because they held the
fumed and cursed all Dwarvenkind, resolving that a only known source of mithril in Middle-earth. Demand
special fate would befall the Naugrim. for the exquisite metal ran high and, due to the mithril
vein, Moria reached far beneath the Redhorn. With each
2.2.1 THE FATE OF THE SEVEN passing year, mithril became harder to claim and therefore
DWARVEN RINGS more valuable. The delving progressed unceasingly until
The malediction proved slow, insidious, and effective. the Dwarves unleashed a terror that drove them from the
Dwarven resolve prevented Sauron from taming the Seven mines.
Tribes, but the Rings of Power still inflamed the worst It was in the time of Durin VI that the Dwarf-miners
desires of the Dwarf-kings. Over time, their fascination struck a natural fissure, a deep pit which seemed without
with crafts and precious things became an unquenchable end. Within it lay the hideous creature that was the Doom
obsession that grew into a greed for gold, silver, and of Moria and Durin's Bane. The thing of horror was a
jewels. Items of wealth and power became the focus of Balrog, a "Demon of Might" which had escaped the fall
Dwarven life, and those that denied the Naugrim such of its master Morgoth at the end the First Age and flown
riches became their enemies. Some Kindreds delved deeper to safety. Hiding deep within an abyss, it was removed
into the earth, while others abandoned their homes in from the world for over fifty-four centuries.
search of grander treasure. The Dwarves warred with their Once unearthed, the Balrog wasted little time. It rose
neighbors and feuded among themselves. The Dwarf- up, bearing a tremendous whip and a flaming sword as
lords held the Rings until death, wanting them above all large as a man. The Dwarven miners at first stood in abject
things, for without them all seemed pale and valueless. awe; but as the fiery demon approached, they ran in fright,
The Dwarves remained preoccupied throughout the only to be butchered like small beasts driven to slaughter.
remaining Accursed Years and, in this, Sauron's purpose Those that survived warned King Durin VI, and an elite
was served. While the Elves and Men struggled against guard sallied forth against the intruder. This brave group
Sauron's Darkness, Dwarven armies marched into remote of warriors prevented the Balrog from entering the inner
lands in quest of new hoards. The events of the world city, hut the stand cost them their lives. The Dwarves' foe
passed them by. Numenor colonized and conquered vast burst upon their line, struck down the King, and dis-
lands in Middle-earth, only to fall prey to the Dark One's patched the noble retainers amidst a furious conflagra-
machinations. The High Men's continent perished, be- tion. As the fire receded, Dwarven bodies lay strewn about
trayed by pride and swallowed by Em's Great Sea. Yet her the Baraz Hall.
Faithful sons survived and built the Kingdoms of Arnor
and Gondor in Middle-earth. In turn, they allied with the
Elves and crushed the Lord of the Rings, thus ending the
Second Age. Great numbers of Free Peoples lost their
homes and lives, but the proud, fierce Dwarves accumu-
lated wealth and remained secluded in shielded halls.
Dain I succeeded his father as King of Moria, and THE TALE OF THROR
immediately set about defending the city. The Dwarves Weary of the world and hoping for a new and perma-
were determined to avenge the loss and rid the Kingdom nent home, King Thror refused to stay in the Iron Hills
of the wicked creature. Their sturdy ramparts and stalwart for more than a few months. He took a small host of
character proved no match against the Balrog, however, followers and set out on a twenty year expedition that
for the beast was an evil Maia, a spirit born before time and fruitlessly carried him down nearly every trail in Rhovanion.
possessed of the gifts of the Undying Lands. When the The empty-handed wanderers turned southward and
Demon of Might stormed the Dwarven hold early the reached Dunland in southwestern Eriador in T.A. 2790.
next year (T.A. 1981), it massacred Nain and his house- By this time, Thror realized that Durin's Ring had
hold guard and overwhelmed the defenders. Durin's Folk urged him onward on a maddening venture, and that his
fled out of the East-gate of Moria, surrendering the city ever)' thought was consumed by the Ring's suggestions.
to the cruel legacy of Morgoth. The King was concerned for his people's safety and turned
the Dwarven Ring over to his more vigorous son, Thrain
2.2.3THE SETTLEMENT OF THE II. As he passed the gift he spoke like one beaten by time
LONELY MOUNTAIN and circumstance:
Led by King Thrain I, the displaced Dwarves wandered "This may prove the foundation of new fortune for you yet,
through the Anduin valley and Rhovanion (Wilderland) though that seems unlikely. But it needs gold to breed gold."
for eighteen years before finding a new home. They ended —LotR, III, A, p. 441.
their long journey at Erebor, the "Lonely Mountain," the
source of the River Celduin. In caverns reminiscent of Soon afterwards, Thror departed from his company,
those in Moria, the Dwarves carved out a new settlement taking his aged servant Nar as his only companion.
and mine complex. Erebor proved an ideal site, for it was Thror's second journey took him north, and then east
a natural fortress and served as a source of iron and gems. over the Redhorn Pass to Dimrill Dale. His object was
In addition, Durin's Kindred quickly established trade Moria. Old, desperate, and somewhat crazed, the King
relations with the nearby Northman settlements of Dale hoped to explore or refound the lost city. At the very least,
and Esgaroth Upon the Long Lake. The Tribe survived he desired to enjoy its wonders.
and flourished, although the city in Erebor never ap- Whatever his motives, Thror met his end. Nar saw folly
proached the beauty or splendor of that found in Moria. and abandon in the mission, and cautioned his friend, but
the King persevered and entered the open doors of the
2.2.4 THE GREAT WAR BETWEEN East-gate. It was the last time Thr6r was seen alive.
DWARVES AND ORCS Old Nar remained behind and waited for days, until the
While the hold at Erebor was built, many of Durin's blare of horns and a wild shout roused him. Crawling
Folk wandered onward to the north and east. Most of from his hiding place, he saw a headless body flung upon
these adventurous Dwarves sought riches akin to those of the stairs. Face down beside it lay a head. The frightened
Khazad-dum and despaired of the lodes found in the Dwarf climbed up and discovered that it was Thror's
Lonely Mountain. Instead, they began mining in the Ered corpse, and that the head had been defiled by a runic brand
Mithrin (S. "Grey Mountains"), a region rich in silver. that read "Azog." Suddenly, out of the gate's darkness he
Dwarf-colonies followed soon afterwards and, by T.A. heard the voice of the Orc-lord that slew his King. Nar
2210, King Thorin I moved his home from Erebor to site ran.
in the Grey Mountains.
Other Dwarves built mines to the east, particularly in THE WAR AGAINST AZOG AND THE ORCS
the Iron Hills (S. "Emyn Engrin"). There they worked in The old Dwarf brought the news to Thrain II and, for
peace for nearly four hundred years. Then in T.A. 2589, seven days, the new King brooded in silence. Then, the
a great tragedy struck the Dwarf-towns of the Ered Dwarf-lord stood and called for a war to avenge his
Mithrin. Stirred by the constant excavation of the moun- father's death. Thrain's word passed throughout the land,
tains, Dragons came southward out of the Grey Mountain's yet it took three years to muster the united Host of the
Withered Heath and devastated everything in their path. Dwarves. When the armies came together in T.A. 2793,
They killed King Dain and drove the Dwarves from their it was the greatest gathering of Dwarves since the Elder
cavern holds. The Naugrim withdrew from all their Days.
mountain settlements by the end of the next year. King
Thror took most of them back to Erebor, but some '
migrated to the safety of the Iron Hills. One hundred and The Great War Between the Dwarves and Orcs, a
eighty years later, the Dragon Smaug the Golden flew strange and bloody struggle, raged throughout the Misty
south to the Lonely Mountain. The great Drake turned Mountains for six long years. To this day, Dwarves weep
Dale into a pile of smoldering rubble and annihilated a and Orcs cringe at its mere mention. With the war-cry
Dwarven army. Erebor's Dwarves fled, and all Durin's "Azog!," the Dwarven armies sacked every Orc-hold they
Folk reunited in the Emyn Engrin. could find, driving ever-southward from the pass of Cirith
Gundabad. A determined hatred spurred the Dwarves
toward Moria, the home of the one they sought so bitterly.
Still, progress was slow, since most of the battles were No sooner had the adventurers set out than they met
fought deep beneath the earth. (Although the Naugrim misfortune. Wolves hounded their trail, and evil Crebain
pursued the Orcs wherever they could find them.) Whole shadowed their movements. Still, the adventurers made
Orc Tribes were obliterated in pitched melee, while the good time, crossing Eriador and the Misty Mountains by
Dwarves hunted others like animals across the rugged fall, and passing over the River Anduin as the leaves fell.
mountain landscape. Once in Rhovanion, however, their luck ran out. Orcs
Finally, on a sunless day in the dark of winter, the countered all their attempts to turn northward, and
Dwarves reached Dimrill Dale and marched up the vale mishaps multiplied. They meandered about for almost
toward the East-gate of Moria. As they approached, they four years until, one black, rainy night, they took shelter
saw the Orc-horde of Azog arrayed on the slopes and at the edge of Mirkwood. At dawn, Thrain's companions
stairway above, but the Naugrim pressed onward with discovered that their King was gone.
singular zeal. They endured the chants and missiles cast Sauron's agents took Thrain to their Dark Lord, who
down upon them with scorn and carefully swung past the was then in Dol Guldur. The Evil One promptly cast the
Mirrormere. Then, Thrain's army caught sight of Khazad- King into a dank prison where, five years later, he died.
dum and let out a thunderous shout. Outnumbered, they Just before his death, the Dwarf-lord received a secret visit
plunged into battle with audacious ferocity. The Dwarves from the Wizard Gandalf (the Grey) but, by then, Sauron
spared no one; with axe and mattock, hammer and flail, had reclaimed the Ring of Durin. Thus ended the long
they harvested Orcs like wheat and drove up the slopes and noble reign of Thrain II, the last victim of the Ring-
toward the gates. Hours passed and the slaughter contin- curse. His son Thorin II (Oakenshield) was crowned
ued unabated until, at the height of the Orkish rout, a King of Durin's Folk that same year.
young Dwarf named Dain (Ironfoot) sliced off Azog's
THORIN II'S QUEST TO EREBOR Thorin II
head with a red axe. What was left of the Orc army
ascended the throne as a Dwarf in exile, without a
scattered, and the impassioned Naugrim tracked most of
proper home for his Kindred or the Ring that was his
them down within hours. The Battle of Azanulbizar had
birthright. He continued the works of his father, and the
ended. Barely half the Dwarves survived, but the Great
Dwarves of the Blue Mountains prospered, but he never
War was over and Thror's score was settled.
forgot Thrain's quest to return Erebor to Durin's Line.
2.2.5 MORIA IN LATER YEARS Thorin longed to slay Smaug and reclaim the wealth taken
The war-losses convinced King Thrain II that he had from his House.
too few warriors to hold Moria. With Durin's Bane alive Years passed, and there came a time when King Thorin
and waiting inside, he feared another battle, so he decided returned from a journey to the East and happened upon
not to enter the city. Since the many bodies precluded Gandalf at an inn in Bree. A union followed and, in T.A.
proper burial, the Dwarves took their axes to the woods 2941, Thorin led a company composed of Dwarves,
and hacked down the trees for funeral pyres. They burned Gandalf, and the Hobbit, Bilbo Baggins back to the
the dead, gathered their gear, and went their own way, Lonely Mountain. There, they entered Erebor and stirred
leaving Dimrill Dale forever bare of forest. Smaug the Dragon from his slumber. The enraged beast
Dain led many of the Dwarves back to the Iron Hills, ravaged the surrounding countryside, but was felled by an
but the others scattered once again. Thrain could not quell arrow when he attacked nearby Lake-town. Thorin's
his wanderlust, and returned with a company to Dunland. Company was allowed no respite after Smaug's demise,
Soon afterwards, they crossed Eriador and built a new for a force of Elves marched on Erebor with claims on the
home in the eastern Blue Mountains, not far from the Dragon's hoard. Bard the Dragon-slayer led yet another
places where Nogrod and Belegost once stood. There the army, one of Men from Lake-town, with a similar goal.
Dwarves mined iron and slowly multiplied. Thorin was besieged in the Lonely Mountain and awaited
aid from the Dwarves of the Iron Hills.
THE LOSS OF DURIN'S RING In turn, an army of Orcs, Wolves, and Wargs arrived on
Unfortunately, there was little wealth in the Ered Luin, the scene. Led by the Ore-lord Bolg of Gundabad (son of
and thoughts of Thror's words concerning the Ring and Azog), they fought the combined armies of Free Peoples:
its need for gold to breed gold haunted the King. Al- the Elves, Bard's Men, Thorin's Company, and Dain II's
though he remained in exile in the Ered Luin until T.A. Dwarves from the Iron Hills. So, at the Battle of Five
2841, Thrain II grew vexed and restless. His thoughts Armies, the allied forces vanquished the Bolg's host with
turned to a need for gold, and he decided to return to the the aid of Giant Eagles and the Northman Shape-changer
halls of Erebor. Gathering a party, the King ventured Beorn. Thorin died before Erebor's gate, but his dream
eastward. prevailed. Dain II was crowned King and the home of
Durin's Folk was once again centered in the Lonely
Mountain.
BALIN AND THE RETURN TO MORIA Thorin's its flow, creating a pool which closed Moria's West-gate.
Company included Balin, a Dwarven warrior who With each month's passing, Balin's Folk retreated until, at
accompanied Thrain on his last mission. Like all the last, they were surrounded. The harried Dwarves eventu-
Dwarves who survived the battle against Bolg, Balin was ally saw no recourse but to fight their way out. Striking
excited about Erebor's refounding, but his enthusiasm eastward, they strove toward the East-gate, but they never
eventually bred a desire to pursue the rebuilding of reached their goal. A vast assemblage of Orcs met them
Durin's House to its ultimate end. Balin wished to wrest just inside the entry and turned the Naugrim back after a
Moria from the Balrog. bloody brawl. The Orcs wounded Balin and the Dwarves
He got his chance in T.A. 2989, when the new King- retreated northward to the hallowed Chamber of Records
dom had settled and a large number of its Dwarves agreed (The Hall of Mazarbul). Balin expired as the battered
to follow him to Khazad-dum and build a colony in the Naugrim prepared the final defense. Just as his Dwarf-
ancient halls. That same year, Balin's group marched guard sealed the stone burial crypt, the Orc-host struck.
south to Dimrill Dale and entered the East-gate unop- No Dwarf survived. Moria had once again become a
posed. All was quiet within Moria, so the well-provi- province of Darkness.
sioned Naugrim set about restoring the city. They crowned THE END OF THE THIRD AGE
Balin King of Khazad-dum—the first who was not also Twenty-five years after Balin's last stand, during the
Lord of Durin's Folk—and established a permanent,
last months of the War of the Ring (T.A. 3019), the
vigilant home. Fellowship entered Moria. Bearing the One Ring, they
Not long after the founding of Balin's Kingdom, Orcs, intended to cross beneath the Misty Mountains in secret;
Trolls, and other beasts gathered in the depths of Moria
thus, they chose the time honored Dwarf-road. Their
and assailed the Dwarven colony. The Dwarves threw the coming signalled the beginning of a new era in Khazad-
assault back, but it was only the beginning: for the next five dum.
years, the evil throng harassed the Naugrim and picked
The tale is well known, for it is recorded by Frodo in
away at their strength. Insidiously, the noose tightened the Red Book of Westmarch. From Eregion, the party
around the settlement as more and more Dark creatures passed through the city's West-gate. It was winter, and the
King Thror responded to the challenge. A great Kraken, the "Watcher
lack of runoff, coupled with long years without much
and his Ring in the Water," came up the River Sirannon and dammed moisture meant that the Watcher's pool was low enough
to allow them to sneak by virtually unmolested. The
Watcher struck to no avail, and the Fellowship slipped in
via Durin's Doors.
Although dark and forbidding, Moria was quiet through-
out the first day and a half of the Fellowship's journey. Its
guardians did not awaken to the intrusion until a foolish
Hobbit (Peregrin Took) cast a stone into a shaft. Two
rests and many hours after the alarm sounded deep below,
Moria's Orcs came forth, led by great Troll. The Fellow-
ship realized their plight as they stood in the Chamber of
Records, reviewing the fate of Balin. Orkish drums
prompted them to flee south, and then eastward, toward
the East-gate. While crossing Durin's Bridge they en-
countered the Balrog, and there Gandalf stood before him
while the others escaped out the Great Gates and down
into Dimrill Dale. The Wizard struggled with Durin's
Bane, and the Bridge broke beneath them. They fell into
the lowest Under-deeps and battled through Moria for
ten days before the spirit of the Balrog—and the body of
Gandalf—perished.
With the Balrog dead, Moria's evil defenders were
vulnerable. Yet even after the fall of Sauron, Durin's Folk
made no immediate plans for the refounding of the
Dwarf-mansion. Dain II died at the hands of Easterlings
before the gates of Erebor. Although the Kindred pre-
vailed in battle, the House was diminished. The new King,
Thorin III, decided to rest his people. He saw that Moria
remained an elusive prize, one to be won when Durin's
Folk were stronger. The Dwarf-lord swore that, once
restored, Khazad-dum would never again be abandoned.
2.3 TIMELINE —The Dwarves assist the Elves m the wars against
"It is now many years ago,' said Gloin, 'that a shadow of Morgoth, "The Black Enemy." King Azaghal of
disquiet fell upon our people. Whence it came we did not at first Belegost and his army stop the advance of the Dragon-
perceive. Words began to be whispered in secret: it was said that host at the Battle of Unnumbered Tears. Azaghal is
we were hemmed in a narrow place, and that greater wealth and slain, but the fire-hardened bodies and face-covering
splendour would be found in a wider world.. Some spoke of helms of the Dwarves prove a match for the flames of
Moria: the mighty works of our fathers that are called in our Morgoth's Drakes.
tongue Khazad-dum; and they declared that now at last we had —Part of the strong of Nogrod are corrupted by lust, kill
the power and numbers to return."' King Thingol, and sack Menegroth. They are, in turn,
slain by an allied army of Elves, Men, and Ents.
— LotRI,p.3l6
—Morgoth is overthrown by the Host of the Valar, but
This timeline traces the history of both Khazad-dum a cataclysm rocks Middle-earth. Nogrod and Belegost
and the line of Durin's Folk. are ruined in the Great Battle that ends the First Age.
Most survivors flee eastward from the Blue Moun-
THE FIRST AGE tains.
YEARS OF THE TREES
THE SECOND AGE
—In longing for pupils of his lore, the Vala Aule fails to
ca. 3-40 Dwarves from Nogrod and Belegost swell the
await the coming of the Elves, those chosen by Eru to
population of Khazad-dum. The city extends west-
be Firstborn. Using earth and stone, Aule secretly
ward as new halls are delved beneath the central and
creates the Dwarves in a subterranean chamber beneath
western portions of the Silvertine. Its mines are cut
Middle-earth. The first to be wrought are the Seven
further to the west and north.
Fathers. Since the Smith is unclear with respect to the
ca. 3-700 The prosperous craftsmen of the lost sister-
intended form of Eru's Children, the Dwarves differ
cities bring great skills to Khazad-dum. The Dwarves
from the scheme that gives birth to Elves and Men. Eru
build great forges and cut new mines. Trade with the
discovers the creation and intercedes; although the
Elves of Lindon and western Eriador increases rapidly.
Khazad are not destroyed, they are cast into a deep
As Khazad-dum's northerly mine tunnels reach be-
sleep until after the Coming of the Elves.
neath the Redhorn, a vein of mithril is discovered and
—The Dwarves awaken and are sundered. The Seven
many of these Elves begin settling in Eregion.
tribes of the Fathers go their separate ways.
750 A Noldor Kingdom is founded in Eregion and is
YEARS OF THE STARS centered at Ost-in-Edhil, near the junction of the
—Durin I ("The Deathless") establishes the first Dwarven Glanduin and the Sirannon. Celebrimbor (S. "Silver
Hold, a Folk-home called Khazad-dum (Kh. "Dwarf- Hand") the Smith is the master; Celeborn and Galadriel
mansion"). Built in the caves overlooking the Dimrill are the preeminent residents.
Dale, on the eastern side of the central Misty Moun- ca. 752 The Dwarven engineer Narvi builds the West-
tains, it is initially a holy refuge; but it is destined to be gate of Khazad-dum and the Dwarves name it "The
foremost among Dwarven cities. Doors of Durin." Celebrimbor inscribes the Gate-
—Two Dwarf-kingdoms are founded in the Blue Moun- inscriprion. With the opening of the west-entry, trade
tains. Sister cities, they are called Belegost (Kh. with Eregion explodes and a road crossing beneath the
"Gabilgathol") and Nogrod (Kh. "Tumunzahar"). Misty Mountains is finally complete.
—Dwarves move westward and cross the Blue Mountains 800-850 The Sindar under Thranduil leave western
(S. "Ered Luin") into Beleriand. There they encounter Eriador and settle in Eregion. Friction between the
the Grey-elves (S. "Sindar") of Thingol. The Elves call Sindar and Dwarves develops and Thranduil takes his
the Dwarves Naugrim, or "Stunted People" (lit. people eastward across the Misty Mountains.
"Stunted-host"). 1200 Disguised as the "Lord of Gifts," the Dark Lord
YEARS OF THE SUN AND THE MOON Sauron begins the seduction of the smiths of Eregion.
—The Dwarves of Belegost trade with the Sindar of ca. 1350-1375 Sauron persuades Eregion's Elven-smiths
Beleriand extensively. They invent chainmail and carve to experiment. Galadriel preaches restraint but her
the underground halls of Menegroth for King Thingol. kinsmen rebel. Hoping to rival the great craftsman
—Nogrod's Dwarves reach great heights in the arts of Feanor, Celebrimbor supports Sauron's efforts and is
weapon-craft, mastering tempered steel in ways even proclaimed Master of Eregion. Galadriel leaves and
the Noldor cannot rival. journeys through Khazad-dum on her way eastward to
—Khazad-dum is strengthened and expanded by Durin's Lorinand. Many Noldor follow, but Celeborn remains
Folk. in Eregion.
1375 Galadriel establishes the Kingdom of Lorien.
Trade between the new realm and Eregion moves
through the Dwarven city.
Map of ca. 1500-1580 Sauron's teachings and suggestions take 1697 Celebrimbor is killed and the Dark Lord's armies
Migrations subtle hold in Eregion. With the Dark Lord's aid and overrun Eregion. Sauron captures the Nine Rings of
the lore learned from the Dwarves, the Elven-smiths Men and six of the Seven Dwarven Rings. (Durin III
reach the peak of their skill. They begin making the retains the first of the Seven.) The Dwarves of
Rings of Power. The Nine Rings for Men are cast; the Khazad-dum close the West-gate in defense against
Seven Rings for Dwarves are forged. the onslaught and, in so doing, shut out Eregion's
ca. 1590 Celebrimbor completes the Three Elven Rings. Elven refugees. From this point on, the Elves often
The Elves present Durin III, King of Khazad-dum, refer to Khazad-dum as "Moria," the "Black Chasm."
with the first and greatest of the Seven Rings. 1699 Sauron takes control of all of Eriador, but his
ca. 1600 Placing a significant portion of his power into westward thrust is stopped at the Blue Mountains by
its creation, Sauron secretly forges the One Ring in the Elves of Lindon. In an attempt to control the other
Mordor's Orodruin (S. "Mount Doom"). Celebrimbor Free Peoples, he distributes the captured Rings of
realizes the peril and the Elves take off the Three Rings Power. The Nine are given to Men, who quickly
in time to escape the Dark Lord's hold. succumb to the Dark Lord's power. The six Dwarven
I693-I70I War between the Elves and Sauron. Rings are passed to Dwarven Lords, but they fail to
affect the Khazad as planned. Sauron swears vengeance
on all Dwarven-kind.
1700-1701 The Men of Numenor and the Elves of
Lindon and Lorien defeat Sauron, but the Doors of
Khazad-dum remain closed.
2770 Smaug the Dragon flies southward out of the Bolg (son of Azog). The evil host is vanquished in the
Withered Heath of the Grey Mountains and lays waste Battle of Five Armies by a combined force of Men,
to Erebor and the mannish town of Dale. Many of Elves, Dwarves, and Great Eagles. Thorin II is killed
Erebor's survivors take refuge among their brethren in and Dain II (Ironfoot) becomes King. He refounds the
the Iron Hills, but King Thror chooses to lead others Kingdom of Erebor.
in search of a new home. These Dwarves become 2879 Gimli (Elf-friend), son of Gloin, is born. He is
wandering companies. destined to be part of the Company of the Ring.
2790 Thror's lot arrives in Dunland. With great sor- 2989 Balin leads a force of Dwarves out of Erebor in a
row, he gives his son Thrain the Ring of Durin, last of quest to reestablish Dwarven dominion in Khazad-
the Seven Dwarven Rings. Crazed, and accompanied dum. They successfully enter Moria and set up a
by only one companion (Nar), the King strikes out Kingdom. Balin becomes the first (and only) King of
northward, crosses the Redhorn Pass, and wanders Khazad-dum that is not also Lord of Durin's Folk.
back to Khazad-dum. There, he is murdered by the 2989-2994 Balin's Kingdom is attacked by Orcs. The
Orc-lord Azog. Thror's body is defiled. Watcher in the Water appears in the Gate Stream by
2793-2799 The Great War Between the Dwarves and the West-gate and dams the river, thus sealing Moria
Orcs.The Dwarves unite in search of Azog and sack from the West. Balin's folk fight hard, but are eventu-
every Orc-hold they can locate. ally driven eastward by the forces of Evil. Near the
2845 Thrain II, King of Durin's Folk, decides to return East-gate, the Dwarves make a final stand and are
to Erebor and reclaim his hoard. He is attacked and slaughtered. Still, Balin's guard is able to entomb their
pursued into Mirkwood, where he is captured by King in the Chamber of Mazarbul.
Sauron's agents. Sauron imprisons him in Dol Guldur. 3018-3019 The War of the Ring.
2850 Thrain II dies and Sauron acquires the last known 3019 The Company of the Ring (followed by Gollum)
Dwarven Ring. travel through Moria on their way eastward to Lorien.
2799 The surviving Orcs gather in the Dimrill Dale, They discover the fate of Balin and recover portions of
where they are defeated by the Dwarves in the Battle of the Book of Mazarbul, but are put to flee. Gandalf the
Azanulbizar. Few Orcs escape, and the Misty Moun- Grey slays the Balrog in a prolonged battle that results
tains are made safe for the next century and a half. in the destruction of Durin's Bridge. The Wizard
2941 King Thorin II (Oakenshield), his party, Gandalf reappears as Gandalf the White. Meanwhile, at Dale
the Grey, and Bilbo Baggins venture into Erebor and below Erebor, King Dain II is killed by Easterlings.
disturb Smaug. Smaug is enraged, but is killed by Bard Thorin III (Stonehelm) becomes King of Durin's
when he attempts to burn nearby Lake-town. Thorin's Folk. Erebor is besieged, but the defenders prevail after
Company is besieged in Erebor by Men and Elves who the destruction of the One Ring, and Sauron's fall
claim Smaug's wealth. In turn, all of the claimants are dishearten the attackers.
attacked by an Orc and Wolf army led by the Orc-lord 3021 The Third Age ends. Thorin III rules into the
The Three Peaks Fourth Age.
3.0 LAND AND CLIMATE Those peaks to the north form a nearly unbroken wall
as far as the High Pass, a cleft northeast of Rivendell. They
''...at last a fair morning dawned, shimmering above gleaming are colder and loftier than those south of the Dwarven
mists; and looking from their camp on a low hill the travellers city. Still, although the south-central and southern peaks
saw away in the east the Sun catching three peaks that thrust up are lower, they permit no reasonable passage, and there are
into the sky through floating clouds: Caradhrast Celebdil, and no mountain crossings between the Redhorn Pass (S.
Fanuidhol. They were near to the Gates of Moria." "Cirith Caradhras") and the Gap of Rohan (S. "Den
— LotR III, p. 325 Angren"). Moria's position below the Redhorn makes it
all the more strategically significant,
3.1 THE LAND 3.1.2 AZANULBIZAR
Moria is a gigantic complex, carved out of myriad caves On the eastern side of the Hithaeglir, where the moun-
lying beneath the three greatest peaks of the central Misty tain faces are steepest, Moria looks out over the small, rich
Mountains. It vast halls and passages stretch across the valley of Dimrill Dale (S. "Nanduhirion"). The Naugrim
width of the range and, like the Redhorn Pass (S. "Cirith know this verdant cleft as "Azanulbizar," the "Vale of
Caradhras") on the surface above, serve to link the ancient Dim Streams." Tucked between the Zirak-zigil (to the
regions of Eregion and Lorien. south and west) and the Bundushathur (to the north and
east), it is among the holiest sites in Dwarven lore. Its
3.I.I THE MISTY MOUNTAINS moist, fertile, black soil and temperate clime invite count-
The central Misty Mountains (S. "Hithaeglir") extend less windflowers. Feathery mosses and tall, noble ever-
over, and run north and south of, Moria. These are jagged greens cover most of the vale's less precipitous slopes.
heights, formed by the ire of Morgoth and hewn by A host of rivulets careen into this blessed canyon, which
countless years of volcanic activity and glaciation. Most was carved by glaciers and finely sculpted by a cold
are young and sharply cut, their faces so sheer that they mountain stream spawned by runoff from the flanks of
remain bare despite the heavy winter snows. U-shaped the Zirak-zigil and Barazinbar. This great brook—a
valleys provide outlets for their many glaciers. These vales narrow, thundering torrent called the Naragul (Kh.
rise quickly and are flanked by loose scree. Their streams, "Blackwater")—flows around the northern flank of the
thundering rivulets, cascade over rapids and falls which Silvertine and drops over a series of small falls called the
fill the air with refreshing spray. Limestone, sandstone, "Dimrill Stair" before entering the northwestern end of
granite, and basalt give these mountains their generally the valley. There it feeds a deep lake, or "tarn," called the
grey-brown hue, while occasional intrusions of black Mirrormere (Kh. "Kheled-zaram").
obsidian and red porphyry provide luster and variety to The Kheled-zaram fills much of the arrow-shaped vale.
the peaks. Dammed by a rocky moraine, the cold mere is hundreds
The chain's eastern side drops suddenly to the Anduin of feet deep. Its placid waters calm the most restless of
Valley, while the western incline, although rugged, drops souls. Its steep, mossy shores offer stunning views and its
over the series of foothills and escarpments that form the glassy surface invokes a soothing feeling, especially on the
boundary of Eriador. Roads along the west flank mean- cool nights that characterize the dale. A Dwarf standing
der, while routes from the east cut up steep switchbacks. below the East-gate to Moria cannot help but be stirred
As one heads west from Lorien, the trail constantly bends by the tarn's clear, dark waters, and when the mists roll off
back upon itself and often employs stairways to traverse the rocky Bundushathur and serve as billowy backdrop
the rapid rise and quickly reach the three spires called the shrouding the northern shores it is said that the surface
Redhorn, Cloudyhead, and the Silvertine (Kh. offers prescient visions to anyone wise and patient enough
"Barazinbar," "Bundushathur," and "Zirak-zigil"). It is to find the signs.
this triad that stands astride Moria; they are the tallest and At its southeastern end, Azanulbizar narrows. There,
most ominous mountains in the region. Rising over the Kheled-zaram spills through a great hole deep inside
15,000 feet, they are snow-capped year round and domi- its rocky dam. Hundreds of feet down the grassy hill that
nate the view for many leagues. forms the eastern side of the glacial morrain, the water
THE THREE PEAKS ABOVE MORIA leaps out of a hole forms a wondrous cascade. Dwarves
call this spring the "Kibil-nala." It is the silvery source of
Khuzdul Name Height Sindarin Westron the River Celebrant. The Celebrant, one of the Anduin's
Barazinbar 16,002' Caradhras Redhorn largest tributaries, ultimately bears all the water from the
Bundushathur 15,111' Fanuidhol Cloudyhead melting snows that feed the Mirrormere eastward, down
Zirak-zigil 15,499' Celebdil Silvertine through the neighboring Elf-kingdom of Lorien.
Winter in the
Misty Mountains 3.1.3 NAN SIRANNON also joined the mountain trail through the Redhorn Pass.
Moria's West-gate opens onto the upper Gatestream Besides serving as a trade route between the Gwaith-i-
Valley (S. "Nan Sirannon"). Here, near the headwaters of Mirdain and the Naugrim, it linked Eregion to Lorien. As
the River Sirannon, the ancient Dwarf-road winds through its name implies, though, the higher reaches of the high-
the Misty Mountains' western foothills. All the lands way crossed Dwarf-lands and passage—especially in win-
around the west entry are part of the now-wild region ter, when travellers had to venture through Khazad-
called Eregion, or "Hollin" in the Westron tongue. Red dum—involved an acceptance of Dwarven rules and tolls.
sandstones and quartz are commonplace throughout these
tortured, tumbling, holly-covered hills. These slopes are 3.1.4 THE SUBTERRANEAN WORLD
broken by numerous streams and fens, many of which take Lying beneath the Misty Mountains and between
on the rocks' reddish color. It is a wild, depopulated land, Azanulbizar and the Nan Sirannon, lies the vast mine and
and a far warmer, rockier, and drier area than Azanulbizar. cavern complex worked and embellished by Durin's Folk
The indigenous holly-hedges that characterize Hollin since the Eldar Days. This underground domain stretches
serve as a reminder of the old Kingdom of Eregion. Just through countless miles of natural and Dwarf-made
as Lorien lies to the east, an Elven domain once bordered passages. Virtually every form of subterranean locale can
Moria's western reaches. Settled by the Gwaith-i-Mfrdain be found here, be they water-cut limestone chambers
(S. "People of the Jewelsmiths") around S.A. 750, this filled with stalactites and stalagmites, volcanic fissures
Noldo realm flourished during the middle years of the lined with fused-glass walls, or stone-faced halls carved by
Second Age. Sauron's armies laid waste to the area in SA. skilled artisans. Joining the Under-deeps with the High
1697, destroying the vast vineyards whose bounds were Peaks and the western foothills with the gentler lands
marked and protected by the carefully-tended holly stands. along the Hithaeglir's eastern flank, Moria is both a self-
Thorny holly trees and wild grasses now cover these stony contained world and a junction-point for all commercial
fields, lending neither comfort or cover to the rare travel- and political life in the central Misty Mountain region.
lers. CAVE FORMATION Abundant, acidic
Eregion stretched from the Bruinen Valley in the north water accounts for most of Moria's
to the Glanduin Valley in the south. The river Gwathlo caves. Bearing carbonic acid derived from organic material
and the Misty Mountains formed its western and eastern and atmospheric carbon dioxide, rainwater and glacial (or
boundaries (respectively). Its beautiful, walled capital, snow-field) runoff dissolves limestone and hollows out
Ost-en-Edhil (S. "City of the Elves"), overlooked the huge cavities. This process creates "dripstone," calcium
Glanduin and served as a major market for Moria's rich carbonate, which forms the columns, veils, and other rock
mineral exports. The Dwarf-road between Khazad-dum's formations that decorate Khazad-dum's caverns. Perco-
West-gate and the Elf-city ran alongside the Sirannon and lating dripstone also carries a host of other minerals,
which the Naugrim exploit with practiced care.
Layers of basalt and granite resist this chemical erosion bring scorching heat which slowly dries the streams and
Far better than the softer limestone. Where acidic browns the coarse grass. This is followed by a mild
reaches these igneous, it cuts laterally rather than autumn, an interlude before the storms, for winters
downward. summon heavy snows and frigid, blistering winds.
Seeping sideways atop the hard, volcanic rock, the The lower foothills enjoy calmer, more predictable
acidic water bores countless channels, two of which weather. Of the neighboring lands, Eregion, west of
emerge at Moria's East- and West-gates. Most of Moria, is known for a subdued climate and gentle seasons.
Moria's larger passages began in this way. Humid and cool, it is nonetheless mild, with light but
A different force created the blackened passages and frequent rains and gradual accumulations of snow. This
glass-lined chambers in the Deeps and Under-deeps. holds true in Lorien as well, but the area further east is
Here, streams of molten rock cut through already harden- drier and has cold winters and hot summers. Mirrormere
ing lava, spawning a wild maze of pits, tunnels,
and rooms. Isolated intrusions of this volcanic
ooze bored as high as the First Deep.
3.2 THE CLIMATE
Moria's gates lie tucked beneath rock walls, in
ravines that knife into the face of the
Silvertine. Within these doors, the city rests,
protected from the ravages of the politics,
climate, and ecology of the outer world. Most
of the Dwarven city is cool and temperate
year round and, being stable and lacking
much natural light, supports its own unique
ecosystem.
The tunnels and rooms that wind beneath the
mountains are naturally dark depths which
constitute a nearly closed environment. Tem-
peratures rarely deviate from a norm of 49° to
56° and the humidity is comfortable, albeit
slightly damp. Of course, the occasional
subterranean streams and burning fissures
produce steam, mists, rivulets, and fire, but most
of the city retains the character of a slightly
chilly womb.
This is in stark contrast to the climate
found on the flanks of the central Misty
Mountains. Moria's West-door is set 4900
feet above the sea, and the East-gate sits at
about the same height. Although both face
secluded gorges cut well below the tree line,
they look out on vales which are subject to
harsh mountain climes. The high land outside
is at the mercy of sudden shifts in temperature,
wind, and precipitation; clear visibility can be
shrouded by mists within minutes. Here the
weather is capricious, and even the mildest of
days can turn on a traveler, leaving him
bewildered and often in danger. The four
seasons also bring distinct changes: spring
begins with an onslaught of water from the
highlands, and a blooming explosion of
colorful wildflowers; summers
4.0 PLANT AND GORFANG
Gorfang(pl. "Gyrfaing"; Kh. "Adisakheg"), or "Dread-
ANIMAL LIFE beard," is a red or purple moss which nests in dimly lit
"At these words all fell into silent thought. They heard the wind crannies throughout Moria. Usually it is found in high
hissing among the rocks and trees, and there was a howling and
byplaces and is out of reach, although it emits a reddish
wailing round them in the empty spaces of the night."
mist which often betrays its niche. This telltale spray also
causes sleep, so one must take care when approaching the
— LotR L, p. 388
moss. Even if you evade the mist's effects, however, a more
loathsome fate may seize you, for the Dread-beard's juices
4.1 PLANT LIFE can be fatal.
Indigenous plant life in Moria is rather scarce and lacks LEMSANG
variety. Mosses grow on the walls wherever there is light The Elves also call the Lemsang (pi. "Limseng"; Kh.
and they are permitted to remain, and make up the bulk "Atastor"), or "Great-meal," mushroom "Way-throne,"
of green growth. Lichens and fungus constitute the rest of for it grows to heights of two feet and sports a crown one
the natural flora, mostly in the form of edible mushrooms to three feet in diameter. Although most of its surface is
which the Dwarves consider nutritious delicacies. The hard, its top is covered with a soft purple "fur" which is
numerous mushroom variants, together with meats and renowned for its food value; apound of Lemsang can feed
cultivated crops, provided for the basic Dwarven diet. a man for a week. Given its nourishing nature, tales
In the Long Winter of T.A. 2758-9—when the Swirl associate it with the enchanted Lembas or "Way-bread."
ing frosts struck Eriador and plunged the West into a
deep, unbending cold—an Elf of Lorien made a journey LOTHFELAG
into the "then-deserted" delvings of Moria. His name was Lothfelag (pi. "Lythfilaig"; Kh. "Felak-bulum"), the
Imrislir, the "Deep-cleaver," and his notes still speak of "Cave-flower," is a small white plant which blooms year
the strange flora which etched the stone walls and hid in round. It can be found wherever there is light, even torch
almost utter darkness in Khazad-dum. or moonlight, and can live for centuries in dormancy.
"I crossed the abyss not long after passing through the Great Whenever there is darkness, its seven 3" long petals fold
Gates. If it has a bottom, it must be in another land,for the light up to form a false "bud"; the petals' brown undersides,
of my stave reached deep and the pit appeared never-ending. It like the stem, are coated with a resin which protects the
is hard to explain the feeling; while standing on the narrow, flower and preserves it indefinitely.
gracile arch of King Durin's Bridge, I felt like I was flying. Cave-flowers grow to a height of about seven Inches
and are found in groups of three or seven. They are
The whole chamber seemed as a huge tomb. My map told me that it
exceptionally rare. This is unfortunate, since they have
was the Second Hall of the Old City. The room had to be
remarkable healing qualities. Once the resin is cleaned off,
nearly 500' long and maybe a third as wide, with two rows of
the flower can be eaten or ingested with startling results,
great columns running its length. These were hewn out of stone
for the precious Lythfilaig preserves living tissue and
and shaped like trees; their 'boughs' held the high roof. However,
absolves pain. They can even give back a lost life. Often
although graceful and true to form they, were not real trees, and
called "Durin's Tears," the Cave-flowers are exalted by
I began to realize the cold lifelessness that grips Moria. The
Dwarves and form the heart of many legends. The most
abandonment appeared complete, and without the light of the
notable tale is told in verse:
Dwarves all that had resided here seemed gone.
"Tears were not his Bane; he walked defiantly into the Mists,
But I was wrong. Even in the blackness of the hall's ceiling there
And brought Light and Life to the Shadows.
was life. Whatatjirst seemed to be mottled purple limestone was
Still, there were Times in the Long Years that brought Sorrow,
actually a collection of mosses and mushrooms which thrive in
But even his Tears gave birth to the Land,
the cool mineral waters that seep through the dense rock of the
For where They fell,
Silvertine. Strangely, I no longer felt alone; there was comfort
Flowers bloomed and now lay as saving Gifts,
in the realization that much of Moria was merely asleep. My
To stir the Spirits of his Tolk."
search took on renewed vigor and I plunged on westward."
Imrislir's journey lasted three weeks. They were fruitful LOTHGALEN
days, and he brought back numerous sketches and a Lothgalen (aka "Loth Nenond"; pl. "Lythgelin"; Kh.
superb collection of observations. His diary contains "Barag-bulum"), the "Green-flower" or "Flower of the
passages on a few unusual species which are of particular Water-stone," is ideally suited for the caves of Moria.
interest to adventurers. Although diminutive and scarce, it is rugged and, because
it grows on glowing limestone, is easy to locate.
Lythgelin are small grey vines which rarely exceed 3 feet Large animals, particularly predators, rarely reside in
in length and flower every four months. Their roots are the city or the mines, although visitors take refuge in
long, thin, and twisting, enabling them to sprout from the Moria during times of bad weather or famine. Those that
cracks in wet limestone ceilings. Remarkably, they secrete somehow adapt to underground life are usually hunted
a peculiar substance which combines with the rock's down by more cunning beasts: Orcs, Trolls, Men, or the
minerals to form Nen Calgalen (S. "Green-lamp Water") unspeakable beings that occasionally come out of the
and give off a faint green aura; in turn, the light periodi- Under-deeps. Some Cave Bears and Dire Wolves scrape
cally brightens, whenever the lime-colored flowers bloom. out lives in the passages and chambers close to the surface.
Vines reside in lots of 1 -100, while their flowers grow in Diminutive varieties of life thrive in the Deeps. Moria
groups of three, each with three petals. is an ideal home for mice, worms, frogs and, in particular,
The beautiful Nen Calgalen is a thick, pasty, and deadly scavengers such as moles and shrews. Most consume
liquid. Once it enters the bloodstream, it spreads a searing anything from decaying plants to fresh flesh and are
fire and disabling torment. The victim glows green and is always in search of food. Their constant hunger makes
often unable to move; some simply die, as their minds are them almost as dangerous as the more familiar hunters. In
torn apart by awful pain. Because of the hideous nature of fact, Imrislir devoted much of his text to these beasts in his
its effect, Dwarves usually scorn its use, even in battle. Moria Diaries, a portion of which is digested here.
Although its fluids are baleful, the Lothgalen has less
CHAMBER BIRDS
sinister uses. The vines can be pulled down intact and used
The Chamber Bird (S. "Aew Samman"; pl. Aiw
to form tremendously strong ropes (twice the norm).
Semmain") is a white culler that feeds on the gold Zur
Their pliable roots can be twisted around one another
fungus. Essentially mute and sightless, they use inaudible
with ease to produce assuring lines. The roots can also be
sound waves and their acute sense of smell to find the low,
woven to form links for rope-chains or ladders.
sheltered, clay crannies where Zur nestles. Chamber Birds
MADARCH sweep down from high, crowded limestone perches and
Purple, with white undersides and orange speckling, hover over their food using the quick, frenzied beat of
Madarch (pl. "Mederch"; Kh. "Zurumul") cannot be nimble wings. Pausing only a few seconds, they strike with Cave-bear
mistaken. This gaudy mushroom also grows to consider-
able sizes; most mature Mederch stand 4-5 feet high and
have crowns which are 3-4 feet across. Their hard fibrous
trunks are only about a foot in diameter, but they provide
tremendous support. Indeed, a stout axeman might have
trouble felling one within 10 minutes time. The Madarch
grows in dark, damp nooks, usually in large clusters (51-
100).
Thin, succulent ridges run outward from the trunk, on
the underside of the Madarch's crown. The juice within
them is called Pelenaur (S. "Encircling Fire") and serves
as a powerful healing agent. Each mushroom yields a pint
of juice, which is equal to one precious dose. When mixed
with an equal part of water, it forms a purplish potion
which warms the body and, within less than two hours,
heals all the imbiber's cuts and blood vessels and restores
normal blood flow.
If one drinks undiluted Pelenaur, however, his blood
will churn within its channels and swell with frightening
fury. Unhealed wounds reopen and cuts widen. In some
cases, a victim's veins simply explode. Greed can breed a
rather disagreeable fate.
4.2 ANIMAL LIFE
Insects, small mammals, amphibians, crustaceans, and
fish abound in Moria. Most are uncolored and appear
white or "clear"; and the majority rely not on their sight,
but on refined touch, smell, or hearing. Some, like the
plentiful bats, depend on even more unusual means to find
their way. With little light to thrive on, Moria's beasts
tend to be blind.
precision and tear the tough forage with their long, white, Fortunately, displays of their frightening power are
serrated beaks or cruelly clawed, blue talons. These avian rare, for Cave Bears favor a diet of tubers, fruit, nuts,
skills are remarkable, since they tend to be large, with berries, and fish. Most are passive unless disturbed, ill, or
wingspans of up to three feet and a body half that length. in need of sustenance. Their usual routine revolves around
This combination of size and maneuverability makes their small (1-5), closely knit families. They are monoga-
the Chamber Bird a potent foe, and it is fortunate that they mous and extremely protective of their brood. Foraging
are shy and contemptuous of meat. They will not attack sorties involve the whole group, for mothers rarely leave
another animal unless surprised or starving. Encounters the cubs alone at the den.
with them are few, but one must beware, nonetheless, for
THE CAVERN WING
the usual Chamber Bird colony accommodates twenty to
While bears are scarce, bats compose a huge portion of
thirty residents.
Moria's inhabitants. Generally, they are small, harmless
CAVE BEAR herbivores; but a few, notably the fierce Cavern Wings (S.
Moria's Cave Bears (S. "Ardas Grod"; pl. "Erdais "Ramman Agar"; pl. "Remmain Egair"; Kh. "Felik-
Gryd"; Kh. "Felak-buarndur") are relatives of the black fagul"), pose an active threat. Masters of the open dark-
Barg-moigh, or "Great Bear," of the northern highlands of ness, they live in black spaces where light rarely intrudes.
Eriador. They are huge beasts that stand two or three feet There, they sleep in peaceful isolation, hanging from
taller than a six foot man and weigh up to 1400 pounds. rooftop clefts on hooked claws until the daily call for the
This frame is covered with a black coat, one normally hunt is passed along the line.
accented by brown stripes on their paws, ears, and faces. Cavern Wings gather in groups of two to a hundred and
The Cave Bear's gentle lines often disguise the massive are organized under a single dominant leader, When he
musculature that enables them to tear out stout roots or awakes, the other bats stir to follow him; when he signals
break bulky branches with quiet ease. One backhand an attack, they pounce with fury. Then they descend in a
swipe can snap a man's neck as effectively as a child cracks swirling pattern and capture or tear at their victim with
a twig. Their five to six inch non-retractable claws can rip razor-sharp talons. Large prey is downed in a series of
through leather or light metal armor and inflict deep, attack waves that recur so quickly as to seem continuous.
gouging wounds. A Dwarf-lord once described their assault as a "twisted
Cavern Wing
cloud of knives."
Individually, the Cavern Wing is not so formidable,
although they are considerably larger than other bats.
Their one to two foot wingspans restrict movements, but
they are nimble, given their size. They are fearless and trust
in the art of ambush to offset their lack of bulk.
Young Cavern Wings are grey, with darker speckling
on their undersides, while mature adults are often black.
Each set of their four elongated fingers support their dull
black wings, flight membranes which stretch back and
attach to the ankle just above a wicked five toed claw.
Large ears floppy ears give them a dismaying appearance,
although they are virtually invisible when shadowed. Since
they frequently glide and flap their wings efficiently, they
are usually betrayed by the piercing cries they use to locate
objects. Naturally, any warning is important, for these
ferocious carnivores feed on any meat they can find;
rodents, insects, fish, or even man-sized morsels. The best
defense against the Cavern Wings requires a good ear, a
strong position, and a careful target selection: one lucky
strike which claims their leader will send the others home.
Nam I once wrote:
"We whirled at the sound,
And Grorin grabbed his Horn.
With Shields held high above,
My Guard circled round Me.
Like Mist, the Bats came, but Dot let an arrow fly,
And felled their black Lead.
So off the Dark Wings flew, to choose another Master,
And strike some later Day."
DEATH SHREW the pack, there is a societal hierarchy based on a leading
Unlike the Cavern Wing, the Death Shrew (S. "Cecren male and his mate. All pairs remain together for life, so the
Guruth"; pl. "Cicrin Geryth") appears harmless. They fall of a male results in the decline of his family. Disputes
rarely exceed three inches in length and are often solitary. are often settled by duels, but few are fatal to either
Their white coats and blue under-fur are prized among combatant. Instead, results are often shown by the postur-
the Dunlendings of Dunland, to the south. Still, there is ing, growling, and barking that is so crucial to communi-
meaning to their name, for the bite of a Death Shrew cation among Wolves. The stronger the Wolfs position,
carries the disease called The Blue Hand (S. "E Luincam"). the higher he will carry his tail.
The Blue Hand is not contagious or fatal, but it The Dire Wolf grows to five or six feet in length, with
shortens lives. Dunlendings who contract it kill them- a tail nearly two feet long. They weigh as much as 150
selves. This is due to the disease's dreadful effects: blue pounds. Swift and agile, they can quickly reach speeds of
discolorations of the skin; large boils on the hands, feet, thirty miles per hour and maneuver through narrow rocky
and under the eyes; bleeding through the ears and nose. defiles with amazing ease. Their storied leaping ability is
Those who contract it are often immobilized or crippled, true: off a run, they can hurl themselves six or more feet
and frequently outcasts. in the air, landing with claws and jaws extended on all
fours. Although rare and confined to caverns near the
surface, Dire Wolves strike fear into those that live in the
region. Unlike other Wolves, they are unafraid of Free
Peoples. Their threat is particularly severe, since they are
exclusively nocturnal predators and can see well with
virtually no light.
ECHO HAWK
Because it is a loner and is generally confined to a Death Shrew
subterranean domain, the Echo Hawk(S. "Soraew Lomin";
Death Shrews are immune to the scourge they bear, and pl. "Sereiw Lemin") lacks the Dire Wolfs alarming
even rely on other means to dissuade attacks. They secrete reputation. In many ways, however, the Hawks are more
a foul-smelling spray which protects them from most dangerous.
larger predators and have developed a reinforced spine Echo Hawks combine incredible infra-vision with a
which withstands crushing blows. Fortified and strength- locating sound retrieval organ similar to the radar bats
ened by a mesh of interlocking bony flanges and rods, the employ. This enables them to spot their prey with unpar-
shrew's backbone can support the weight of a large Man. alleled precision, and gives them a means to avoid collid-
This arsenal of defenses may be due to the varied needs of ing with rock faces and abutments. Without these adap-
the Death Shrew. Enormous appetites force them to tations, the Echo Hawk could not employ a two to three
consume nearly five times its own bodyweight every day. foot wingspan, or fly at speeds of up to ninety miles per
Thus, they feed on nearly anything and will go almost hour, abilities which make it a lethal hunter.
anywhere to satisfy their food-lust. Although they rely on One can identify the Echo Hawk by its lack of pigmen-
insects and rotting plant matter, they will take a bite out tation, for it grows white feathers and has colorless skin
of whatever appears at hand, including the exposed skin of and a clearish beak. A fleshy cere at the base of the beak
a large animal. Dwarves used to caution adventurers in the holds their large, external nostrils. In addition, the Echo
region accordingly, and one traveling in Moria should Hawk has the strong musculature of an large eagle and is
take care where they sleep, or even where they lean for rest. less gracile than more common Hawk varieties. Both its
After all, Death Shrews are superb climbers. One can only talons and its downwardly curved beak are unusually long,
thank the Valar that they are found nowhere outside the hard, and sharp. Because of its strength and speed, these
caves of the central Misty Mountains. Hawks can penetrate armor.
DIRE WOLF Echo Hawks prey on rodents, fish, and whatever larger
Dire Wolves (S. "Hudrun Thaur"; pl. "Hedryn Theyr"), sources of meat they can slay. Few will turn down the
however, are found throughout northern Middle-earth. opportunity to feast on fresh or rotted carrion and, in a
They are powerful, muscular animals, with thick, bushy sense, they will tear into anything that remotely suits their
tails and a rich black coat. Their fur is prized among both carnivorous thirsts. Like the Chamber Bird, they live in
the Dunlendings and Northmen of Rhovanion. The high roosts; however, the Echo Hawk lines his nook with
wolfs purple or red eyes sit like jeweled islands inlaid a deep bedding of dead vines, dried mushrooms, and hair.
upon a sable sea. Since they are long-lived and reach maturity very slowly,
Dire Wolves are intelligent social animals which live in they are few; their clutches contain but one or two eggs.
family groups of two to eleven, or packs of one to five These are guarded by the female Echo Hawk, who are
family units and a few loners. Pack members hunt to- larger and more fearsome than her mate.
gether, cooperating to hunt down large game, although
Wolves are content to feast on rodents and fish. Within
RED JAW
Although the Echo Hawk appears peculiarly adapted
5.0 THE DWARVES OF
for life in the cavernous Deeps, the bizarre Red Jaw (S. MORIA
"Carach Caran"; pl. "Cerech Ceren") has evolved even "The Dwarves indeed proved tough to tame; they ill endure the
stranger features. Four to six feet long, they are scaleless
domination of others, and the thoughts of their hearts are hard
fish with large, flat heads and eyes inset on top, rather than to fathom, nor can they he turned to shadows. They used their
on the side, of their faces. Their huge red jaws contain up rings only for the getting of wealth; but wrath and an
to seven rows of sharp teeth. Aside from the jaw, they are
overmastering greed of gold were kindled in their hearts, of
colorless. The Red Jaw does, however, provide a visual which evil enough after came to the profit of Sauron. It is said
display: its several hundred small, light-producing fin- that the foundation of each of the Seven Hoards of the Dwarf-
growths can illuminate a large area.
kings of old was a poUen ring; but all those hoards low asp
Essentially, they are bottom-dwelling scavengers who were plundered and the Dragons devoured them, and of the
feed on virtually anything that suits them. Quick and Seven Rings some were consumed infire and some Sauron
voracious, they are capable of swallowing a small Dog or
recovered."
devouring a Man's leg in seconds.
— 517, p. 288-89
Because the tale of Moria is so interwoven with the
history of the Dwarves, one must comprehend the
Naugrim before understanding the city or its mines.
Dwarf-lords conceived Khazad-dum, and Dwarf-tools
carved it
Red Jaw
VAULT SHRIKE
5.1 THE KHAZAD
All Dwarves are descendants of the Seven Fathers, the
While the Red Jaw lacks pigment, the Vault Shrike (S.
original lords crafted from the earth by the Vala Aule.
"Nalaew Rond"; pl. "Neleiw Rynd") is absent subtlety.
Born of Aule's thoughts, they forever carry much of the
Named for their disquieting shrieks, they are not birds,
Smith's own loves and hates. Elves and Men attribute
but bright red bats that live in high nesting perches. Most
their nature to Eru's grand scheme and are shaped to
are six to twelve inches across and have long noses and
conform with the "Balance of Things." Dwarves, on the
tongues adapted for reaching into small holes. Their
other hand, only liken their ways to the Smith of the Valar,
tongues secrete a highly toxic nerve poison ("Gwinwin
for Eru let the thoughts of his servant stand when he
Nalaew") which will act to paralyze or, if ingested, kill its
allowed them a life and a will. Thus, the Naugrim call Aule
prey. Then, the Vault Shrike will dismember its meal with
Mahal (Kh. "Maker"): the giver of life, sculptor of
sharp, scissor-like, incisor teeth.
mountains, and master of crafts.
Vault Shrikes are usually solitary, but groups of as
Aule conceived the Khazad at a time when Morgoth
many as five have been found. Their diet is composed of
was in rebellion, declaring himself Lord of Middle-earth.
insects and frogs, particularly the small Lime Frog. Ironi-
With fear in his mind, the Smith crafted his Children to
cally, they often pluck frogs from mid-flight, using their
resist the Evil of the Black Enemy. The Dwarves awoke a
tongues as prehensile whips. Since the Vault Shrike
strong and vigorous race. They are vulnerable to greed and
population is small and confined to Moria and a few other
yet rock-hard, stubborn and yet practical, slow to love and
cavern complexes, Dwarves have always prized the bats
yet fast in friendship. No other race is as rugged, nor as
for their poison, and often use frogs as lures. The hunt can
resistant to hunger, hurt, or toil. Naugrim can endure the
be dangerous, though, for the Vault Shrike is both elusive
longest of journeys without words, and withstand fire and
and aggressive. Durin IV once wrote:
cold without flinching.
"Young Khain was too proud Dwarves are also dear in heart to one another. Although
To stay behind, the Fool. the Seven Tribes sundered soon after their awakening and
He sprangforth and leaped have long since spread across Middle-earth, they have
Into the fray, like a Fiend. remained close. A Dwarf treats his kind as brothers and
The blood-red Shrike circled, non-Dwarves as lesser beings who are a constant threat.
Again and again, And every Their blood is thick and their bonds are deep. They enter
time struck home, Leaving an into agreements with extreme care but, once made, honor
arm, or kg Dangling like a them to the letter. The old adage is true: "no friend ever
limp vine. Khain fell, eyes did a Dwarf a favor, no enemy a wrong, without being
open, And watched immobile, repaid in full." While the Naugrim are quick to quarrel—
As his young Life passed. The even among their own Houses—and suffer from jealousy
savage Eye was stayed, And like other Speaking Peoples, they protect their brethren
the Bats were fed." from outside enemies with unswerving fury. They will
answer any call to war on behalf of their race.
The Khazad enjoy a universal reputation for rugged- APPEARANCE
ness, practicality, brutal frankness, and honor. Outwardly The Naugrim have dark hair, deep-set eyes, and ruddy
cold, they love things and devices crafted under hand complexions. Because of their myriad enemies and con-
much more than things that breathe with life. Most stant exposure to the elements, they favor heavy clothing
groups favor the rocky highlands and deep caverns of the and make frequent use of stout metal armor. Dwarf-men
mountains, for the Dwarves, perhaps more than any race, nearly always sport long beards, unlike the slightly smaller
recollect and invoke their origins and heritage. Dwarf-women. Any apparent lack of variety is a contriv-
ance. Dwarves quickly adopted a uniform, fierce, and grim
PHYSICAL CHARACTER
outward appearance as a useful, protective facade, and still
Dwarves are generally short, stocky, and strong. They
maintain a strong distinction between their public and
are four to five feet tall and have sturdy, thick arms and
private styles. When traveling, Dwarves wear hooded
legs. Their build enables them to carry great burdens and
cloaks, often with scarves or masks, thereby creating
withstand tremendous hardships and punishment, and it
confusion among other races. Even on the road, however,
is not unusual for Dwarves to travel vast distances
each House has a subtly unique look. Their colorful garb
over short periods with little or no rest. Only Orcs rival
varies considerably from tribe to tribe, and even their
their ability to endure work and remain steadfast in the
hoods are tinted to indicate an individual's origin and
face of an ordeal.
allegiance.
Like Orcs, they fear open water and the Vala Ulmo, and
normally do not swim. Yet, Aule saw to it that they are MANNER
virtually immune to flame and ice, for from the time of Dwarves are sober, quiet, possessive, suspicious, pugna-
their coming they have been subject to the fierce mountain cious, introspective, and often very greedy. This character
weather and to the fires deep in the earth. Although this has led them to seclude themselves in strongholds cen-
resistance has diminished over time, it remains a part of tered around rich veins of iron and precious metals. There
the Dwarven character. Dwarves are also renowned for they mine and create works of superb craftsmanship, at
their 200-400 year lifespans and their remarkable resis- the same time guarding their hoards with a wariness that
tance to pain and disease. approaches paranoia. Like their Maker, they are fabulous
smiths and unsurpassed workers of stone. Dwarven
items are often stunningly beautiful, but practicality The Khazad
underlies all their artifice. This attitude also affects
their views on magic: Dwarves know of spells and
enchantments, but generally scoff at the ways of
Elves or other conjurers, preferring instead to use
such power in the making of permanent physical
items. Dwarven mages are unheard of.
The Khazad are also known for their military
prowess. Superbly equipped and unyielding in
purpose, they fight without thought of retreat or
quarter. They favor overpowering weapons as
rugged and brutal as the Dwarves themselves: heavy
crossbows, axes, hammers, and war mattocks.
Wearing heavy armor and cruel looking helms with
cowls (face visors or masks) resembling terrifying
horned beasts, a force of Dwarven warriors presents a
formidable and disturbing profile.
DWARF-WOMEN
Relatively unfertile and lacking women, Dwarves
rarely sire children—or even take wives. Barely a
third of the race is composed of Dwarf-women and
many of them desire mates they cannot have.
Fewer than one in three Dwarf-men marry, for the
Naugrim mate for life and will not join with one
they do not desire above all others. Like most rare
jewels, female Dwarves are coveted and
obsessively protected in ways unlike those of any
other race.
Need forces Dwarves to absorb the speech of others. It
forces the Naugrim to become accomplished linguists.
Some assume a command of one or more Mannish
dialects, while others are proficient users of Elvish. All
take to learn an outer tongue, though, so that they can
function outside the bounds of their Dwarf-homes.
KHUZDUL
Among themselves, Dwarves speak Khuzdul, a clois-
tered tongue known to virtually no one but themselves.
Khuzdul changes little with time, being a sacred, spoken
language of lore and not a cradle-speech. This "inner
language" is well suited to the throaty Dwarven voice,
since it has a deep tonal quality.
Khuzdul is marked by harsh consonants and uses two
or three-consonant patterns to denote common concepts.
For example, "K(h)-Z-D" structures refer to word roots
equivalent that describe Dwarves or things essential to the
Dwarven identity (e.g. "Khazad" — "Dwarves"; "Khazad"
= "Dwarf; "Khuzdul" = Dwarvish"). While virtually all
of Khuzdul remains a well-guarded secret, the following
gives a sampling of some choice vocabulary:
DWARF- ROOT-
WORD MEANING ROOT MEANING
Azan Dim 2N Dark
Baraz Red BRZ Red
Baruk Axes BRK Weapon
Counting Bizar
Fortunately, the Naugrim are enamored of crafts. Vale BZR Cleft
Gold
Many never crave to love another, so they need no marital Bulum Flowers BLM (Flowering) Plant
union. This introspective fascination with the arts and Bundus Clouded B(n)DS Opaque
creation encourages stability among a race easily torn by Dim Mansion DM Abode
envy and umbrage. Felak Cave FLK Subterranean
Dwarf-women are a proud lot. Fiercely protective of Feh'k Cavern FLK Subterranean
their rights, they stand as equals in all affairs but those of Khazad Dwarf K(h)2D Dwarven
war. Dwarves place no restrictions on their status or their
Khazad Dwarves K(h)ZD Dwarven
mobility, although they travel less than Dwarf-men. They
Kheled Glass K(h)LD (Clear) Stone
require secure dwellings for the birthing of their offspring,
so most remain sheltered from the rest of the world. In Khuzdul Dwarvish K(h)ZD Dwarven
fact, Dwarf-women are so remote and rarely recognized, Kibil Cold KBL Ice
that some believe they do not exist. Since their voice and Hathur Head HT(h)R Summit
visage are akin to those of the males, these false legends are Lagil Pass LGL Bridge
strengthened. Even now, many Men presume that Dwarves Narag Black NRG Black
"grow from stone." Nala Spring NL Moving Water
Nul Streams NL Moving Water
5.2 LANGUAGE Zaram Pool ZRM Still Water
"Baruk Khazad! Khazad aimenu!" Zigil Mirror ZGL Steel
—an old Dwarven war-cry (translated as "Axes of the Zinbar Horn Z(n)BR Point
Dwarves! The Dwarves are upon you.!") Zirak Silvery ZRK Silver
LotR HI, p. 513.
When in public or about m the wild, Dwarves speak
W RITING
Westron, the "Common Tongue." In this they are fluent, The Naugrim using inscribe in an Elvish tongue using
for it is their second language and serves as their principal the Angerthas Moria, an unsystematic variant of the
means of communication with others. It is their "outer angular runic script Cirth. Because runes persevere and are
language," supplanting the Sindarin that the Naugrim by nature public, written Khuzdul is (virtually) unknown.
employed as a public speech during the Elder Days. Dwarves write in an "outer script."
Given their extreme reliance on non-Khuzdul writings, of their differentiation that makes them seem so uniform.
the Dwarves adopt written influences much more fre- Certain themes color all Dwarven culture. All Dwarves
quently than spoken alterations. They rarely inscribe in an tend to ascribe to a strong conservatism. They also
arcane fashion. maintain an intractable loyalty to their line. Protective of
blood and fortunes, the Naugrim ferociously guard their
5.3 CULTURE legacies. This guardianship includes Dwarf-ways; and,
Non-dwarves perceive the Naugrim as a highly unified just as Khuzdul evolves more slowly than any other
and monolithic society that values the group over the tongue, Dwarven norms and mores appear frozen in time.
individual. This is largely true. Dwarves share many WORSHIP AND RITUAL
kindred traits and maintain a consistent, predictable front This emphasis on conserving old ways also affects
io outsiders. They function in an outwardly plain, pre- Dwarven religion. Generally superstitious, their rituals
dictable fashion. Their methods, garb, and even their remain the same as those set down just after their awak-
simple "outer language" reinforce this image. In truth, ening. The dead are always buried in stone, be it in crypt
however, the Naugrim are exceptionally (albeit subtly) or under a cairn. They are never put to rest beside dirt or
complex. Their inner character, like their "inner lan- anything other than the substance from which the race was
guage," is rich and deeply varied. As many insightful Eldar founded. When time or circumstance prevents proper
might note, the Dwarves seem to be more alike than Men internment, fallen Naugrim are placed on a pyre and
or Elves; however, they are all truly unique. It is the depth burned.
Dwarves worship Aule (Mahal) and turn to him when This spiritual continuity helps explain why Dwarf-
troubled or in need. Every fundamental belief they hold women are so very precious. It is they who ensure the
revolves around his character and the his creation of the survival of bloodlines, for few male Dwarves actually sire
Seven Fathers. Accordingly, Dwarves revere the number children. Their violent, physical lifestyle claims many
"7" as essential and even sacrosanct. Their "Origin-tale" Dwarf-men; and, given their nature as co-bearers of the
holds that Aule wrought seven Lords and, in turn, seven family sub-spirit, few find the inspiration to breed. Dwarves
Houses comprise the race. multiply slowly, for they do not dilute their spiritual
capacity.
5.4 THE DWARVEN SPIRIT
The Dwarven Origin-tale breeds the tenet that each 5.5 DURIN'S FOLK
House is a lineage with a common spirit which permeates "...he lived for so long that he was known far and wide as Durin
the kindred and ties them together. In a sense, the the Deathless. Yet in the end he died before the Elder Days had
Naugrim look upon themselves as parts of seven greater passed! and his tomb was in Khazad-dum; hut his line never
souls. They venerate their ancestors above all other things jailed, and five times an heir was born in his House so like his
except Aule their maker, and believe that the living core of Forefather that he received the name of Durin. He was indeed
their kindred spirit resides in each Dwarf-king. held by the Dwarves to be the Deathless that returned; for they
In turn, each Dwarven family embodies a single sub- have many strange tales and beliefs concerning themselves and
spirit, a unique manifestation of the greater "House- their fate in the world."
spirit." Each Dwarf-maid bears this spirit into all of her — LotR III p. 439
offspring. They, in turn, share a soulful bond of unparal-
leled strength. It is if every set of brothers empathizes with No House of the Khazad stands above that of Durin's
one another like identical twins. This kindred quality- Folk. They are the oldest and noblest lineage, for they
breeds fierce loyalty and introspection, and helps explain trace their line back to the first of the Seven Fathers. Their
why the Naugrim are so prone to fight. After all, an ancient spirit, coupled with the Kindred's role in history,
individual Dwarfs life is far less sacred than that of his makes Durin's House the most experienced tribe, the first
family, and a brother always lives on as a vehicle of the among jealous equals.
Gimli same soul carried by his slain sibling. Physically, Durin's Folk are no different than other
Dwarves. Slanted tales citing their superior stature and
strength are confined to the biased libraries of Erebor and
Khazad-dum. They carry themselves with assurance and
bearing, but this is not function of greater size.
HAIR AND DRESS
Instead, the Naugrim of the First House differ from
their brethren in less obvious ways. Those of Durin's
Tribe allow their beards to grow freely throughout their
lives, and wear them forked and braided. Then they tuck
the whiskers into their belts, allowing slack for sudden
movement. Many plait their flowing hair as well and, in
each case, they utilize elaborate knot patterns particular to
their family.
Durin's Folk also employ a distinctive colored hood, in
lieu of a cowled cloak. Most lack adornment; rather, they
rely on bright, solid hues to embellish otherwise graceless
lines. Flaps or a mask are often sewn into the hood, so that
the face can be covered or protected. ("Dwarf-women
make widespread use of these coverings.) Durin's Dwarves
wear their hoods over traditional Dwarven garb: a leather
jerkin or wool tunic, a wool or linen shirt, tight-fitting
trousers, and one piece shoes or inner-boots. When active
or about in the world, these Naugrim don heavy leather
boots and a cloak or shawl fastened with a decorated
brooch. Given their fondness for crafts, all of their
clothing is well made and generously accented with
refined borders and crenelated trimwork. Dwarf-lords
wear even finer garments, and often add gold or silver
tassels to the peaks of their hoods.
LIFESTYLE Beleriand, the Noldor of Eregion, and the varied inhabit-
Durin's Line is also famous for vibrant music. While all ants of Lorien. Rarely do Durin's Folk work or march
Dwarves love a tune and relate their secret stories only without spilling a yarn set to tune. Since the words are
through lyrical abandon, Durin's Folk embrace their often in Westron or an Elvish tongue, their music fre-
songs with unusual fervor. This emphasis comes from quently carries a cadence that is peculiar to others, but the
long exposure to the Elves, particularly the Sindar of message is almost always Dwarvish.
It is scarcely surprising that the Naugrim of the First
House are also makers of fine musical instruments. They
6.0 DWARVEN
favor flutes and horns, for their short fingers do not adapt TECHNOLOGY
well Co stringed contrivances. Drums and other percus- "The star shone out briefly and faded again. Then silently a
sion pieces provide some variety, but the Khazad are not great doorway was outlined, though not a crack or a joint
concerned with such diversity. Instead, they rejoice in had been visible before. Slowly it divided in the middle
variations of simple, economical tones, be they voices or and swung outwards inch by inch, until both doors lay back
notes wafting from heart of a noble musical device. against the wall. Through the opening a shadowy stair
Just as they quick to take to song, Durin's Folk are could be seen climbing steadily up; but beyond the lower
always active in other ways. Even when they relax, they eat, steps the darkness was deeper than the night."
or drink, or smoke a pipe. When they are not crafting
— LotR I, p. 402
objects, they play with them. It is this passion that gave
birth to the awesome reaches of Moria, the same impatient With the aid of the Valar, the Elven society of the
drive that makes the Naugrim wander when they have no Undying Lands (Aman) created the greatest works ever
more halls to hew. Thus, one rarely encounters one of the achieved by the Children of Eru. Within Middle-earth,
First House on the trail without a walking stick in hand, however, only the Dwarves can claim supremacy as pure
a Dwarf eager for a test of strength or skill or lore. builders. Dwarven construction, particularly underground,
REVERENCE FOR THE "DEATHLESS" ONE is unrivalled in its strength and scale; and of all the legacies
Nonetheless, Durin's Folk are occasionally lost in of the Naugrim, none surpass Moria.
thought and sit back to reflect the trials and wounds of The Dwarven fascination for inanimate things born of
their Kindred. Tales of Moria are often the focal point of craft-work permeates every level of their thought and their
these ponderings, but most dwell on the spirit of the society. Ever active, they are always laboring, either im-
Tribe. No Dwarf-lord is as respected or as feared as Durin proving or repairing an old work, or building something
I, "The Deathless." The First Father, maker of the new. Their unique devotion to toil traditionally channels
Kindred, founder of Khazad-dum, Durin is a venerated most of their physical and mental energies into material
symbol whose blood flows through both the veins and the tasks. Thus, the Dwarves' utter preoccupation with tech-
thoughts of his ancient brood. nology. Dwarf culture embraces its engineers, masons,
Durin I lived many years past the span allotted other smiths, scientists, workers, and warriors with a vigor
Dwarves and, after a time, his folk claimed he was found nowhere else. It is hardly surprising, then, that the
immortal; thus his name. The truth, however, rests in Naugrim are the most technologically advanced race in
another account. This tale speaks of Durin's spirit. A Middle-earth. Moria, their crowning achievement, is also
version drawn from the "Dunland Tablet" follows: the greatest example of Dwarven technology.
"To You it is told that Durin shall live seven times, and each
Time He shall rule His Line in his own Name. And with each 6.1 SMITHS
Coming of the King, a great Event will transpire, so that the Dwarf-smiths are the most prominent Dwarven crafts-
History of the Folk will never again be the same. And each such men, for the products of their labor are circulated through-
Event shall cause a Trial to happen, and an always greater out Middle-earth. Dwarven tools, armor, and weaponry
Doom willjollow. But the Kindred will prevail, and make Its command high value and are prized by artisans, warriors,
Way above all Darkness. Until the Last Coming, when the and noblemen alike.
Lastking shall Rule the House in a Glory beyond the Height of Implements produced in Moria bring the highest prices,
all before It, in the shining Mansions of Khazad-dum." for the Dwarf-smiths of Khazad-dum are considered the
So it is written that there will be seven Durins, and that best of their race. The legacy of those descended from the
Durin VII will be the "Lastking." It is a story as old as Line of Nogrod, combined with long years of cultural
Durin's Folk, and has always colored their outlook. In exchange with the Noldor Elves of Eregion, provide the
many ways, it explains the strange sense of destiny that has smiths of Moria with a wealth of experience and knowl-
allowed the Kindred to prevail against incredible adver- edge concerning both metallurgy and magic. Continu-
sity. No tribe of the Khazad has faced so many obstacles, ously secure dwellings add an important atmosphere of
nor overwhelmed as many barriers. Unlike many of their stability and continuity, since the Naugrim require pro-
brethren, Durin's Line has steadfastly clung to the future tected confines for their painstaking yield. Among the
of their line—despite the Ring-curse and the Dwarven Dwarves, time and temperament are critical ingredients,
weakness for wealth and possessions. Farsighted sacrifice as important as ore and fire. Based on items renowned for
has often marked their choice of paths, and seems to linger beauty and power, the Moria-school is Endor's most
in their bones. Of all the Naugrim, then, those of the First intriguing and productive group of smithies.
House are most special.
TOOLS AND TECHNIQUES
Dwarf skills breed Middle-earth's finest tools,
implements which, in turn, make it easier for the
artisan to turn out his next piece. The Naugrim
produce and utilize a wide selection of special-ized
tools, but they rely most on a small comple-ment of all-
purpose instruments. The best de-scription of this
assortment comes from the letters of Morvegil
Curucarr., Arthedain's envoy Moria from 1541
through 1566, Third Age. Himself a Smith,
Morvegil spent much of his time in Moria strolling
through hot Smith-halls. His letter of 26 Narwain,
T.A. 1555 follows:
"I am constantly astounded by these Craftsmen. They
never seem to sleep, and are always about singing and
hammering in sweltering Quarters where the only light is that
which leaps from the forges. Even the blistering cold of this
Narwain can be preferable to the searing heat of their King's
Smelting-halls. But the Dwarves relish these dimes, and I
cannot dispute their Art.
The Smiths employ hundreds of little Tools—Awls, Chisels,
Chimps, Molds, stretching Chains, Adzes, Metal-shears, and
the like—but above all, they favor those we know from Home.
Forges, Anvils, Tongs, and Hammers bear the brunt of their
toil. Strangely enough, they mainly do the things our Folk try,
Building a
although they tinker a lot and ply their Trade without Chamber
thought of strain. Rest comes in the form of huge Meals and
Buckets fires fuel most of Khazad-dum's forges, while earth-fires
of sour Beer. Dwarves count work and war as fun and frolic. (volcanic magma) are used when extreme heat is required.
The most noticeable differences between our Tools and those of The wood-fires familiar elsewhere are rarely found in
Moria relate to their size and composition. Dwarf-tools use an Moria, and are only used when certain enchantments or
immensely strong Steel, as hard any I've seen in Fornost, and incantations require them.
capable of cutting good Iron like Lard. Some of their better Dwarf-forges are built to accommodate their fire source
Smithies are even stocked with Equipment faced or edged with and provide various grades of heat. Almost all the are
the Mithril Alloy the Sindar call Ithilnaur'. Enchanters and multi-chamber units that allow the smith to select the
Alchemists run these Shaping-halls and turn out the incredible temperature appropriate for his smelting needs. These
Treasures bound for the Coffers of Dwarf-lords and High furnaces have three to seven areas which surround any
Kings. inner sections and compound the heat. Each is fed by a
As one might think, Dwarven Tools tend to be smaller than those
slanted air intake vent that relies on natural draft to
of Men, although they commonly use large, two-hand Hammers
maintain flow. Steady heat brings a constant airstream and
and Adzes. I've also noticed steel Anvils of all sizes, some seven
this, in turn, works like a bellows. It gives life to flames
feet long and molded with full weapon Rests. The average Block
stoked by hard, black coal or bubbling volcanic lava,
spans three feet, which is twice the norm of those from Eriador,
nourishing fires which are never extinguished or allowed
It's the variety that intrigues me, though, because Moria certainly
to falter. Over time, the super-heated furnace walls and
enjoys at least one type of Anvil to match any found Elsewhere."
heating shelves slow with a constant, fiery radiance that
evenly warms or melts, depending on exposure time.
SMELTING Outer furnace chambers are relatively cool and can handle
As Morvegil notes, Dwarf-tools are superb, but it is delicate work, but are nonetheless hot. Mid-forge sections
their techniques that enable them to excel above all others. equal the hottest found in Arthedain and are ideal for
Forge-building, smelting, and metal-forging are fine arts smelting difficult iron ores and Galnim (S. "Shining-
:n Moria. white"; i.e., aluminum). Only white heat permeates the
A good fire enables the smith to smelt and forge hard innermost furnace.
metals, and is crucial for making quality alloys like Moria-
steel and ithildin. Moria's Smelting-halls depend on two
primary sources of forge fire, both exceedingly hot. Coal-
Smelting in the inner forge sections requires the utmost When the Dwarves forge an item, they cart the raw
skill, since their amazing temperatures will melt the metal to one of a number of special areas. These Shaping-
hardiest of ores in but a handful of seconds. Again, halls contain smaller versions of the larger furnaces in
however, the Dwarves have adapted tools to meet the task. Moria's many Smelting-halls. Depending on the metal
Moria's smiths use stone or laen (hard volcanic glass) and the type of item desired, the Naugrim select an area
ladles, molds, smelting pots, and firing boards to control which is stocked with the proper fire and tools. Most of
the liquid ore without fear of losing their utensils. When these Shaping-halls fall into one of four categories: bar-
working with earth-fires for long periods, they find laen works, Wire-works, sheet-works, or Mold-works.
absolutely essential. Even stone implements might soften
MOLD-WORKS
or prove unpredictable when exposed to such extremes,
Of these, the Mold-works accommodate most of the
particularly for the long periods necessary for the proper
routine jobs. Vast rooms, they contain seven to forty-nine
smelting of mithril ore.
coal-fire forges which are arranged in banks. Ingots are
FORGING wheeled into these halls, and then melted down in great
Forging, like smelting, is a refined craft in Moria. Every crucibles in the inner furnace chambers. While still in the
technique used by Men and Elves is utilized here, with a central fire, the liquid metal is poured into a precarved,
few specialized processes. After the smelting of the ore, clay-lined, stone mold, which is then rapidly transferred
the separated liquid metal is extracted as an ingot or sheet. to the next forge chamber for a brief period. From there
Then, the metal is either combined with other materials to it is moved to succeeding furnace sections, each time
create an alloy, or it is stored in pure form. Using pulley- taking a bath in a somewhat cooler fire. In this way,
ways, sledges, and wheeled carts, the Naugrim move the temperatures diminish gradually and the object retains
cooled stacks of metal along tracks to rough-hewn Store- strength. Finally, the item is removed from the forge and
Forging Tools halls, where it is kept until required for forging. allowed to cool m a series of segregated water-pits, each
cooler than its predecessor. Smiths then remove the cool Once inside, the metal melts and drips into long,
molds, unlock the clamps, and withdraw the object. Using narrow channels on a clay-lined catch tray. Helpers
fine tools like chisels and rasps, they clean the surface of remove the trays according to a staggered schedule. Oiled
the item. This occasionally requires alight firing or an acid draw-plates are quickly lowered into the liquid metal; the
bath, but such measures are rare. Once cleansed, the object trays are allowed to cool just long enough for what are
is sent to a Craft-hall for final work. now metal rods to solidify, yet remain soft and glowing.
SHEET-WORKS At this stage, the laborers set the trays into polished stone
Shaping in the Sheet-works involves a different proce- forms and begin drawing the draw-plates apart. This
dure, starting with metal sheets, rather than ingots. These stretches the metal rods out, creating long wires.
rorging-halls have a few wide furnaces which hold clay- When the wires cool, they go onto new clay-covered
coated, steel racks. The thin sheets are piled onto shelves, trays for reheating. The resoftened strands are then cut
and then the racks slide into the forge for a very brief into lengths suitable for the object desired, and the smiths
moment, just long enough to soften the metal. Once take over. Like the sheet-smith, each wire-smith has his
removed, the racks tilt and the hot sheets glide off the own craft area, although these workshops are better
shelves, one-by-one, onto movable carts fitted with Round- equipped. Many of the wire-smiths are armorers, while
anvils. Dwarf-smiths move their anvils to side nooks. others are deft masters of appliques or artistic trim. With
Each niche is a craftsman's work area, and contains a a plethora of fine anvils, they alternately heat, beat, and
small, three-chamber furnace. twist their strands until a glorious good is produced.
As the helpers move the anvils along, the smiths begin BAR-WORKS
their work. Standing on the moving carts, these skilled Just as most of Moria's armor originates in the Wire-
artisans rapidly shape the malleable sheets over the curves works, most the the city's weaponry comes from the Bar-
of the rounded, steel blocks. They cut the sheets with steel works. Here long, flat 7-21 pound ingots are transformed
shears, and then gently prod them into the desired shape into Dwarf-blades.
using a battery of bizarre hammers. When the smith's cart Moria's most skilled smiths work in the Bar-works.
reaches his work area, he has a rough product. From this Each has his own craft-chamber, which is staffed by three
point, the helpers roll his cart into his private forge for a apprentices. The apprentices vary in age and expertise, and
short period, thereby resoftening the metal. Each thin it is assumed that they form a hierarchy. As the master
sheet heats quickly, while the heavier cart is merely passes on, the eldest takes over.
warmed. The smith then continues to pound and sculpt, The youngest two apprentices bear the brunt of the
possibly adding other sheets with rivets. He will repeat the heavy labor. They take the ingots off incoming carts and
process until he has a finished form. Then the object will place them in crucibles which are inserted into the larger
go to storage, or off to a craft-hall for finishing detail. of two small, specialized forges. This, a closed melting
forge, like those found in the Smelting-halls, is used to
WIRE-WORKS
melt the raw metal. Once it reaches a liquid state, the
The Wire-works produce Moria's famous chain mail
liquid metal is poured into a bar-mold and allowed to
and fabulous filigree. Here the tasks of shaping of the
slowly cool and solidify using a series of outer furnace
metal and crafting the final item are joined, so each wire-
chambers and water pits.
smith is also a fine artisan. These Dwarves take raw metal
The warm bars are then inserted into the open-sided
sheets and convert them to arrays of thick wire filaments.
softening furnace. Its heat brings the metal to a glowing
It is a tedious process, but the resulting strands are worth
scarlet hue, at which point it is withdrawn. Then, the
the time. Dwarf-mail is, on the whole, the Endor's best
oldest apprentice takes over. Working on a large anvil
heavy armor.
with a bar rest inset, he hammers the hot bar into shape,
Wire-smiths are assisted by teams of skilled helpers
pounding it in order to compress the basic fabric of the
who begin the process by placing the sheets in large, low
metal. As the bar cools and reaches the desired com-
furnaces akin to those found in the Sheet-works. Wire-
pressed and enlongated shape, it is reheated. The resoftened
forges stand apart in one way, however; they are honey-
bar is then rolled over into a series of layers and pounded
combed with rectangular baffles. Unlike sheet crafting, no
back into its elongated shape.
racks are involved, for the metal slips into individual
openings, narrow ports into solid, super-heated stone.
This process is repeated seven times. In the end, the Moria's Cold-works lie in the second he-hall, amidst wild
smith takes command and a blade is crafted from the Stalactites and Stalagmites, and thousands of Ledges which are
ultra-compressed bar. Its shape and degree of completion like enchanted glass Bowls filled with frozen Pools. Gold
depends on the weapon involved. Swords, for instance, Lanterns and steel-cased crystal Lamps adorn the Walls and
have a dull edge, rough drain-channel, and a long tang illuminate a Collection of work Areas; allseparatedby deep, ice-
(handle core). Axe heads are closer to being finished, but filled Canyons.
still lack a sharpened edge, and all weapons are without What wonders Moria holds! Here choruses of Dwarf-smiths
embellishment. The Bar-smith carries on and completes craft their magic wares, while the drone of huge natural flutes
the task with the aid of frequent resoftening and gentle and drums echoes off the walls. Workingin glass forges sprinkled
hammering. Using a group of mallets and hammers he will about the Cold-works, they create items of power using the
smooth the object, adding metal reinforcement and sharper charmed 'frozen Flames"from the mystical Helvorn wood.
cutting edges. Then the blade will taken to a moving
Helvorn comes from secret Vales in the high Mountains, and I
round-stone, a sharpening and polishing wheel which is
have no inkling as to how It reached these Depths. The bluish-
turned by pumping a pedal mechanism. With this tool,
grey Wood is brought in on ice-lined Troughs and slides down
the blade reaches a ready state, and only the carving,
out of Store-halls set around and above the Cold-works.
inlaying, and hilt-crafting await. Since the Bar-smith is a
Laborers take the Wood from the Chutes and feed It into Shts
craftsman who finishes his own work, he performs these
high on the Sides of the Cold-forges. The Helvorn thenfalls and
chores as well. Silver wire inlays and runic imprints adorn
the Bark cracks away on impact, exposing the magical Core of
the final product, as does a hilt of fabric and coiled wire.
the lower Tree to Air, Blisteringly cold Flames explode out of
The result is a either a masterpiece worthy of Moria, or a
the Core, giving Life to afresh Cold-fire.
piece which returns for recrafting.
Moria's Cold-fires reside in the innermost Vaults of multi-
COLD FORGING
chamber Furnaces (just like Those that breathe hot Fire in
Khazad-dum is home for yet another forging tech-
S?nelting-halls above), These Cold-forges are crucial to the
nique, one unique and full of enchantment. Morvegil was
crafting of the enchanted, glassine Laen, since Laen only gets
privy to this process and mentioned his visit to Moria's
stronger with increasing Temperatures. It is utter Cold that
Cold-smiths in a letter dated 14 Gwaeron, 1560: "My
softens the wondrous Substance, enablinp the Laen-smiths to
guide Buri is blind in one Eye, but had no trouble descending
sculpt fabulously strong and beautiful Artifacts.
the narrow Spirals of the granite Stairway that leads down to the
Cold-works. I, for one, am always scared on Moria's access Steps, My Lord, I saw this process at work, and I write about It;yet,
because they have no Rails and occasionally drop through huge open I must say that what You read cannot describe the haunting
Caves. Even the breezes through the ventilating Shafts feel like Techniques or the splendid Results born of the Cold-works."
Gales when you balance on these precarious Stairs.
The seventh Flight of Dwarf-steps ends seventy odd Feet above 6.2 MACHINES
the the Floor of an exceedingly frigid Ice-cave. Here the Path Moria's elaborate and extensive Smith-halls churn out
gives way and becomes a curving Ramp that winds to the Surface tools and parts required for the production of clever
below. I couldn't explain the Cold, and expected an Opening machines. With a host of high-quality steels and specialty
to the harsh Winter outside, but I was auickly reeducated. The metals, and a fondness for mechanical things, Dwarven
sloping Floor of the Cave is actually the Top of a huge engineers assemble phenomenal devices which lessen toil
subterranean Glacier that sweeps through the northern Deeps of and accomplish feats undreamed of elsewhere. Simple
the Silvertine. machines like pulleys, levers, counterbalances, coiled ten-
sion-springs, wheeled carts, sledges, gears, and screws are
An elevated Causeway spans the Glacier and takes the Path into
commonplace in Moria. Combinations of these mecha-
an Opening in the Wall, about a 100'' from the lower Edge
nisms, often very complex and sophisticated engines, are
of the Ramp and 200' beyond the Base of the spiral Stairway.
deployed where required. Most are located in the Mines,
Dancing Lights set among the gigantic Icicles and stunning ice
Smithies, Craft-halls, and Lords-halls, or in areas critical
Columns add an Elven air to the Chamber; however, the Scene
to Khazad-dum's defense.
quickly reverts to One familiar to Moria. After passing the
Certain themes frequent the engineering plans of the
Portcullis and Gate that guards the Aperture, We entered a
Naugrim, as do specific types of machines. A few of the
dimly lit Tunnel with smooth, glowing limestone Walls. The
most common designs are quite naturally worthy of
Passage ran straight like an Arrow into another (this time
discussion, since they are fundamental to Moria's work-
smaller) Ire-cavern.
i ^»*i
PULLEYS WATER-WHEELS
Moria's sprawling Deeps cover a number of subterra- Like fire, water is a great source of natural power, and
nean levels. In order to move goods up and down through the Naugrim draw much from its strength. Dwarven
its numerous vertical shafts and across the myriad cavern- Water-wheels power Rock-drills, Ore-borers, Grist-mills,
ous voids, the Khazad employ pulleys. Generally, these are Trap-mechanisms, Swivel-bridges, and a large assemblage
many-wheeled steel devices that track stout rope or coiled of smaller machines. Tapping local water sources, they
wire cables. Some are fixed to lift or lower great loads bring power to the remotest regions of Khazad-dum.
through the roughly hewn lava tubes that unite the Deeps; Copper or rock water channels run throughout Moria.
others are mobile block-and-tackle machines that slide Most divert underground streams to control both the fall
along floor tracks or upon carts. and direction of the water. Permanent copper and tin
In addition, certain passages—notably the two halls Water-wheels, some as large as 70' in diameter, straddle
that parallel the main Dwarven Road through Moria— larger chutes and channels. Smaller conduits have stan-
contain horizontal pulley-ways. These are groups of dard fittings which permit portable wheel-and-gear to
pulleys, set in long lines and affixed to the ceilings of the draw power under more isolated or confined conditions.
corridors. Their connecting cables are suspended by steel
L-bars, which also act to guide goods shuttling by. The tip 6.3 WORKS OF POWER
of the bars hold small wheels over which the cable runs. Even without the wealth of mechanical marvels, Moria
When a load is moved, it is crated or placed on a platform is graced with a legion of enchanted or magical works,
and this, m turn, is attached to a hook joined to the things of Power. Moria's Naugrim produce no pure
guideline. As the cable moves, so does the burden it bears. Mages, but many are endowed with a command of spells
ELEVATORS and incantations. Masters of Alchemy or the Power of
Pulleys are also crucial to Moria's fourteen major manipulating inanimate things, these Dwarves are often
elevators. These are 21' x 21' x 14' cages with engineers or smiths who are capable of crafting prized
outward-facing wheels set into their side panels. The objects with peculiar or mystical properties. Such items
wheels lock into iron tracks which run through perform miraculous chores or have exalted qualities. They
smooth, rectangular shafts and connect the seven are therefore revered, and their makers are accorded high
Deeps of Khazad-dum. Huge, steel cables support the status in Moria's craft-oriented society. Some of the most
cages as they rise or descend in opposition to gigantic prevalent or preeminent works follow.
detachable counterweights. Parallel wells hold the rock
weights, each of which is fitted with an iron ring that Elevator
accommodate hooks intertwined in the cables or set
in the bottom of other weight-stones. Since these
rocks have set masses, they can be gauged and used to
counter the burdens in the cages. Laborers simply
attach the appropriate weights, so that the elevator load
exceeds the countermass by 210 pounds. Then they
use a windlass and guide pulley to raise or lower the
cage.
FIRE-WAGONS
Aside from the Ore-borer, the Fire-wagon is the
miners' favorite machine. These are actually movable
iron coal-stoves fitted with flame ports and bellows
inserts. Miners roll Fire-wagons up to solid rock walls
and fan the coals with one or more special bellows. The
flames spew from the ports and lap the stone surface,
thereby heating the rock. Once hot, the stone is doused
with cold water, and the sudden temperature change
cracks the wall. This eases the chore of loosening the
tough earth in Moria's mines. Then, Ore-borers and
laborers with mattocks carefully pick the ore-laden
stone away.
A variant of the Fire-wagon serves as a mobile
forging stove.
LIGHT-STONES WATCHERS-IN-STONE
Even the rugged Naugrim require light at times, if for Another, much smaller collection of magic rocks are
no other reason to lift the spirits and illuminate the wide affixed in select sites throughout Moria, particularly at
expanses of their majestic chambers. Lamps and lanterns special entryways or stairways, or within restricted tun-
provide most of Moria's radiance, but Dwarves prefer less nels. Called "Watchers-in-stone" (or simply "Watch-
typical lighting in hallowed halls and passages. In temples, ers"), these are beautifully carved statues with inlaid
monument halls, tombs, the Lords-halls, and defense glassine eyes. Each is an individualized creation based on
corridors, glowing gems mark the way or shatter the a terrible or hideous beast drawn from
darkness. history or lore. As such, they possess a
Light-stones are magical, transparent jewels which have startling, and often frightening,
an enchanted inner "fire/' This "burning glow" lies m the countenance, yet they remain pieces of
core the gem and is colored by the hue of its receptacle. exquisite artistry, legacies of deft and
Crossed rays of differing colors mix to form other shades, gentle Dwarf-chisels.
so that, by choosing the proper light-stone combinations Most Watchers are sculpted of
and arranging them carefully, the Dwarves can achieve alabaster, marble, porphyry, or onyx,
virtually any effect desired. In addition, larger jewels but a few are cut from heavier stone, such as granite or
generally give off stronger light and can offset or dominate basalt. Sometimes their size or shape determines the
their smaller companions. medium used by the stone-carver, since they vary
The life of a light-stone is keyed to the skills and power between a handful of pounds and a number of tons and
of its maker. Some Craft-lords are able to enchant gems may involve very delicate protrusions. Generally, all are
that glow for decades, even lifetimes, although most dim of a uniform material; only their eyes are the exception.
Dwarven and gradually expire after a few years. Laen or smooth, polished gems compose the eye inlays.
Ram-drill
DWARVEN RAM-DRILL. The covering is removed to show inner work-
Ings. Drive belt attaches to waterwheel, which draws power from water
troughs. Scale: 1/4" -1'
Of course, it is the eyes that perceive things, and
those set in the Watchers have exactly that purpose.
Wherever they sit, they heed all who cross their
£aze. Then they act according to their purpose.
Some have eyes that glow brightly to warn Moria's
garrison or blind transgressors; others gather air
2nd emit sounds like deep horns or wicked flute-
rails; still others move to bar passage or ward away
the unwary.
This latter form of Watcher does not crawl
about or move as an animal; rather, it slides in a
track, or rises or descends as a part of a counter-
weighted column. Often, the column or pillar
below the statue contains the door opening or
entryway, and the movement of the Watcher con-
ceals or removes access through the aperture.
Watchers are, quite naturally, enchanted. Dwar-
ven incantations charm both the stone and the eye-
gems, much like the magic that produces Light-
stones. Above all, however, the spells that enchant
these carved creatures are keyed to the eyes. To
remove the eye-gems is to blind a Watcher and
freeze its Spirit.
This magical Spirit resembles the spell-sewn
Power that inhabits the "Two Watchers" that
shield the Tower of Cirith Ungol. Of course,
Moria's Watchers are weaker, but their Spirits
manifest themselves in different ways. Even the
movable Watchers, however, are limited to a pre-
cise function. They do not resemble the truly
animate stone Pukel-men of the Woses.
RUNE-KEYS
Occasionally, the magic Watchers guard doors.
These Dwarf-gates are, in turn, frequently en-
chanted themselves and open only in special ways.
Words or phases guard some, while others yield
only to specific folk. The majority, however, re-
quire keys and, of these, Rune-keys are the most
fascinating and unique.
Rune-keys are almost always metal slabs made of
mithril alloys or fine steel. Key-makers usually
design them as flat-faced finger rings or plates fitted
with knobs or handles, but a few resemble branding
irons. Magic symbols—spell-laden runes from the
Angerthas Moria—grace the face of the Rune-key,
as a bas relief or sculpted brand. The symbol is a
reverse version of its counterpart, which is a carving
in some wall or Dwarf-gate. When the Rune relief
or brand fits snugly into the carved cut, it "un-
makes" or unravels the magical lock that holds the
Dwarf-gate against intrusion.
SYMBOLS
Actually spells implanted in items, Dwarven
Symbols are activated (cast) by reading the associ-
ated Khuzdul inscription. Such spells are usually
castable seven times per day. A Symbol adorns the Glowing
Lamp-column
inside of each shield carried by Khazad-dum's
Mystic-warders.
7.0 DWARVEN Lamellar armor consists of small, rectangular steel
plates called lamellae. These are laced together in rows by
WAR-CRAFT threading wire or leather thongs through punched holes.
"At last all the Ores that fid before them were gathered in The rows are then laced together as overlapping units.
Moria, and the Dwarf-host in pursuit came to Azanulbizar. This pattern is like scale, but employs upward, rather than
That was a great vale that lay between the arms of the mountains downward, facing overlays. It is strong and protective, yet
about the lake of Kheledzdram and had been of old-part of the somewhat specialized. Scale is preferable for a foot melee,
kingdom of Khazad-dum. When the Dwarves saw the gate of since lamellar is ideal defense against upswings and strikes
their ancient mansions upon the hill-side they sent up a great from below. So the Naugrim sell most of their lamellar to
shout like thunder in the valley. But a great host of foes was allies who employ cavalry. In Moria, its use is confined to
arrayed on the slopes above them! and out of the gates poured a the relatively static sentries who occupy elevated guardposts.
multitude of Orcs that had been held back by Azogfor the last These warriors wear sleeveless, knee-length corselets which
need permit ease of arm movement and allow for bow fire.
Scale coverings see more widespread use but are still
— LotR III, p. W2 relegated to particularized needs. Most comprise a down-
ward oriented pattern of oval or rounded square scales.
The Naugrim's fondness for physical things is deeper These are arranged in rows, akin to the lamellae, except
than a simple predisposition for machines and enchanted that the rows ace staggered instead of having vertical
objects. Dwarves like activity, which is root of their alignment. Units of Moria's heavy infantry are equipped
commitment to toil, and of all their pastimes, fighting is with sleeveless Dwarf-scale shirts, which they wear over
one of their favorites. light chain hauberks, and a few Lords own lined coats
This is not to say that the Naugrim like killing; rather, which have two layers of smaller, lighter scale. However,
they enjoy the contest or sport of battle. A mock combat most Dwarven warriors prefer chain mail.
or wrestling match suits their needs, so such tests are The average Dwarf fighter wears mail, either as a long
frequent, particularly at feasts and fests. In addition, hauberk or a fitted suit. These are thorough coverings
military training requires rigorous pseudo-melees and with sleeves, attached steel splint-greaves, chain hoods or
exhausting brawls. Dwarves take challenges, even playful helmet aventails, and chain-covered gauntlets. Startlingly
ones, very seriously. uncumbersome, these designs require exquisite and exact-
With the advent of a war, then, the Khazad simply ing steel-work and, in the case of the Dwarf-lords, occa-
change the rules of the contest and resolutely face their sional use of uncompromising mithril alloys. In fact, the
foes. Cooly, efficiently, they withhold nothing and go alloy Ithilnaur produces mail which is as wieldy as wool.
about settling the dispute quickly and methodically,
HELMS AND GREAVES
without sorrow, pity, or quarter. Although Dwarves are
The Dwarven propensity for extensive battle-dress
emotional, in the heat of battle they channel their pas-
translates into a love for full helms and strong greaves.
sions. Every ounce of energy is directed at their enemy,
They hardly have a choice; in light of their love for close
until no opposition is left. The Naugrim mourn only after
combat, these trappings are an absolute necessity. Nearly
the struggle.
every warrior wears a true helm, and most use some form
of greaves. As a result, a collection of Naugrim is almost
7.1 ARMS AND ARMOR completely covered when embroiled in an engagement.
While a Dwarf prepares himself mentally and physi- This unbroken protection obscures the individual Dwarf
cally for combat, Moria's smiths labor to assure he his and presents a problem for the fiercely independent and
well-equipped. In this they excel, for the armories of prideful Naugrim. In order to identify themselves, then,
Khazad-dum are superbly stocked, and trade in the tools they rely on meaningful decor, particularly on the promi-
of war adds considerable wealth to the coffers of the nent surfaces of their shields, greaves, and helms. Dwarves
Dwarf-kings. More importantly, the smiths produce high- make frequent use of brightly-colored leather dyes and
grade steel and mithril alloy armaments which are fitted to crest plumes and adorn themselves with engraved greave-
the warriors size and needs. plates. The Khazad also wear sculpted helmets which are
Dwarves favor three principal forms of armor. Mail, shaped like the heads of cruel and fantastic beasts. With
scale, and lamellar varieties predominate in Moria. Each coiled horns and exaggerated features, these helms present
of these types is used to make loose corselets, hauberks, a disturbing, almost frightening presence. In fact, a host of
fitted shirts, and leggings. What a warrior chooses or helmeted Dwarves can be a terrifying sight.
receives is often a matter of preference; however his
accouterment depends on his status and responsibility.
This is particularly true when availability becomes a
function of commercial need, a common occurence in
Moria.
Dwarven
Warriors
Dwarf-helmets have purposes beyond simply scaring Aside from missile weapons, shields consume most of
meek or demoralized foes. They provide unequaled resis- the wood bound for Moria's Weapon-smiths. Some
tance to penetrating strikes, and each has a fire-resistant Lords own Dwarf-steel or Ithilnaur roundels, but these
inner mask. Unlike the standard forms found in Eriador are exceedingly rare and expensive. Most are enchanted.
or Rhovanion, those of Durin's Folk are designed after the For standard issue wood is the norm. Stout oaks and
ancient helms of Nogrod. They are made with reinforced, ironwoods are seasoned, treated, and lacquered. They are
tempered steel ridges and a molded skull cap, not simply then cut, fitted, and shaped. Another lacquering ensues,
a series of curved iron plates with interlocking bolts. just before the parts are glued and nailed together. Since
Dwarven greaves, famous for strength and utility, are three thin layers of wood are needed, this is a demanding
based on splint construction. Basically, they are agroup of process. Once complete, a tanned and colored leather
long, thin, decorated plates sewn onto a heavy fabric covering is stretched over the finished wood and metal
lining. Both the arm and leg varieties use the same pattern strips are bolted around the edges.
and allow a fair degree of free movement. Many Dwarves, As a means of providing beauty and reinforcement,
however, bawk at greaves, being contemptuous of garb metal plates or designs are then placed on the shield face.
which is not suited to their short, compact frames. Weird animal depictions and runic friezes are Dwarven
SHIELDS favorites. Regardless of the pattern, though, the work
To supplement their armor, Dwarves frequently carry surrounds or intersects a metal shield boss, which juts
shields. A few involve square, rectangular, septangular, from the center and covers a hole for principal handle.
oval, or kite shapes, but the vast majority are round. The circular boss is sometimes sculpted into an animate
Whatever their shape, they are sturdy and comparatively form, but most are simply spikes or enruned domes.
large. Moria's shields perform well in the hands of an Elf Behind the boss, there is a padded handgrip, actually a
or Man because they are two and a half to three feet in covered crosspiece which spans the concave rear of the
diameter. A four to five foot Dwarf bears one like a mobile boss itself. This grip is used by the warrior when flexibility
wall. or mobility is crucial. When strength is paramount, the
Dwarf-helm wielder simply slips his arm though a series of criss-
crossed leather slings and grasps another fixed grip.
WEAPONRY
Due to their fine armor and overall lack of subtlety,
Dwarves utilize "belligerent" rather than defensive weap-
onry. In a melee, Naugrim rely on heavy coverings and
shields to deflect strikes or allay the impact of blows. A
Dwarf rarely parries with his weapon; instead, he likes to
bull through and carry the offensive. Their assortment of
heavy crossbows and shafted weapons—axes, mattocks,
hammers, and maces—reflects this prejudice and empha-
sizes their aggressive posture. Many of these arms are two-
handers which betray the Dwarven boldness and suggest
the dual-purpose and the mining origins of their war-
tools.
Moria's Weapon-smiths, like her builders and engi-
neers, create lasting objects, items whose strength exceeds
usual needs. For both armor and weapons, they ordinarily
employ specialized steel. Light steels replace the wooden
shafts found in Mannish axes and maces, and heavy steels
supplant iron blades and mace-heads. Only missile weap-
ons retain wood as a significant element, for they must be
light or pliable.
Dwarven mining implements differ little from their
martial counterparts. Aside from daily care, ornamenta-
tion, and occasional incantations, they appear and per-
form much like the wares of a warrior. Excellent materials
and craftsmanship make them powerful and durable and
enable the owner to turn from toil to battle without need
of another tool.
DWARVEN MILITARY ORGANIZATION
No. of No. of
Unit Warriors Divisions Commander Parent Unit Armor Weaponry
Mansion Watch 392 2 Lord Warder None Varies, Open Helm Varies
Mystic-warders 49 7 High Mystic Mansion Watch Scale, Shield Hand-axe or Hammer, Mace,
Dagger
Roam-watch 7 I Old Mystic Mystic-warders Scale, Shield Hand-axe or Hammer, Mace,
Dagger
Lane Guard 343 7 Warden Mansion Watch Chain, Some Shields Battle-axe or War Mattock, Hand-
axe or Hammer, Throwing-axe.
Deep Guard 49 7 Deep-warden Lane Guard Chains, Some Shields Battle-axe or War Mattock, Hand-
axe or Hammer, Throwing-axe.
Guard 7 I Guard-warden Deep Guard Chains, Some Shields Battle-axe or War Mattock, Hand-
axe or Hammer, Throwing-axe.
Weapon-host 7203 3 Weapon-lord None Varies Varies
Unit 2401 7 Unit-lord Weapon-host Varies Varies
Attack 343 7 Attack-lord Unit Varies Varies
Lot 49 7 Lot-herd Attack Varies Varies
Battle-guard 21 3 Guard-herd Lot Chain or Scale, Shield Hammers or Mattocks, Hand-axes
or Maces, Throwing-axes, Daggers.
Axemen 21 3 Axe-herd Lot Chain, Some Shields Battle-axes or Hand-axes,
Throwing-axes, Daggers.
Archers 7 I Bow-herd Lot Chain or Lamellar Heavy Crossbows, Pole-axes or
Battle-axes or Spears, Maces
7.2 MILITARY ORGANIZATION Most (343) of the 392 Warders comprise the Gehil-
The Dwarves' size, straightforward manner, and mag- virdhur (Kh. "Lane Guard"). These are troops drawn
nificent battle-trappings dictate a fondness for melee and from the experienced ranks of the Host, generally those
a reluctance to retreat. Given the absence of Dwarf-cavalry cited for valor or meritorious service, who are given the
and the weight of their armor, they cannot rely on task of guarding the peace in vast underground halls.
quickness. They depend on compact formations, steady Seven groups of seven are stationed m each of the Seven
movement, unwavering determination, and force of arms. Deeps. They keep the time, settle simple disputes, and
Every able-bodied Dwarf in Moria can mount a fight, provide aid for those in need.
and most possess at least one lethal tool or hand arm. In The rest of the Warders are part of the 49-man
troublesome hours, the entirety of Durin's Folk will Tharkarul (Kh. "Mystic-warders"). These warriors guard
answer the call. Still, this does not obviate the need for a the Dwarf-king, his family, and anyone of prominence
standing force. Moria's heralded army is ever vigilant, and who is afforded protection. Seasoned veterans, the Mys-
provides the backbone for any defense of the Tribe. tic-warders are reputed to be both wily and cruel and have
a disquieting way of knowing secrets. Since each member
FORMATIONS of the Tharkarul served in the Lane Guard, they are
The Dwarven army consists of two warrior groups. acquainted with every level of Moria's defense and are
The Dum-garul (Kh. "Mansion Watch"), or "Warders," familiar with obscure halls and traps. In addition, they are
is encrusted with the defense of the Mines and City, the trained to use magic Symbols and bear enchanted weap-
subterranean halls. Its larger counterpart, the Vabnadhur
(Kh. "Weapon-host"), is a true field army which garrisons
the Peaks, Gates, and Dimrill Dale. These fighters are also
referred to as the "Host," and are stationed in key barracks
locations throughout the central Deeps.
of seven groups of 49 which, based on
armament and experience, are proportioned
in lots formed of 7 Bogazad (Kh. "Ar-
chers"), 21 Barukad (Kh. "Axemen"), and
21 Huval-virdhur (Kh. "Battle Guard").
7.3 STRATEGY AND
TACTICS
Moria's rather sophisticated military or-
ganization belies the Naugrim's rather simple
tactical philosophy. Basically, the Dwarves
believe in concentrating their strong heavy
infantry in tight units. Then, unless the odds
are overwhelmingly unfavorable, they attack
with furious frontal assault.
Crossbowmen open fire and protect the
rear with spears or long battle-axes. The elite
Battle Guard silently advances with shields
up and weapons readied, their maces, ham-
mers, and mattocks gleaming with vengeful
fire. Axemen bearing one and two-hand war-
axes move alongside them, protecting the
flanks and warding off troublesome cavalry
or encircling infantry with short counter-
charges or barrages of throwing axes. As the
Dwarven throng closes with the opposing
line, they break into song or let out a cry, and
then charge with unmatched ferocity. Fight-
ing in open order, and swinging with an
eerie, precise abandon, they tear through
their foe until he drops or flees. Any opening is
exploited; every obstacle is crushed, until the
battlefield is theirs.
This methodical charge is traditionally
directed at the heart of the enemy force, be it
the Lord and his guard or some peculiar
prize. In this way, the Khazad quickly break
the opposition's morale, regardless of the
situation. Such a tactic usually succeeds be-
cause the superbly-armored, well-trained
Naugrim are capable of hacking through
nearly any battle formation. Unparalleled in
Thratn's Charge The Host is actually three huge Menig, or "Units" of melee and resistant to missiles, they slaughter the best
at Azanulbizar of opponents when the odds are even. This, of course,
fighters, only one of which is on constant guard during a
given year. Two thirds of the force work in the mines, so is also due to the unflinching Dwarven commitment
the groups rotate their service. Each Menig contains 2401 to combat. Should the Naugrim engage in a struggle,
warriors, broken into seven 343-man arrays called they neither retreat nor give quarter. Either they die,
Azashokun (Kh. "Attacks"). In turn, the Attacks consist or their enemy is vanquished.
8.0 DWARVEN TRADE Dwarven "pole-handlers." These bearers operate in pairs
and use pole-litters to lift wares up and down Khazad-
"Celebrimbor had "an almost Dwarvish'obsession with crafts;" dum's stairways. They levy a surcharge on packets weigh-
and he soon became the chief artificer of Eregion, entering into ing more than 200 pounds, and they typically refuse to
a close relationship with the Dwarves of Khazad-dum, carry any burden exceeding 300 pounds.
among whom his greatest friend was Narvi... Both Elves and
Dwarves had great profit from this association: so that Eregion 8.2 EXPORTS AND IMPORTS
becamefar stronger, and Khazad-dum far more beautiful, than Moria exports cut-stone and salt and a host of smelted
either would have done alone." metals, notably iron, steel, and a little copper and bronze.
— UT,p.247 Singular gems and anything of mithril bring high prices
Despite their pugnacity, the Naugrim prefer to deal on because of both quality and monopoly. Refined weapons
more civil terms. Dwarven envoys travel to Fornost in and armor command revenue, as do finished tools and
Arthedain and Minas Anor in Gondor, and couriers often steel implements. Specialized items and enchanted things
pass between the East-gate and Lorien. Emissaries to the also provide the Naugrim with a considerable income.
other Dwarf-halls assert the needs of the First House. Like all Dwarf-works, these products are made to last and,
Most of this diplomacy revolves around trade, for although utilitarian, possess a sense of pride and grace.
Moria's Dwarves sign no treaties and war only on behalf Khazad-dum imports a number of foodstuffs, espe-
of their tribe or their race. Khazad-dum is both self- cially grains, red meats, dairy-goods, honey, beer, and
sufficient and jealously guarded. With their hunger for mead. Dwarves are fond of coarse wheat and barley-bread
wealth and their many unique resources, Durin's Folk from Eriador, sweets and spirits from Rhovanion, and
enjoy healthy exchange. They're hard bargainers who revel delicacies from Lorien. These supplement the usual Dwarf
in any debate that involves money or precious goods, and diet of spring-water, fish, fowl, mountain-lentils, and
their steady flow of craft-work requires strong markets. mushrooms. Beer and mead, particularly varieties from
the Beornings (Beijabar) of the Anduin Valley, are in great
demand. Durin's Folk fight hard, work hard, and play
8.1 THE GREAT DWARF-ROAD hard. They also love to eat. A Dwarven feast is a thing to
Besides being Moria's principal avenue, the Great
behold, since only the Hobbits (Kuduk) rival their table- Elf and Dwarf
Dwarf-road, or "Armen Naugen," serves as an alternate
vigor, or eat more meals. Exchange Goods
route for travellers along the Men Edhel (S. "Elf-road").
(See Sec. 11.6.) It is a largely underground shortcut. The
Naugrim divide the road into three portions. They call the
western stretch, which runs through the Nan Sirannon,
the "Elven-way." The subterranean middle section is
"Durin's Way," for it cuts through Moria and has always
been controlled by warders of the First House. Joining the
East-gate to Azanulbizar, the "Dimrill-way" comprises
the short eastern section.
At its western end, where the river Caranen joins the
Sirannon, the Dwarf-road runs away from the Men Edhel.
It then winds southeastward along the Sirannon's north-
ern bank. The road forks again below the West-gate of
Khazad-dum, where a direct route climbs the steps beside
the Stair Falls and the 7' wide main route winds up the
neighboring hillside in a series of tight switchbacks. The
paths rejoin beside the Walls of Moria, which once
formed the eastern boundary of Hollin. Passing through
the West-gate, the Elven-way becomes the 14' wide
Durin's Way. After a forty-nine mile journey beneath the
Silvertine, it exits Hadhodrond at the East-gate. There,
the route crosses the porch and descends a wide stair
before becoming the 21' wide Dimrill-way. The short
eastern section of the Great Dwarf-road winds about
2800' down the mountainside and rejoins the Elf-road
near the southeastern shore of the Mirrormere.
Paved with etched granite blocks and set on a founda-
tion of sand and crushed stone, the smooth Dwarf-road
is an enduring creation. It is also exceptionally safe and
well-marked, making it an ideal route for commercial
travellers. In order to pass through Durin's Way, however,
merchants must pay a toll and transfer the goods to
8.3 PRICES AND
EXCHANGE RATES
COIN AND EXCHANGE
Moria's mints are the best in Endor. Located
in the Fourth Deep, they produce coins of unex-
celled value and nobility which are honored in
virtually every place of note. Usually, Durin's
Coin is equivalent or superior to local versions
because of the craftsmanship and purity of con-
tent, but this problem is partially offset by the * Coins of Arthedain: Arthedain mints only 1/4 ounce
disproportionate exchange rate. Barter is neces- standard coins, although they have lighter pieces for
sary in other cases and actually accounts for the small copper denominations: I gp — 10 sp; I sp = 100
bulk of Moria's trade. cp; I cp — two 1/2 cp; one l/2 cp = two 1/4 cp. A
PRICE AND EXCHANGE TABLE Below is a half-copper weighs only 1/8 ounce, and a quarter-
breakdown of commzon conversion rates and copper is but I/I6 ounce.
prices, based on Durin's Coin. One's standing or **Coins of Gondor: The South Kingdom produces a 1/2
local circumstances may cause a fluctuation and, ounce gold, a 1/4 ounce silver, a 1/4 ounce bronze, and
where barter is involved, a simple value a 1/2 ounce copper piece. The rates: I gp = 20 sp; I sp
comparison may be required. = 10 bp; I bp — 5 cp. Gondor's silver piece is
Also note that Moria is on a gold standard, one equivalent to one from Arthedain.
quite unlike the usual silver-based systems. It is ***Mithril:Mithril is a light metal, so the mithril piece is
also unusual because of the unsullied but variable as large as a silver, and three times as thick. Because of its
metal content, which accounts for the strange rarity following the abandonment of Khazad-dum in
Rates of Exchange disparity in interchange be- T.A. 1981, the price of Mithril increases with each
Durin's Bridge tween the 1/7 and 1/3 ounce coins. passing year. By the end of the age, the official exchange
rate in Gondor is 75 gp, while in the North it brings 100
or more quarter ounce gold pieces. During this later era,
it is often unavailable on the common market. Some
consider it priceless.
FOOD AND LODGING
Good/Service Cost Note
Average Lodging Free Requires permission of
Warden or Lord. Includes
meals.
Good Lodging Free Afforded only to friendly
emissaries or guests.
Includes meals.
Refuge I sp Allowed for non-criminals.
Includes meals.
Trail rations I sp 14 lbs. I week. Preserved.
Greatbread 2sp 4 lbs. I week. Preserved.
Waybread 10 sp 4 lbs. I month. Preserved.
ARMOR AND WEAPONS 9.0 THE STRUCTURE
Good/Service Cost Note OF MORIA
Target shield 6 sp 3 lbs. +20 vs melee; "The Mines of Moria were vast and intricate beyond
+10 vs missile. the imagination of Gimli, Gloin's son, dwarf of the
Shield 1gp 10 lbs. +25 vs melee or mountain-race though he was."
missile. — LotR I, p. 405
Wall shield 15 sp 25 lbs. +30 vs melee;
Moria comprises a virtually self-sufficient city
+40 vs missile.
andmining complex, both hewn over considerable
Pot helm 4sp 2 lbs. Steel. time and on an unparalleled scale. Created by
Full helm Igp 2.5 lbs. Steel. inspired planners, wily engineers, dedicated min-
Soft leather 4sp 8 lbs. Finely made jerkin. ers, and skilled masons, it is the largest fortress ever
constructed by a Free People. It is also one of the
Rigid leather 17 sp 10 lbs. Reinforced
most inspiring settings in Middle-earth, for Moria
breastplate. is a marriage of singular natural and Dwarf-made
Lamellar armor 4gp 16 lbs. Treat as chain (AT wonders.
16); -5 melee; +5 vs missile.
Standard mail 5 gp 18 lbs. Treat as chain 9.1 NATURE'S GIFTS
(AT 15). The rough caves that Durin the Deathless dis-
Scale armor 10 gp 20 lbs. Treat as plate or covered above the Mirrormere bore deep into the
half-plate (AT 19). heart of the Misty Mountains. Here lay the core of
the jagged uplift raised by Morgoth, and here was
Fine mail 25 gp 20 lbs. Wears as chain
the junction of Endor and its Underworld. In
(AT 15); protects as half-
unsullied caverns that reached to heights swept by
plate (AT 19). clouds, and astride chasms that fell forever into the
Leather greaves 2 sp 1.5 lbs. Varnished splints. unknown and unspeakable void, Durin felt the
Metal greaves 5 sp 2.5 lbs. Steel splints. power of the earth in all its glory. Destiny spoke
Hand-axe 6 sp 3 lbs. Steel head. and, within these sprawling chambers and winding
tunnels, he founded Khazad-dum.
Battle-axe 14 sp 5 lbs. 2-hand. Steel head.
Moria inspired awe long before the first chisel
Throwing-axe 5 sp 2.5 lbs. As hand-axe; bit into its stone. The Dwarves moved in and
-10 melee; +25 missile; carved their own precious jewel from Nature's
range 50 ft. crude but fantastic gift. Delvers and builders, the
Mace 4sp 8.5 lbs. Wholly steel. Naugrim recognized Khazad-dum as a bequest
War-hammer 16 sp 4 lbs. Steel head. from Aule, a challenge already rich with all their
needs. They tirelessly labored for the next five and
War-mattock 17 sp 4.5 lbs. 2-hand. Steel head.
and half millenia to improve and expand upon the
Heavy crossbow 6gp 7 lbs. Mostly steel. natural chasms, lava tubes, dry subterranean river-
Dagger 2 sp .5 lbs. Steel. beds, limestone caverns, fault vaults, and ancient
Broadsword Igp 4 lbs. Steel. gas-born chambers. Dwarven miners drew wealth
from the farthest reaches beneath the mountains.
ACCESSORIES Dwarf-engineers tapped the light and water.
Good/Service Cost Note 9.2 LIGHT AND WATER
Boots I sp 3 lbs. The Khazad are master builders capable of
Clothing I sp 9 lbs. Pants, shirt, cutting through virtually any rock in any land.
cloak, hood. Where they reach, few obstacles slow their course.
Crossbow bolts Isp 2.5 lbs. Twenty. Nevertheless, Dwarves also recognize the value of
Steel-tipped. the earth and its deeps, and know when to preserve
and cultivate its bounty. Dwarf-structures use the
Backpack I sp 6 lbs. Includes bedroll;
strength of the land.
I cu' pack.
Lantern I sp 1.5 lbs plus 2 lbs oil
(48 hrs).
Superior rope 2 sp 3 lbs. 70'; breaks on unmod
01 roll.
THE WATERS
As with the light wells, most of Moria's natural pools
and waterways have been altered to conform with Dwarven
needs. Those that have escaped the craftsman's hand are
valued for their enchanted or spectacular charms. Other
waters have been channeled through copper or stone-
lined troughs, the latter having smooth faces of ground
obsidian and marble dust.
Each of the Deeps has three primary aqueducts which
the Naugrim call "Water-passages" (Kh. "Zirim-ligil").
Seven feet in diameter, these stone-sheathed conduits
slant away from the watershed divide. Most run either
northeast or northwest, carrying their flows to the Exit-
cisterns that feed the Silverlode and Sirannon (respec-
tively). Whatever their direction, they begin at one of
three sources, huge Spring-halls (Kh. "Nala-dim") that lie
high in Silvertine's belly.
The Spring-halls are tall, circular, marble chambers
with vaulted ceilings and inset wall-gutters. Each sports a
grand reservoir that fills a vast well often hundreds of feet
deep. Fed by dozens of falling streamlets which cascade
down the gutters like silver ribbons, these Spring-holes
store most of Moria's gatherable moisture. Water fun-
neled from hundreds of smaller springs and rivulets
gathers here before being directed into the city's Water-
passages.
Within each Spring-hole there are seven steel Flow-
gates. These are connected to chains that run through
Spring-hall Although buried beneath great mountains, Moria is pipes and up into the Spring-hall. By using wheel-mounted
blessed with sprinklings of light and an abundance of windlasses, the Dwarven Water-keepers can control the
good fresh water. Rays from the Sun and the Moon peak gates and release water into the aqueducts as needed. This
through narrow crevasses, casting natural light into cham- also allows the Spring-hole to drain, thus balancing the
bers located near the surface. Quaint spring-pools nestle inflow. Normally, the doors are set ajar at standard
in remote grottos, and thundering torrents spew through positions, but the changing seasons alter the volumes that
wild recesses. Harnessed by the Naugrim, the light shafts fall from above and invariably force the Dwarves to adjust.
foster ventilation and ambience, while the water sources Once water enters one of the Water-passages it de-
provide power and slake Dwarven thirst. scends gradually to one of twenty-one Exit-cisterns.
Along the journey, which can be as much as thirty-five
THE W INDOWS Moria's "windows"
miles, it is tapped by needy Naugrim. Spigots set into side
are rectangular openings sculpted
of the aqueduct or located at the end of copper pipe
from natural clefts. Twenty-one feet tall and three feet
sidings allow Dwarves all over Moria to draw on the
wide, they bring light and surface air to the northernmost,
watery resources. Local catch-basins and pools are almost
westernmost, or easternmost rooms of each of the Seven
always full.
Deeps. Each consists of a polished stone shaft, which is
The loss is replenished, however, as the Water-passage
fitted with up to seven steel grates and one to three traps.
captures the flow from smaller streams which are chan-
In time of storms or war, the defenders can slide three
neled from the mountain's outer areas. Copper Creek-
reinforced steel doors across the apertures, effectively
troughs bear these cool rills down tunnels and through
sealing off the city. Such crises are rare, however, for the
Moria's many secondary halls. In this way, Dwarf-engi-
sheer length of the window-wells guards against most
neers harness nearly every trickling runnel, and give it over
dangers. (Some cut nearly a hundred feet into the moun-
only after it has served the House of Durin.
tain flanks.") Actually, periodic window-door closings are
required in order to keep the gear mechanisms from
freezing or otherwise deteriorating due to non-use.
9.3 MINERALS AND METALS
Moria's keepers tend the window wells via 14" x 14" Moria is a repository for other forms of natural wealth
interior work-holes that open above each grate and below as well, notably gems and metals. The most fabulous gift
any nearby trap. These interior openings connect the light is the mithril vein that runs northward under the Redhorn,
shafts to seven foot long corridors which lead to sloping but other assets provideself-sufficiencyandlasting strength.
7' x 3' access passages. Iron climbing rungs bolted into the Silver and iron bearing ores abound, as do massive quartz
rough stone of the accessways permit Dwarves to descend deposits which yield agate, amethyst, chalcedony, carne-
to side halls in the neighboring Deep.
lian, flint, jasper, and opal. Copper, tin, and bauxite lodes Ang: (S, "Iron") Pure Ang is silver-white and both malleable
are scattered throughout the mines. Gold abides in quan- and ductile. Even in Moria, though, it is rare. I agree with the
tity, and a diamond plug fills a volcanic fissure deep below Dwarven rule that anything which is virtually pure Ang is Ang.
the Silvertine's southwestern wing. This collection of Common Ang is darkgrey and hard,yet bendable. Ang is found
prizes is beyond parallel in Endor and proves the foresight throughout the mines of the northern Deeps, at every level and
of Durin the Deathless: Khazad-dum is truly the heart of as far as the central Redhow.
the earth. Of all the places in the Middle-land, it holds Borang: (S. "Steadfast-iron" or "Steel") This silvery alloy is
Aide's greatest blessing. a favorite of the Naugrim. Fused of Ang, Morasarn (carbon),
METALS and a smattering of one or more odd metals, it is strong and
Moria's miners excavate sources of virtually every durable. Borang supports more than Ang, and is cheaper and
working metal used by the Naugrim. Some stores, like tin more pliable than Adarcer.
and copper, are adequate for local needs. Others, such as Celeb: (S. "Silver") Dwarves often hoard their Celeb, but
silver and iron, supply the basis of trade. Precious gold and there's enough of it around Moria to allow other uses. Here they
ultra-precious mithril form the core of Khazad-dum's use it for decorative inlays, chalices, plates, cups, mugs, horns,
treasury and heirloom stores. Enchanted alloys—Adacer, and virtually anywhere where they could use Mai (gold), but
Eog, Ithildin, Ithilnaur, Ogamur and Tasarang—allow are too mean. Still, despite its malleability, Celeb is stronger than
the Dwarves to create specialized works of phenomenal Mai Plentiful veins of Celeb lie in the western reaches of the
quality and incredible utility. mines, in the First through Third Deeps.
Descriptions of Moria's metal-horde are common,
Eog: (DM. "Ebl'shon";S. "AngFol") Eog is undoubtedly the
although one penned by Eldacil Camthalion of Andrath
rarest of the metals of Moria. It is afusion ofMitbril, Durang,
is probably the most pointed. A princely refugee from the
and some unknown materials, apparently from an Elven recipe
Witch-king's war against Cardolan, he arrived in Khazad-
handed down from the House ofEol. Fulin tells me that both
dum around T.A. 1410. He was a passionate warrior who
the hottest and coldest of Khazad-dum's forges are required to
had a good eye for weaponry and knew a fine steel with the
produce it, and I believe him. The stuff is awfully hard, tougher
touch of his hand. Eldacil's diaries, now in Imladris
than Aaarcer, and even seems stronger than Ithilnaur. It also
(Rivendell), recount his experience touring Moria's
has a strange appearance. I saw both white and red varieties and
mines and armories. Perhaps the most enlightening is an
neither had any lustre.
excerpt from the last week of Cerveth, 1410. Spring-hall
"Lord Fulin's arsenal astounds me- No, it excites my martial
spirit. The armories of Arthedain and Cardolan are pale
assemblages. Moria's shine. Her arms twinkle like jewels. I saw
all kinds of weapons, all engraved and inlaid with silver or gold
or magic Ogamur. Fire springs from these blades; and even
against a long-knife, my ancient two-hand sword faredpoorly.
I've seen fine arms in Fornost. Stout steel is not unheard of, nor
is Ithilnaur. But these are commonplace among the Lords of
Moria. They have weapons of even harder stuff, notably Eog and
a host of odd Mithril alloys. I also saw some extremely pliable,
but very strong metals which the Dwarves usefor their peculiar
toys. My brush can't betray all their properties, but here are a
few:
Adarcer: This is a white alloy, a fusion ofAng (iron), Cloin
("True-coal"), and Durang ("Dark-iron" or titanium). It's
SPRING-HALL
extremely strong, but somewhat rigid and difficult to work with (See Sec. 4.11)
once forged. I've seen it cleave iron without dulling.
Alcam: (S. "Tin") This soft, silvery metal is normally used
to make the alloy Evyth, although the Dwarves use it to line
water-basins, orformuch of their decorative filigree. It is clear
that there is less Alcam in Moria than there is among the
Dwarves in the Blue Mountains, but this may be due to the
abundance of better metal. Khazad-dum's only Alcam deposits
are in the southeastern mines of the Second Deep.
Evyth: (S. "Bronze") Evyth is a golden metalformed of Mai: (S. "Gold") Moria is full of Mal} which the Dwarves
Alcam and Paer. Dwarves use it for decoration, or trade it to value above all other metals, save Mithril. Its golden color seduces
the Men of Rhovanion. the Stunted-folk and often raises their unhealthy passions. It is
Galnirt: (S. "Shining-white" or "Aluminium") I've only too soft for heavy tasks, but it has its merits. Mal doesn 't tarnish
heard of Galnin; I don't think I've seen it. It is silvery-white, and is recognized by all Peoples as valuable. When they aren't
appearing like Alcam or Celeb, but it is lighter and will neither hoarding the noble metal, Dwarves use itfor coinage and all sorts
tarnish nor corrode. I'm told the Galnin only comes mixed in of ornamental or formal metalwork. Mal is mined in the
an orefound high in southwestern part of the mines of the Seventh western and northern sections of Moria's Mines, particularly in
Deep. Only intense fires can wrest the pure metalfrom its ore, the First through Fourth Deeps. There, the veins are rich and the
and this must account for its rarity. Since it's not as strong as Mal pure.
Ang, and Dwarves like stout material, I suspect they have few Mithril: (S. "Grey Brilliance" or "True-silver") I grew up
uses for it. with tales of the Mithril from Numenor, but that Isle is no
Ithildin: (S. "Moon-star") Moon-star is a soft, silvery Elven more, and Moria may now be the only source of True-silver.
metal,fused from Mithril and other substances. I'm It no doubt contributes to the vast wealth held by Durin's Folk.
acquainted with it because of my visits to the court of Arvelegl Wherever I travel to hinds where it is known, it is considered
at Fornost, and from one venture to theglorious ruins the richest of metals. Silvery, Mithril appears as Celeb, yet it does
ofAnnuminas. Rare and strange, Ithildin is used for secret not tarnish and always appears polished. It is also strong and
inscriptions and other magical purposes. Since it can only be malleable, and produces enchanted metals of incomparable
seen by the light of the Moon or Stars, the Dwarves usually quality. The famed Mithril lode is but a single vein, Running
employ it outside or beneath windows. northwardfrom the First Deep, it extends wellunder the mighty
Redhorn.
Ithilnaur: (S. "Moon-fire") Ithilnaur is surprisingly common
Ogamur: (S. "From Gamur") Dwarves use Ogamurfor
in Moria, being usedfor prized coin and grand armaments. Like
chores requiring extreme flexibility and elasticity, I have never
Ithildin it is made from Mithril and looks like beautifully pure
witnessed a fabric, much less a metal, that can stretch like this
Exit Cistern Celeb. It is hard and makes superb weapons or armor.
black substance. Its properties make it ideal for springing devices
and works designed to absorb impact. It is also difficult to make,
however, which accounts for its sparing use. Fulin told me that
Scale: 1/8" = 5'
it is an enchanted mix, derived from an eastern Dwarf-house
in the late Second Age. I know nothing more of its makeup.
Paer: (S. "Copper") Most of Moria's Paer comes from mines
in the northwestern section of the Third through Sixth Deeps. I
did hear of a great discovery down in the First Deep, beneath the
Redhorn, but this rumor was never confirmed. Of course, this
reddish-gold metal is found throughout Eriador, especially in the
highlands of Rhudaur, so it is not very valuable and there is little
trade in the commodity. Before the War with the Witch-king,
the Dwarves occasionally sent some to Tharbad for use as coin,
but the production in Moria has never been unusually signifi-
cant. Most of Moria's Paer is used for Water-troughs and
basins, or in the production of the mare durable Evyth. It is too
soft and malleable for Dwarven tastes. All the Dwarves I met
saw little beauty or use in the metal
Tasarang: (S. "Willow-iron"; W. "Shalk") At first, I thought
Tasarang was white Ogamur, but I quickly realized my error
when I first handled the stuff. Although it bends easily and has
tremendous spring, it doesn't stretch. Tasarang is also extremely
light, even lighter than Galnin, like wood or pumice. Because its
ore is as white as chalk, weighs little, and is found below
limestone intrusions, it is called "Shalk" in the Common
Tongue. I saw some of the ore in the mines of the westernmost
Fifth Deep and understand the comparison. The tremendous
heat and cold used make the metal change its texture, yet it only
enhances the white hue. Actually, more than one fellow I spoke
with thinks it glows,
STONE I cleanedmy weapons with ground Fire-rock of a light and
Prince Eldacil's memoirs only begin to detail the many delicate variety. A type of pumice, it came from the famous
metals of Moria. The full array is beyond reasonable "Domes" of the Fifth Deep. There, the Stunted-folk cut light
description, and a chronicler only has so much time. Fire-rocks from the sides of gigantic domelike chambers which
The task of outlining the variety of Moria's stone- are connected by hundreds of small tunnels, gas-passages bored
wealth is even more oppressive. Limestone, quartz, and and cooled before the Elder Days. Dwarves quarry these
granite are the most prevalent; however, there are consid- abrasive pumices to use as polishing orgenth grinding materials.
erable quantities of other rock. Moria is also the domain Mirond: (S. "Jewel-rock") In Cardolan, we were always
of hundreds of age-old sediments, compressed shales and impressed with the gems from the Pinnath Ceren (S. "Red
sandstones, reformed marbles and schists, and volcanic Hills"), but we had never seen true wealth. Moria produces
basalts. Eldadl's journal speaks of many, but the few he countless numbers of an endless assortment of gems and fine
favored in his mid-Lothron notes of 1410 dominate glasses, including many rarely seen outside the Dwarf-halls.
Dwarven stone-crafts. The Dwarves call them Jewel-rocks and classify them according
Naurond: (S. "Fire-rock") "Nowhere is there more Fire- to a perplexing system based on strength, hardness, and color.
rock. Naurond is the stone that hinds Moria. Behind every Still, I learned that all Jewel-rocks fall into one of two principal
facade, beneath every floor; there is Fire-rock of some kind. categories: Fenen (S. "Veils"), "hidden crystals" or what I call
Coarse granite encases the chambers near the surface, in far "Glasses"; or Maegelenath (S. "Sharp-stars"), "bold crystals"
eastern, western, northern, or southern Deeps. Shimmering or common "Gemstones."
grains cover this grey stone, just like the granite I found all Of the Glasses, Laen is without doubt the most intriguing.
through the Ettenmoors ofRhudaur or on the North Downs of It is as hard as a diamond, but it is smooth and without cleavage-
Arthedain. points or flaws. Better yet, it can molded when cooled beyond
Further into the mountain home, smooth black, basalt cold for it is enchanted, likeMithril. Natural Laen is black,
replaces granite as the foundation stone. Here the Dwarves use like the Tower of Angrenost (Isengard); however, when
polished basalt blocks for unfaced walls and structural columns, worked it can be colored or made clear to the eye.
and all along the floors. This makes the rooms and halls
Mountain Quartzes and obsidians provide most of Moria's Glasses,
remarkably solid, for basalt is harder and heavier than granite.
Terrace although there are considerable numbers of topazes and clear-
glasses. On the other hand, no one Dwarven Gemstone was
spoken of as preeminent. I saw equal numbers of diamonds,
emeralds, rubies, amethysts, aquamarines, and the like. Since the
Dwarves seem to mine it all in Moria, I was stunned. This
convinced me that Khazad-dum is either the focus of Endor, or
specially blessed by the Valar.
Dirielond: (S. "Gazing-rock") The Stunted-folk use Gaz-
ing-rockfor decorative uses, or in places where Fire-rock is
unwieldy. They yield ceremonial columns, wall-facings, floor
composites, stairs, and a number of elaborate stone chamber
furnishings.
Of Gazing-rocks, the Dwarves count on two types above
all, and of these, there are hard and soft forms. Those called
"Block-stones" include beautiful colored marbles, and the softer
"Wet-stones," or limestone, The compressed marbles are sliced
from the walls of the First and Second Deeps, while the cool,
damp limestones surround most of the natural cave-chambers.
Some may think the marble more spectacular, but I think
Moria's multitude of limestone "roof-spikes" (stalactites) and
'floor-spikes" (stalagmites) retain a unique grace and charm.
The Dwarves seem to agree, for they retain the better of these
formations whenever delving. Many are carved, and a substan-
tial lot are given solemn respect. Dwarf-legends dub them
"Auk's Tears."
"Slab-stones" make up the rest of Moria's Gazing-rocks. type and circumstance, but most cutting still uses a
Schist, flint, and slate are the best known and most commonly standard procedure. Normally, the engineer inscribes the
employed. When cut and polished, they make ideal floor^stones, source-face, keeping in mind cracks or grain. A scribe then
stairs, and flat table surfaces. But my favorite exampks remain tallies the stone count and workers chisel the cut lines and
in a pristine state. All through Khazad-dum, there are water- corresponding wedge holes. Steel wedges are driven into
falls careening over natural slate staircases, their waters the holes, splitting the rock along the cut lines. In each
collecting in unaffected pooh lined with sparkling mica and case, the first cut is along the bottom of a row of stones.
alternating layers of multi-hued schist. Side cuts follow, freeing the rough piece.
Where the face permits no immediate access to the side
A simple, layman's classification of Dwarven building or the rear of the rock, Dwarf-masons create an approach.
stones follows: Bore cuts take off the top row and slice a thin, rectangular
Dwarf-Label accessway into the side to the desired depth. With wedges
Use
and rods, they follow by cleaving the back side of the
(Sindarin) Varieties
blocks. This precedes any horizontal or vertical wedge-
Fire-rock cuts which release the individual blocks.
(Naurond) Structural Basalt, Granite, Laborers slide the freed rough blocks onto steel stone-
Porphyry, Pumice carts by way of a mobile ramp and restraining winch. The
Jewel-rock (Mirond) long solid, roller-like wheels on the heavy carts fit into,
Glass-stone Decor Laen, Obsidian, and run along, floor grooves, and are wedged whenever
Quartz, Topaz
stability is required. When loaded, a cart bears up to 7
Gem-stone Jewelry Diamond, Beryl,
tons. Four Dwarves propel each one using hand-cranks,
Opal
while another guides the cart using a lever which keeps the
Gazing-rock (Dirielond)
rollers on track. Since quarry corridors are wide and have
Block-stone Facades Marble
circular Turning-chambers at every intersection, the
Slab-stone Flooring, Schist, Flint, Slate,
Naugrim encounter little difficulty guiding blocks to the
Mica
Wet-stone Carvings Limestone
great elevators that deliver them to the proper Deep.
Corridors outside the mines and quarries often retain
the floor grooves for drainage purposes, but the heavy
carts in such areas move freely or attach to wall grooves for
9.4 DESIGN AND control. These carts hold the great loads, but necessitate
CONSTRUCTION a Dwarf guide for each of the turnable rollers. In this
A merchant from Tharbad once wrote: "Wherever the manner, the cart negotiates tight maneuvers and trouble-
Dwarves go, they tell tales in stone." Many who have seen a some junctions on its way to its final destination.
Dwarf-road or a Dwarf-tunnel or even a Dwarf-wall BUILDING PHILOSOPHY
speak of the Dwarven "language in stone"' for the Naugrim In Moria, the mere process of securing stone and
build works of rock which challenge the visionary and carting it about becomes a wonder to behold, a marvelous
stupify the engineer. Even the most modest of their vaults sequence without peer in the world of building. Yet this
or the simplest of their stairways suggests some epic lies is only the beginning. With the arrival of the rough blocks,
at its foundation. artisans begin to prepare the stone for placement.
Moria's masons are Endor's most accomplished stone- The Naugrim build for eternity. Their every step is
workers. Upholding a five thousand year old tradition, painstakingly precise and intended to achieve the maxi-
they embrace a special pride and call on an incredible store mum effect, regardless of what follows. A wall intended to
of examples and lore whenever they practice their craft. stay hidden behind a facade casts a beauty rivalling those
They also love rock. Their mastery extends to every ridge, forever exposed; a purely decorative column can support
texture, grain, or flaw; for with each piece of stone, they weight as well as any other. It is the Dwarven way.
find a unique sense of being, a spirit at rest. Dwarven This fixation affects the chiseling and sculpting of
masons carve and polish and lay patterns as much accord- loose block. Dwarf-masons trace the contours of each
ing to feelings and intuition as they do in keeping with rock placed in position so that its successors can be carved
their forefathers' legacy. to fit perfectly. Any two adjacent stones hug each others'
QUARRYING AND CARTING STONE surfaces as if they broke from the same boulder. There is
Every Dwarf-work begins with a design suited to both no reliance on grout or mortar, regardless of whether it is
practical and aesthetic need. Engineers, masons, and to come.
sculptors join to consider everything from the location to
the color of accents. Once the plan is selected, stone-
cutters quarry the chosen rock. This they do according to
Dwarven stonework is such art. Masons fit stones to
form grand designs which appear uniform, obscuring the
exacting labor essential to the custom crafting of the
individual stones. Few perceive the unique and subtle
junctions or their astonishing solidity. Instead, the eye
fixes on the shining polished surfaces, the enthralling
tints, and the ingenious patterns.
Moria is home to innumerable stonework patterns, the
yield of fifty-five hundred years under the hammer.
Specialized schools and traditions conceived some, while
others are stages m the evolution of standard designs. Of
these, four patterns are conspicuous.
AXE-HEAD
"Axe-head" forms have ancient roots and date back to
the days when the axe was an esteemed symbol of power
and spirit. Friezes and reliefs of axe-blades adorn walls
that date to the First Age. With the passing of time,
however, singular pieces of art pertaining to axes were
replaced by more widespread use of increasingly abstract
forms. This culminated in the creation of entire walls
made with "axe-head" blocks.
Most of Moria's ceremonial chambers have walls graced
with the Axe-head pattern, one employing shaped blocks
set at 45° angles. Each diagonal row is composed of
alternating, interlocking stones, which have convex ends
and concave sides, just like the blade of an axe. Outward
curves on one block set into the inward bend of those to
either side. The result is a series of crossing wave-like
cracks. These joints are mortarless, since the design is
itself solid. Reinforcing rods of steel occasionally run
Durin the BUILDING TECHNIQUES through internal bore-holes that join the blocks, but these
Deathless While skill, determination, tools, and hardiness make are normally confined to the oddly shaped end-stones that
the Naugrim superb builders, so do common sense meth- surround doorways.
ods. They utilize simple devices to execute crucial jobs. BAND
With a keen eye and sealed glass flasks of water, they level The "Band," or "Mannish," stone pattern is a Dwarven
planes. High-sided carts deliver the fine black sand used derivation of the common monumental stonework found
for temporarily supporting tremendous stones. Plumb- in Eriador. Used mostly for corridor walls, it is simple and
weights determine exacting vertical lines. Pots holding often ungarnished. Moria's preeminent Band design in-
special "Pointing-mosses" ascertain compass directions volves horizontal rows arranged in a four line pattern.
in near-total darkness. Moria's builders rely on literally Three files of cube-shaped granite blocks are topped by a
hundreds of techniques to reduce strain and enhance their row of long, thin, highly polished slabs of red marble. In
already considerable abilities. And in this, Khazad-dum is turn, another three rows of cube stones follow, and so on.
largely a testimony to intuition and cleverness. White mortar is used to add strength and decoration, and
rune-friezes are often inscribed into the marble bands.
9.5 STONEWORK PATTERNS DIAMOND
Adroit ways enable the Naugrim to concentrate more
"Diamond" patterns are commonly found in residen-
effort on the ultimate goal. It allows them to take extreme
tial halls, Spring-halls, and informal gathering rooms.
care arranging and finishing the final product. Thus, they
Like the Band form, it involves horizontally set rows and
save their energies for the most artistic undertakings.
two types of stone, but there is no mortar. Instead, each
block has a groove cut into its top and a corresponding
ridge protruding from the bottom. These enable the rows
of stones to lock when fitted together.
Smoothed basalt or green limestone blocks compose
the rows in the pattern. Besides having a "tongue" and
10.0 ARCHITECTURAL
"groove,"they are cut like enlongated octagons, akin to THEMES
rectangles with the corners sliced off. When stacked in
"As the wizard passed on aheadup the great steps, he held his staff
columns and arranged in rows, there are diamond-shaped
aloft, and from its tip there came a faint radiance. The wide
holes where the corners would otherwise meet. The
stairway was sound and undamaged. Two hundred steps they
Naugrim place quartz or laen stones into these junction
counted, broad and shallow; and at the top they found an arched
apertures to buttress the structure. Cut with a larger
passage with a level floor leading on into the dark."
rear "diamond"face, they nestle tightly in the inwardly
slop-ing holes and create gorgeous translucent accents. — LotR I, p. 403-4
Stone-carvers use them for delicate reliefs and, on rare In keeping with its wealth of craft-lore, Moria displays
occasions, the rock is melted and reformed around almost every architectural style or innovation found m
imbedded sculp-rjres or Light-stones. Middle-earth. The Naugrim deploy some in isolated
WING-STONE instances, while others work well and become standards.
Additional designs enjoy limited but important use. Given
Burial crypts and spiritual chambers have walls set with this legion of structures, only a tireless traveler encounters
"Wing-stone." It is Moria's most complex stonework more than a portion of examples; but such folk occasion-
pattern, but for the most part it resembles the Diamond ally stalk Moria's halls and one, Ringlin of Lorien, took
form. Wing-stones are basalt blocks with tongues and time to record his impressions.
grooves and are cut with notches that accommodate "In my months here I've seen all sorts of architecture; imagina-
smaller pieces of glassine Jewel-rock. Unlike the Dia- tive or mundane, ambitious or sober, relaxed or aggressive,
mond pattern, however, Wing-stones sit in alternating comforting or frightening, you'll see it Moria. Graceful rail-less
rather than stacked rows. The corner holes are seven-sided stairs climb up and around thin,fluted columns toward exist in
heptagons, instead of four-sided diamonds,and cach block gently vaulted roofs. Massive squat pillars support oppressive
has an additional notch in the center of its upper and lower ceilings, which commend no stir other than dismay. Subterra-
surfaces. The extra notches mesh with the corner cuts of nean towers and platforms and balconies punctuate the cityscape.
the stones in facing row, allowing the smaller glassy "plug" True arches span entryways in most quarters, but pointed arches
stones to fit despite the alternating design. and post-lintel openings are plentiful. Airy domes cover some
chambers; flat faces surround others, Wild, twisting ramps,
straight sloping passages, elevators, ladder-ways, and stairways, all Axehead
connect the Deeps and their many sub-levels. Swinging lanterns Stonework
and inset Light-stones shine through the darkest shadows, as the
flames of huge forges cast unceasing plumes of smoke through
unseen holes bored through unending expanses of rock. Corbels, rib-
vaults, cantilevers, they are all here. The variations and
combinations are boundless. After a time, nothing surprises
you...except the scale. I will never get over the feeling for Moria's
endless rambling, its maze of continuously incredible sights."
Ringlin's reflections mirror the wonderment of many
an adventurer, and allude to the fruitlessness of attempt-
ing to detail every feature of Khazad-dum. Instead, one
must depend on prevalent themes and the most signifi-
cant examples as an avenue to architectural insight.
10.1 OUTER DOORS
Aside from the windows above and the Under-deeps
below, only two gateways bind Moria with the outer
world. One looks east, the other west, and both are
ancient by the standards of Men. They are also strong, so
much so that when closed and defended, Khazad-dum is
essentially impregnable.
THE EAST-GATE (GREAT GATES) Of the two THE WEST-GATE (THE DOORS OF DURIN)
Doors, the East-gate or "Dimrill Gate" is by far the Moria's West-gate is less imposing, but by no means
oldest. In fact, it was hewn from a cleft that predated weaker. Constructed in S. A. 752 by Narvi, an unsurpassed
Durin's founding, and for about a millenium thereafter Dwarf-engineer, it lies at the end of a narrow passage of
it stood as the sole entry. stairs hewn through solid granite. Two arching enchanted
The gateway itself is only seven feet wide and seven feet stone doors guard this 6' wide, 9' tall gate. From the
tall. Steeply arched, it is barred by two thick steel- outside, there are no cracks, much less an inset, to betray
reinforced basalt doors, each of which weighs over three these doors. Only the road and a polished cliff face framed
tons. These move on adarcer rollers which rest or lock in by gnarled holly trees mark the entryway.
an inward curving track. In difficult times, the sturdy gates At night, however, the smooth light-grey granite wall
are secured with three pivoting steel lock-beams and seven shimmers with the subtle glow from an engraved pattern
An Avenue
movable rods that slide out of the gatewell and into of magic ithildin. The work of the Noldor Master-smith
corresponding holes in the door edges. Should there be a Celebrimbor, Narvi's friend and mentor, these inlays
A Road breach, seven adarcer portculli are spaced behind at even recall the Gates' origin. They depict inscribed columns,
intervals in the pointed arch ceiling of the 14' Gate-hall. surrounded by bare tree limbs and surmounted by an
The Great Gates look east from an exposed grey granite arching bands of Feanorean Script. At center, near the top,
wall that sits m a niche above the Dimrill Dale. A 21' deep, is Durin's Crown and the Seven Stars overhead. Beneath
49' foot wide porch extends out from the enruned cliff that is an anvil and a sixteen-pointed blaze. But the words
wail and fills the mountain inset. Two huge free-standing hold the key to the Doors' opening. Their two-part
purplish-red porphyry images of Durin's head flank the message reads:
doorway. Crushed red marble composite covers the alcove "The Doors of Durin, Lord of Moria. (Say) Speak, frieni, and
floor, while seven I41 high hard red porphyry pillars enter... If Narvi, made them. Celebrimbor of Hollin drew these
support the overhanging grey massif that forms the low signs."
arching porch roof. Decorated with runic friezes and axe- As the inscription says, one need only say "friend" (S.
shaped inlays, it has a striking effect, particularly from the "mellon") in order to pass. Then the Doors of Durin
Doors of
Durin 21' wide stairway that connects the portico with the road. slowly appear. First a glimmer of light fills their expanding
cracks, and then the doors magically open outward to
become flush with the slick cliff wall.
The West-gate faces Eregion (Hollin) and looks down
the valley of the River Sirannon. It stands watch on a
grassy shelf just south of the point where the stream
tumbles out of a defile in the flank of the Silvertine. The
2100' wide shelf runs along the mountainside over one
half mile to either side of the Gate and is divided by the
curving Dwarf-road which winds down into Eriador.
Crossing northwestward through vale, the road is graced
by two paralleling rows of self-manicured hedges. It
crosses the Sirannon about halfway and, upon reaching
the cliff at the west end, it descends in a series of stone-
reinforced switchbacks. Meanwhile, the stream curves
southwestward to a point due west of the Doors of Durin.
There it tumbles from the shelf into the canyon by way of
a series of seven falls, the "Water-stairs." Here nature
provides all the drama any adventurer entering Moria
could ever desire.
10.2 PASSAGES
Once inside Moria, the path that forms the Dwarven
Road between Eregion and Lorien becomes a hall, an
underground passage beneath the Silvertine. The sole
alternative to the surface road over the Redhorn Pass, it
serves as Khazad-dum's principal artery. Within the
mountain, it is called Durin's Way or the Great Way. This
stone thoroughfare runs forty-nine miles, up and down
stairs and ramps, through elaborate chambers and grand
doorways, and over arching bridges that defy belief.
Durin's Way binds Moria, for all along its course side
passages sprout forth to join it to the city's sprawling
living and work quarters.
Like Durin's Way, some of the side passages are wide Construction and commerce breathe life into Khazad-
lanes. Together with the longer parallel hallways, these dum, and the avenues are home to most activity. The
passages bear the bulk of traffic and provide Khazad-dum majority of rough stone, ores, and metals move down
with its network of main routes, or "avenues." Each of the these arteries, for they are spacious and tend to be level or
Seven Deeps has three east-west and seven north-south set on very gentle indines.Those in the City are absolutely
avenues, which are distinguished from lesser routes by straight, while those in the Mines often wind through
their size, length, and decor. Two transverse avenues, one long, easy curves.
up and another down, slant from the Main Deep (Fourth
ROADS (STANDARD PASSAGES)
Deep) and connect the other levels and sub-levels. Within
Roads, on the other hand, tend to twist and slope quite
this web of over 70 avenues, "roads" and "accessways"
a bit. Many are long or longer than the avenues, but their
extend and interlace, making Moria a dynamic complex.
courses are often circuitous, so their traffic is somewhat
AVENUES (MAJOR PASSAGES) limited. They are half as wide and half as tall as the
Moria's avenues are 14' to 21' wide and either 14' or 21' avenues, deterring frequent movement of heavy carts.
high. Arched and constructed with a "Band-pattern" of Nonetheless, they are essential to Moria, since they allow
grey granite and red marble, they are as grand as most any access to the Water-passages and Spring-halls and reach
boulevard m Endor. Powerful lanterns dangle from the remote sections far beyond the stretch of the avenues.
peak of their ceilings. Yet, they remain practical. Cart- Within the Mines, the network of roads is particularly
track grooves run the length of their grey basalt floors, and critical. Here there is but one real avenue, Durin's Way,
occasional water-conduits and pulley-cables hang from which traverses the whole area. The other avenues are
the upper walls. The Dwarves station most guard-posts in generally confined to City quarters, leaving the road
Chamber of
nooks along the avenues, and water-basins and wells network as the main source of communication and trans-
Mazarbul occupy others. portation.
Roads have Band-patterned stone
walls fitted with torch-brackets and, at
intersections, lanterns. Some are arched;
some have flat or corbeled ceilings, and
peaked roofs run atop others. Unlike the
avenues, which cross great chambers or
other causeways, roads often have
doorways in their walls which open on
side rooms.
ACCESSWAYS (LESSER PASSAGES) Moria
s roads also open onto accessways.
These lesser passages are but 3' wide and
7' tall, with pointed-arch or flat slab
ceilings. Masterful works, they run
anywhere and in any manner; some are
even vertical shafts. Those with
extremely steep inclines have iron or
steel ladders or ladder rungs bolted into
their narrow wall surfaces. Others
combine switchbacks, slopes, and stairs to
negotiate laborious grades. This flexibility
of construction enables them to reach any
area of Khazad-dum, but it also results
in a frequent absence of lanterns and
water spigots, or even torch-holders and
well-pits. Accessways serve as repair-
ducts, work-holes, or even secret path
routes and wind all over Khazad-dum.
Mineways do have a few things in common
besides flat, grooved floors. At every intersection lies
a round junction chamber that permits wide curves
in the floor-tracks. Ore-carts and Stone-carts swing
through these halls with ease, avoid-ing the
vexatious angles found at the crossings of Moria's
roads and avenues. The tunnels also have
inscribed mile markers and league markers set in
the walls at every one and three mile interval
(respectively) from the nearest avenue or main road.
An identifying number precedes the distance
figure, telling the traveller his location. The
Naugrim rightfully expect one to find the way on
avenues or roads, but even an educated laborer can
get lost in the Mines.
10.3 CHAMBERS
Although Khazad-dum's passages often run for
miles without interruption, most ultimately lead
to chambers of some kind. (Of course, a few
simply wander off into pits and dead-ends.)
There are hundreds of rooms in Moria. In the
Mines there are Store-halls, Excavation Cham-
bers and Quarries, Elevator Halls, and circular
Junction Rooms. The lower Deeps of the City
hold Smelting-halls, Forging-halls, Metal-stores,
Dungeons, and Craft Chambers. Armories,
Muster Rooms, Guard Chambers, Reception
Rooms, Ceremonial Chambers, Gathering Halls,
and Kitchens dominate the central Deeps, while An Accessway
Watch Rooms, Spring-halls, Treasuries, and the
MINEWAYS (MINING TUNNELS) King's apartments concentrate in the upper Deeps. Every-
Within the Mines of Moria—the northern, southern, where, Dwarf-lodgings, Crypts, and Store-rooms lie scat-
and western regions of Khazad-dum—mineways form tered, as do the hundreds of natural caverns which support
the working arteries, the heart of the labyrinth. Despite Moria's foodstuffs, hold water, or exude enchantment.
limited access to a few avenues and a host of roads and These multitudinous chambers reflect all the styles and
accessways, most traffic in the Mines uses the mining innovations expected of a people whose work spans
tunnels. These are crude thoroughfares, devoted to mine thousands of constructive years. Some quarters give testi-
equipment like Rock-drills, Ore-carts, and sledges. mony to the thoughts and skills of long-dead artisans with
Due to their nature and purpose, mineways have rough short-lived fancies. Others are couched m the unyielding
rock walls and ceilings; their hard floors, although smooth designs of the most conservative Naugrim architects.
and grooved, are unpolished and unadorned. Most have 71 Nature provides its own unique creations, and a few
ceilings and are either 7\ 14', or 21' wide, but this is by no combine two or more patterns to achieve a singular effect.
means the rule, and exceptions abound. Accouterments Still, despite the teeming variety, Dwarven tradition dic-
like lanterns and pulley-ways line some mineways; how- tates certain similarities among rooms with particular
ever, the majority are sporadically equipped. In fact, many purposes.
are shadowy tunnels that snake into abandoned or little-
used quarters.
ARMORIES The Armory's 70' wide walls and 14' diameter hexago-
Such commonality applies to Moria's War-stores, its nal pillars are fitted with open racks of weapons which
Armories. Each of the Seven Deeps has such a chamber for extend from three to ten feet above the floor or balcony.
its complement of guardian Warders, and there are seven All along the wall, on the floor below the racks, is a
others for the Weapon-host on the Fourth through Sixth continuous chain of treated wood chests which contain
Deeps. The three Royal Armories lie beside the King's suits of armor. Two-hand weapons, crossbows, and pole
Chambers, on the Seventh Deep. All tolled, there are arms swing from overhung armatures; hand arms perch on
seventeen arms repositories in Khazad-dum. pairs of upwardly slanted pegs, and quivers of crossbow
Since Dwarves take war seriously, they carefully house bolts and sheathed daggers stick out of slots on the outer
their battle tools. Many are bound for commerce, but sides of the armor-chests. Here the Dwarves hoard liter-
every precaution is taken to accord each warrior extra ally thousands of superb weapons and other war-gear.
armament. It is little wonder that Moria's armories are CEREMONIAL CHAMBERS
worthy of note; they tank among the best in Endor. Khazad-dum's seven Ceremonial Chambers are large,
The standard Armory is a three-story hexagonal cham- imposing rooms. Traditional designs have arching, rib-
ber with a fanning rib-vaulted roof and Wing-stone walls. vaulted 210' ceilings adorned with gold filigree and silver
Six thick green marble columns, each supporting a ring of leaf. Their seven 21' wide white marble sides rise 140'. Set
seven dangling lanterns, circle the middle of the room, with an Axe-head block pattern, each reflects a simple
while another still larger pier stands at center- Similarly grace that contrasts with the roof, one manifested in the
styled, but imbedded marble pilasters march around the clean sweep of their plain 7' peaked arch doorway. Ten
six 63' high walls and help to support two 7' wide similarly austere rows of three foot deep, 3' x 21"
balconies that encircle the area at the 21' and 42' levels. obsidian-lined niches ring the walls above them at even
Three 7" thick steel-doored entries pierce opposite walls intervals. Two hundred and ten in all, they house large
on each level, allowing rapid access in time of need. bronze lamps. These lamps will cast an eerie umbrella of
Crypt light, making the marble glow with an inner fire.
Scale: 1/8" = 1'
CRYPTS
Moria's myriad Crypts differ radically from the
expansive Ceremonial Chambers that frequently lie
directly above them. These low, unlit, rectangular burial
rooms have Wing-stone walls and flat, 7' rough basalt
ceilings. Most are 7' x 14' or 7' x 21' areas unhindered
by pillars. A single, arched 3' x 4' doorway provides
access to the chamber, although many are strung to-
gether according to the lineage group. Those of the
latter type have one other exit, either via a tunnel or
through a steel door leading to a companion Crypt.
It is written that no fallen Dwarf shall rest in earth;
rather, they shall lie m stone. Thus, each Crypt is cut into
hard rock and filled with 1-7 stone burial cairns or
sarcophagi. Fully-dressed and fully-equipped, the dead
are encased in these individual graves, somber resting Dwarf-lodging
places identified only by a short runic inscription.
DWARF-LODGINGS
The lodgings of the living are more inviting. Actually
by most standards, they are comfortable or even opu-
lent. Basic Dwarf-chambers are three-room groupings
with Diamond-patterned basalt or green limestone
walls. Typically, one enters through a 3' x 5' iron door,
which opens onto a 10' x 10' living chamber dominated
by a 7' wide wall-hearth. To the right is a narrow passage DWARF-LODGING
thatleads to two smaller rooms, one a 7' x 7' storage area,
and the other a 3' x 3' refuse and relief chamber set with
a stone seat. Fur or lambswool rugs cover the cool
granite or basalt floors of the main room, while torches
throw a warm light on the 7' high flat ceilings and the Dungeons
DUNGEONS — Seventh Deep
thick, elaborate, woven wall-hangings.
DUNGEONS
Some of the living, however, find themselves in less
pleasant quarters. Captured enemies of Durin's House
end up in Moria's small, secluded Dungeons where they
offered the choice to give the Dwarves aid, fight a fair
but often fatal challenge, or simply rot away. Naugrim
prisoners stay only briefly, since the Law of Durin
prescribes banishment or temporary exile for all but the
most heinous crimes.
Moria's Dungeons are divided into three steaming
rough basalt dome-rooms. Forty-nine feet high and 21'
wide, they contain little more than a circle of nine round
pits, each 7' in diameter 21' deep. Access is provided by
a single movable steel ladder. Each is covered with a 3"
thick steel grate and drains through a 7" diameter hole
Moria's Dungeons are divided into three steaming these are aligned with correspondingly imposing ribs in
rough basalt dome-rooms. Forty-nine feet high and 21' the walls. Between each rib is a series of seven stacked 14'
wide, they contain little more than a circle of nine round pointed archways, each of which opens onto one of the
pits, each 7' in diameter 21' deep. Access is provided by chamber's seven surrounding galleries.
a single movable steel ladder. Each is covered with a 3" Crystal lamps hang high from each rib to illuminate the
thick steel grate and drains through a 7" diameter hole in vast assembly hall and spawn a feeling of uplifting gran-
the center of its gently curving, bowl-like floor. Escapes deur. A few possess even more emotive strength. Colossal
are unheard of, since the Dungeon chambers have but one crystal lanterns perch atop the fourteen giant "Lamp
3' x 3' door, and that opens onto a steep rock stair that Columns" that dominate each of three Gathering Halls
runs about 70' up to a treacherous passage near the designed by the Master-mason Narvi. Wrapped in silver
Smelting-halls. A prisoner can barely breathe, much less mesh and cut from laen, they cast heams of light which pay
perform agile feats of skill. homage to the days before the rising of the Sun and Moon.
Guard GATHERING HALLS Gathering-halls lie in City quarters at the intersections
Chamber While the Dungeons are dim, rank, and occupied by of avenues and major crossing roads. They also He aligned
festering unfortunates, Moria's Gathering Halls are grand to the east-west axis. One to three magnificent doors
and airy and full of vibrancy. These are huge square or punctuate every wall, so the chamber has at least one exit
rectangular chambers, often 140' high and 140' on a side, facing each of the four primary compass points. Smaller
with smooth, glimmering walls of Diamond-patterned doorways lead to spiral stairways in the protruding struc-
basalt and black obsidian. Their marble ceilings rise to tural ribs, thus joining the main room to its 7' wide
shallow peaks and sit on two lines of massive tree-shaped galleries. Their size, layout, and position are ideally suited
or lamp-post-shaped pillars, all 14' in diameter. In turn, to their function and, for many hours every day, a host
Gathering Hall Naugrim gather to talk and trade in these chambers.
GUARD-CHAMBERS
Due to strategic need, one or two Guard-chambers lie
in each of the Gathering-halls. This enables them to stand
watch over significant junctions in the City proper,
Generally, a Guard-chamber is a three-story affair, with
three rooms, 6' diameter and 7' high, all joined by a steel
ladder. Dwarves position them inside steel-reinforced
areas of pillars, or in jutting half-columns, where only a 3'
diameter shaft connects them to the halls above and below
normally with a secret door). The Naugrim equip them
with 7" x 3' slit-like windows on each level and on each
side, to facilitate circumspect observations and permit
covered fire. Their crossbow wells allow the guards to rain
deadly steel bolts on those below. Armed with signal
horns and a brass drum, one to three Warders occupy
these select chambers and help secure the City's principal
arteries.
TREASURIES
Smaller, two-story Guard-chambers shield Moria's
seven Treasuries, spiritually endowed halls accessible only
through magically enruned adarcer gates. These one
foot thick 3' x 7' doors are recessed in basalt walls and lie
off 35' diameter Waiting-halls that reach heights of 35'
to 49'. Four fat piers carry the flat ceiling, and the two
nearest the Treasury accommodate the vigilant
Warders.
The Treasuries themselves are 98' long barrel vaults
bored through solid basalt. No columns disrupt the
floorspace and only a silvery, crushed marble composite
adorns the walls, belying the strength of these nearly
impenetrable chambers. Practical, they serve their purpose
well.
Each Treasury holds fourteen 7' long, 3' wide, 3' tall
porphyry chests which fit into insets in the vault walls.
They are arrayed in two rows of seven, each spaced evenly
apart. Here the bulk of Moria's most precious wealth lies,
although much is withheld from the chests themselves. Set
within the center of the floor at the far end of the vault are
ithildin inlays, readable only by the light of the Moon or
Stars or Magic. They say "rise" in both Khuzdul and
Quenya and, if one reads them, a concealed 3' x 3' section
of the basalt flooring will sprout forth. Its side holds a lock
and, with a turn of the proper Rune-key, one can view true
riches.
10.4 THE CHASMS AND
BRIDGES
Although many roads and accessways wind or seem-
ingly meander though Moria, the Naugrim are fond of
straight thoroughfares. Together with the unsettled na-
ture of the Land Under the Mountains, this preference
creates situations where there is no recourse other than to
bridge a chasm. There are thousands of dead or active
vents and fissures in Khazad-dum. Most are narrow clefts
or breaches, but others are wide, gaping pits with no
apparent bottom. Many are cold and dark; some resound
with the echoes of tumbling water; some glow with the
warm hues of subterranean fire.
Treasury
Durin's Folk harness or tame these rifts. Those that structures, with railings of varying heights. Uniformly flat
reach to the sky become air ducts, while others accommo- or arching imperceptibly, they rarely hinder traffic. The
date reservoirs, pulley-ways or cliff-cut stairways, and limestone bridges on roads frequently arch or incline
nearly all of them form natural moats. In fact, many of the more severely, however, and some actually are cut with
chambers sensitive to the Dwarves are guarded by these stairs. These are 7' or 14' wide and almost never have side
steep cracks in Moria's immortal rocks. rails. This is also true of the rare 3' wide accessway bridges.
Where avenues or roads cross chasms, bridges span the
DRAW-BRIDGES
gaps. Usually, ladders, pulley-cables, or lines for sliding
Draw-bridges are treated wood structures raised by
hand-rings traverse the pits that straddle accessways.
iron chains which run up into well-defended Winch
Smaller gaps on these isolated trails may actually require
Towers. Some are as long as 70' and are reinforced with
the traveller to jump. The circumstances are many, and
ribs of steel. Light and rather delicate, they can be
they demand quite a complement of resourceful re-
destroyed when danger is at hand, and can span the wide,
sponses. Of these, the three most common bridging
formidable chasms that serve as ideal barriers against
techniques involve fixed-arch spans, draw-bridges, and
attack. Their 35' diameter round Winch Towers stand
steel swivel-ways.
half again as high as the bridge length and hold both open
FIXED ARCHES battlements and firing rooms for crossbowmen. A num-
Fixed-arch bridges join busier sections of the avenues ber of low, single-chamber rooms, 14' in diameter and
and roads, particularly in already defended areas. They are connected by ladders, may lie within these structures. At
a necessity on thoroughfares where Ore-carts, Stone- least one upper level houses the large draw-bridge winch.
carts, or other equipment move heavy loads along groove-
SWIVEL-BRIDGES
tracks. Typically, these are single-arch spans, since central
Where the area is less vulnerable but nonetheless
piers are difficult to erect and natural columns are exceed- exposed, Dwarves often resort to swivel-bridges. Gener-
ingly rare. (The wildest exception is on the Redhorn Way, ally, these are steel-framed units with hardwood or stone
which uses twenty-one stalagmite-supported arches to roadbeds and are no wider than 14' and no longer than
cross the "Chamber of Teeth" on the Third Deep.) 63'. As much as a third of their length lies encased in the
Those on avenues are either 14' or 21' wide granite
Swivel Bridge
stone within the innermost cliff. Here a great winch and Cliff stairs tend to join accessways or roads. Railingless The Endless
cog-driven steel pivot mechanism anchors the span and and rarely more than 3' wide, they are steep and treacher- Stair
allows it to rotate laterally. On the opposite end, steel ous affairs employed during emergencies or by laborers on
rollers sweep along an inset track in the chasm's side. This repair duty. The Naugrim prefer to use other means to
arc-shaped track supports the pivoting bridge and allows move between the Deeps and their many sub-levels.
the roadway to be redirected to various thoroughfares Stairwells, rampways, and elevators are larger and safer.
which might look onto the fissure. The bridge can also be STAIRWELLS
swung out of the way, preventing unwanted crossings. Moria's stairways fall into two categories. One variety
Gently sloping ramps bring the path down to the simply carries sections ofthoroughfares over rough grades,
recessed level of the bridge's causeway. Swivel-bridges can while the other type links levels of chambers, mine areas,
support considerable weight and some even have grooves or city quarters. The former conform to the size and
for heavy carts, but most are confined to roads that bear direction of their appointed route. Commonly referred to
only modest burdens. Since one bridge connects a road or as "steps," they embody all the usual features: water-
avenue to more than one converging thoroughfare, how- troughs, pulley-ways, modified grooves and the like. A
ever, they are the only reasonable choice where an intersec- few have additional appointments, such as steel cog-tracks
tion lies over a chasm. in the walls which aid the movement of heavy carts.
(Brake-shoes or rods fit into the cog-tracks to control the
10.5 THE STAIRWAYS burden against sudden slides.)
AND INCLINES The connecting stairways tend to follow more stan-
While most chasms bar movement, some tie areas dardized designs. Generally, theyuse aspiral or switchback
together. Since they are open spaces and often quite large, design, depending on location. Most lie in enclosed wells,
they serve as tunnels or shafts and connect all the border- although a few wind around the outside of pillars or stand
ing quarters. In fact, the Naugrim make use of those freely on their own frames. Those that join avenues
fissures that have solid walls, hewing or affixing ladders, measure 14' or 21' across, with 14' arched ceilings, while
pulley-ways, ramps, paths, or stairways along their cliff the flat-roofed staircases linking roads span 7' or 10'
faces. widths. The ones running between accessways are uni-
formly 3' wide, with rough hewn walls and ceilings.
Moria also houses steeper, narrower inclines, notably
Slide Chutes and Pole Chutes. These structures are used
This coommon trap is set off whien weight is solely for quick escapes or rapid descents of bagged
placed upon the trigger plate, releasing the entire
trap platform. As the platform descends,gear action
goods, laborers, or warriors. Generally, the Naugrim
propels several sharp steelspikes out from the sides place them in or near Guard Chambers or Barracks,
of the trap chute and into the target. As the spikes
penetrate and take on the weight of the victim, although a considerable number cut through the rock of
the_platform stops falling, and its springs cause it to
begin to rise. This reversal releases a
the Mines.
counterwight,further propelling the platform back Spiraling downward at 35° or 42°, the Slide Chutes are
up, and retracting the spikes. The now punctuared
target is raised back up, and the platform clicks into
Inset magnificent but dangerous inclines. Only a pair of par-
place, reattaching the counterweight and re-arming the trap
allel steel side rails can slow the drop along these 31 wide
polished marble troughs. Once a Dwarf starts hurling
down the conduit, he will not stop until reaching a 4' x
4' x 4' bed of fleece which rests at the slope's base.
The rarer, shorter Pole Chutes have no such catch
basin. These are nothing more than a 49" diameter
vertical shafts. Drilled through rough rock, their smooth
but unfaced surfaces surround a single steel pole which
runs the length of the shaft and never exceeds 35' in
length. When descending, Dwarves grasp hold and jump,
using the pole to manage their fall. They then use an inset
steel ladder for the return ascent. Like many of Moria's
marvels, Pole Chutes are clever, practical, and exceed-
ingly hazardous.
10.6 THE TRAPS
Regardless of the architectural theme, any site in
Moria is potentially trapped. The Naugrim began con-
structing defense mechanisms with the laying of the
Floor Trap Mansion's first stone and perfected their unrivaled trap
skills over the ensuing millenia. As countless Dwarf-
masons and engineers honed their techniques, they pro-
duced a seemingly endless parade of designs, leaving
The Naugrim employ broad, shallow steps. Even the Khazad-dum with an incredible variety of tricky and often
steepest variety has stairs only 7" high. These are found in deadly devices. Of these, seven are most prevalent.
the Mines, on cliffs, or in accessway tunnels. Elsewhere,
CHUTE TRAPS
the Dwarves utilize 4" steps. Mannish folk complain of
Dwarves place Chute Traps in passageways close to
their awkward height because Men require a very broad
chasms or over caverns. Essentially, they are polished
horizontal surface in order use them comfortably. Fortu-
granite or basalt tubes, 3-7 feet in diameter and set at a 56°
nately, Khazad-dum's stairs are commonly 14" in breadth
angle. A staggered line of short, steel blades protrudes
(from the front to the back of the step).
from the bottom surface. At the bottom of the incline, an
INCLINES exit opens through the side of a nearby fissure or in the
Where there is level change and stairs are unnecessary ceiling of a cave below. These traps are designed to
or impractical, the Khazad construct all sorts of inclines. thoroughly dispose of victims, so recovery provisions are
Enclosed versions are no more than slanting passages; rare.
those without benefit of walls are true ramps. Most are Unwary folk set off Chute Traps when they fail to use
14° or 21° grades which, like Moria's stairways, are the appropriate Rune-key or Lock-rod to freeze the
equipped according need. Wider inclines have grooved mechanism. Key holes and blackened iron pull levers sit in
surfaces, steel cog-tracks in the walls and floors, and subtle, albeit widened cracks between the wall blocks,
recessed lantern shelves. Twenty-one foot wide varieties about 7' from the trapped floor area. Those unfortunate
have a 3' wide stairway along either wall; fourteen foot enough to stumble by the locks find a 7' long area of
wide gradients have a one such set of steps. movable floor stones. When burdened by 70 or more
pounds of weight, these blocks pivot down and into the
passage walls, revealing a funnel-shaped hole which quickly
directs the victim into the chute. From there, the poor fool
disappears.
DART TRAPS require a lesser burden to put them in motion. Twenty-
Like Chute Traps, Dart Traps lie near, and are tied to, eight pounds set off an accessway plate, but it takes forty-
open areas. Dart Traps require a close air shaft with a nine to unleash one in an avenue. Chamber varieties are 7'
steady flow of wind. Dwarves place light darts (poisoned x 7' and move with thirty-five pounds of pressure.
with Gorfang) in individual tube housings, 1" in diameter When released, a Plate Trap simply flips over and
and bored between the air duct and the trapped passage or locks, with the steel underside facing upward. The turn
chamber. By depressing the trapped area, a victim moves sends the victim into a 28' deep shaft filled with seven feet
a steel plate which opens both ends of seven concealed and of water. Rough stones in the upper portion of the pit
interconnected tubes. The rush of the sudden wind gusts often bruise or batter the bewildered prey and, unless
drives the darts through the polished housing and into someone else finds and depresses one of the pedals, he
those unlucky enough to stand in their way. eventually drowns and wastes away (or emerges looking
PLATE TRAPS quite pale and amphibious).
Plate Traps are less sophisticated devices which only PIT TRAPS
affect floor areas. Basically, they are large stone-faced steel Plate Traps are modified versions of Khazad-dum's
plates that appear like trie surrounding surface. Each one most common trap design, the Pit Trap. Dwarves Wild
has an axle rod which runs through its center and allows these pits of varying lengths and widths (usually 3' x 3\ 7'
the plate to spin whenever unlocked. A pair of hidden x 7', 14' x 14', or 21' x 21'), but most work on same
pedals move support bars beneath the outer edges of the principal. When unlocked and 84 or more pounds is
slab and stay the trap. Careful travelers might note these applied to one of the gently counterweighted floor blocks,
controls, each of which peaks from the base of the wall 7" it rotates down and into a housing in the wall or nearby
trom the trapped area. sub-floor area. The victim falls into a stone pit whose
Most Plate Traps protect passageways. These are 7' sloping walls converge toward a 3' x 3' area 28' below.
long and only slightly narrower than the floor they guard. There, seven 3' iron spikes (arranged a ring of six with a
Since their size is geared to their locale and their spin is taller center stake) await.
dependent on the weight they bear, those in accessways
Area of Effect: If the trap is set off, each character within the Crap's "area of effect" must make a "maneuver to avoid" or take the "effect." CORR
indicates chat the width of the area of effect is the entire width of the corridor.
Detection Difficulty: This is the normal difficulty of detecting the trap (use Perception bonus).
Disarming Difficulty: If a character attempts to disarm the trap, this is the normal difficulty (use Disarm Traps bonus).
Avoidance Difficulty: If a character is within the "Area of Effect" when the trap is set off, this is the normal difficulty of avoiding the effects
of the trap (use whatever bonus is applicable to the maneuver being used to avoid the trap effect). NOTE: These are suggested difficulties
for physical avoidance of the trap (e.g. grabbing the edge of a pit trap, or jumping to safety). Unusual
factors such as a flying character, or a character secured by a rope would modify these difficulties. Similarily the difficulty can vary dependent
upon the character's situation (e.g., a characcer who leapt into the center of a pit trap's "area of effect" would have a higher than normal
"Avoidance Difficulty").
SPIKE TRAPS Just as air vents crisscross Khazad-dum, the Dwarves
The Naugrim also employ 7' long traps with moving maintain steam tunnels. Fed by waters drawn off Moria's
spikes. Set in wall housings, these serrated steel skewers elaborate aqueducts, these narrow passages are lined with
are attached to gear mechanisms. In turn, the gears are iron. Their scattered boiler chambers lie beside forges or
driven by movements ot the trapped floor stone. As the over rooms filled with molten lava. From these, they carry
floor drops under a weight of thirty-five or more pounds, steam that warms the walls and floors of the city's finer
a shaft turns a series of wheels which drive the group of halls, with the excess draining back into refuse shafts.
spikes outward and across the trapped surface. The spikes Dwarves also harness the vapors for their Steam Traps.
vary in length according to the width of trap. They either Simple devices, they are nothing more than areas where
span 7', or they are as long as the passage is wide, pits open directly over a steam tunnel. Two spring-
whichever is smaller. Thus, they overlap to create a deadly hinged, iron-backed floor stones (each up to 7' x 7') cover
array. Two to fourteen occupy every 7' x 7' wall area. the trap. They fall open when bearing more than 70
STEAM TRAPS pounds of weight and then spring back to position.
While Spike and Pit Traps frequent the passages and Victims fall 14' into the fiery blast that fills the 7'
chambers all over Moria, Steam Traps are confined to diameter steam tunnel below.
very specific quarters. Generally, they lie close to volcanic WHEEL TRAPS
vents or forges, with the highest proportion in the Mines, Steam Traps are clever, but Wheel Traps are ingenious.
Wheel the Royal Halls, or the lower Deeps. Dwarves count them as the most effective traps in Moria.
Trap They are also the rarest, most terrifying, and most com-
plex. Constructed in specially designed corridor sections,
they involve two sets of 3-ton stone wheels, each 7' in
diameter. Aligned in groups of seven, the wheels sit in
individual slots cut into the walls on either side of the
trapped area. False facades conceal these wheel-wells, each
of which faces a slightly-lower vacant well in the opposite
wall.
The stone panels also hide sliding stone blocks. These
lie below the wheel housings and have outer surfaces
carved to flow down and out and meet matching curves in
similar stones across the hall. Called "resting blocks" by
the Naugrim, the stones slide in grooves disguised as
cracks in the passage floor.
When an unwitting traveler happens upon a Wheel
Trap the trapped flooring (or other appointed object)
moves steel rods that turn gears and set a series of huge
counterweights in motion. Imbedded deep in the walls,
the weights raise the facade panels and drive the two sets
of opposing resting blocks out of the walls. These meet in
the center of corridor about the same time apair of hidden
portculli drop out of the ceiling to close the trapped area.
Almost immediately thereafter, the fourteen wheels roll
out of their steel-lined wells. Rolling along the curved bed
created by the resting blocks they cross in alternating
pairs, sweep up into the lower wells in the opposite wall,
and bounce back. Upon rolling back into the corridor
they come to rest, fourteen deep and spaced every 7", atop
the resting blocks and blocking the hallway. Somewhere
in the midst of this wall of wheels is the victim, probably
flattened or crushed into pulp. Extendable steel arms that
attach cables to 3" pins protruding from the center of the
wheels enable the Naugrim to winch the blocks back into
their original position.
10.7 SOUNDING CHAMBERS Seven Bell-ringers serve each Bell-hall. Seniority deter-
The Dwarves of Khazad-dum use a host of sophisti- mines who rings what bell. The "Lead-ringer" controls
cated devices in order move messages across their grand the "Seventh Bell," which is the smallest and least active
domain. Bells, lights, pulleys, and even sound-relays aug- of the array. Since the Seventh Bells rarely sounds, he also
ment the usual courier traffic. Quick and secure, these serves as the chamber's overseer.
systems reflect the tight, introspective, and careful society Each bell sounds according to a particular theme. The
they serve. "First Bell" (aka the "Hourly Bell") rings fourteen times
Couriers carry most of the communications between a day. Twelve times it marks the hour. The other two
Moria's Naugrim. Some, like members of the Royal Relay times, it signals the solar and lunar risings.
(aka the "Message-speakers"), convey guarded thoughts, The other bells sound or join in at appointed times or
the bulk of which they transfer verbally. Others, like the according to peculiar needs. The following scheme sum-
"News-speakers" help disseminate general notices and marizes the seven fundamental bell-themes:
news. They post written notices in Hadhodrond's Gath- • I Bell — Hourly time.
ering-halls, as well as at key intersections along the major • 2 Bells — Daily time.
avenues. News-speakers also serve as story-tellers. Their • 3 Bells — Special Calls.
tales, while not as old or as sacred as the traditional Lore
• 4 Bells — Lesser Gatherings.
of the First House, embody current events. In time, if
significant and well-told, they can be respoken down in • 5 Bells — Musterings of the House.
Drinking- and Gathering-halls, gracefully becoming part •6 Bells— War Calls.
of Dwarf-history. •7 Bells— Death of the King.
When quicker communication is in order, the Naugrim
The tower-like watch-chambers standing vigil over
rely on less familiar means. Then, they rely on their
Moria's Outer Doors act like Bell-halls. While smaller
network of lanterns and beacons to spread the word.
than their larger counterparts, they contain the same array
Signals pass as codes based on the dimming and brighten-
of bells. (See Sec. 12.9.)
ing of these gas-fueled lamps. Bell-hall
Sounding-chambers supplement these more traditional
signalling routines. These specially-constructed halls come
in two forms: "Bell-halls" and "Whispering-halls." Brief
descriptions follow.
BELL-HALLS
Ringing calls from Moria's forty-nine Bell-halls reach
the entirety of the City and most quarters in the Mines.
Shaped like 77' tall bells, these round chambers are 49'
in diameter. Their perforated, multi-level floors focus
sounds into a 7' tall basement or under-chamber, which
is fitted with movable surface-plates that function as
baffles. This under-chamber acts as a giant "speaker,"
redirecting the tones through horn-like pipes and casting
messages many thousands of feet through the heart of
the mountain.
Seven fixed signal-bells hang from the domed, steel-
clad ceiling of each Bell-hall. Tuned in such a way that a
Dwarven Bell-ringer can identify its particular position
and origin point, every bell possesses a unique size and
shape. Just as importantly, all their movable "clappers" are
crafted to deliver a singular sound.
Using these clappers to strike various points on the
outer surface of the bells, Bell-ringers can literally "talk"
to his listeners. His tonal controls allow him to create any
of Khuzdul's consonantal combinations, so he can use
context to spell words and weave sentences. Most of his
messages, though, abide by simple code-rules (e.g., one
clap marking the first hour of the day).
WHISPERING-HALLS
Khazad-dum contains two sets of Whispering-halls, 11.0 MORIA'S LAYOUT
chambers designed to permit Moria's "Signal-speakers" "To Gandalf the far-off memories of a journey long before were
to speak with another quickly and privately. The circular now of little help, but even in the gloom and despite all
chambers are shaped like "double-belts" (see diagram) windings of the road he knew whither he wished logo, and he did
and lined with various metals. Fashioned as an inner shell, not falter, as long as there was a path that led towards his
this hollow, metallic wall-facing acts as a stable amplifier, goal."
directing sound in such a way that a Signal-speaker's — LotR I, p . 405
whisper can carry into or out of the room with clarity. Although all of Khazad-dum is often referred to as the
Mithril-lined shafts connect the Whispering Halls (an "Mines," Moria consists of two main parts, the Mines and
indication of their prized nature). Messages travel up and the City, each of which is divided into seven "Levels" and
down the shafts crisply and clearly, as if the messenger was seven "Deeps." These in turn spread over a variety of sub-
speaking in the listener's ear. Adjustable baffles allow for levels. Incorporating dozens of isolated caverns and cham-
modifications of the sound. Levers placed in each cham- bers, the sub-levels extend along a roughly even plane
ber can lock or control the mechanisms in the shafts above across wide chasms and narrow fissures.
and below the given hall.
The seven, 14' diameter Whispering-halls in the City 11.1 OVERVIEW OF THE MINES
of Moria open onto the Third Hall of each Level. The Most of Hadhodrond consists of vast Dwarven Mines.
other six Whispering-halls lie well to the west, in the core (In fact, most of its monikers refer to Khazad-dum not as
of Hadhodrond. Connected by a shaft called Hwain's a "mansion," but as a "chasm" or "delving.") Stretching
Well, they are larger (21' in diameter) and more powerful northward, southward, and westward from the City, these
acoustic vehicles. (See Sec. 12.8, #56.) natural or Dwarf-hewn passages wind under the Redhorn
The shafts joining the Whispering-halls also accom- Pass and cut beneath both the Redhorn and Cloudyhead.
modate retractable cable/pulley mechanisms. This sys- Mines also fan out into the farthest reaches of the
tem provides the Naugrim with a special method for Silvertine, surrounding Durin's Way for the majority of
moving "sensitive" packets. When in place, Dwarf- its forty-nine miles.
Whispering-hall couriers use the ever-moving cable-lift to lower or raise
parcels.
Couriers and Signal-speakers also use the
Whispering-halls to drop sealed messages to the
chambers below. Using waxed-coated drop-pipes that
run through wall in each Whispering-hall, a Dwarf can
pass notes and smaller items faster than via cable. He
contacts the receiver, who intercepts and catches the
falling quarry by inserting a small net. through a door
in the side of the drop-pipe.
10.8 DRINKING-HALLS
Dwarves enjoy beer, mead, and wine (in that order).
They derive a good deal of their nutrition and
merriment from brewed or fermented grain, honey,
and fruit. Since Dwarf-traditions frown upon flippant
or private consumption of alcohol, such drinking has a
purpose and is inevitably tied to celebration and story-
telling. Thus, the venue must be special.
Naugrim occasionally share their drink in
Gathering-halls, but most trade sips and gulps in
Moria's numerous Drinking-halls. These 49' x 49'
chambers surround a central hearth and bar. Here,
food and refreshment are prepared and offered once
every seven days. Only "locals" (i.e., "clansmen") or
their guests are permitted to partake of the fare.
News-speakers and casual story-tellers serve as
entertainment.
As in the City, the Mines spread over fourteen tiers:
seven Levels andseven Deeps. These tiers run directly into
those reaching out from the more organized City quarters.
The twisting Mine routes, particularly those in the upper
Levels and lower Deeps, tend to ramble, however, rising
and falling over considerable distances. Corridors in the
lower Mines delve deep into remote, dark regions. The
Mines' Sixth and Seventh Deeps lie just above the un-
speakable Under-deeps, vast, unknown caverns that cut
down into the very foundations of the Misty Mountains.
Counting Durin's Way, seven principal passages strike
through the Mines. They run in various directions, but all
join with the main avenues of the City at great Gathering
Halls. These Gathering Halls mark the western, or inner-
most, edge of the Dwarf-city Men call "Dwarrowdelf."
Cavern
11.2 OVERVIEW OF THE CITY Fungi
The City itself is arranged on a perfect axis. No
compass could be more accurate. The East-gate looks 11.3.1 USING THE ROUTE MAPS
directly east and, from there, Durin's Way runs due Section 12.0 contains the route maps for all of Moria's
westward for ten miles before reaching the West Gather- Levels and Deeps. These show the avenues, roads, princi-
ing Hall of the First Deep. The main roads and avenues that pal accessways, primary rooms, and key locations, They
join or cross this central thoroughfare align perpendicularly, also diagram frequently used staircases and the traverse
each stretching three and a half miles north or south. At its connecting routes.
widest, between the North and South Gathering Halls of the The route maps do not show the countless smaller
First Deep, the City is seven miles across. rooms, mineways, accessways, and natural phenomena
The First Level and First Deep form the center of the found in Hadhodrond. (It is said, in fact, that no map can
City and compose the largest region of Moria. Tiers above document the totality of the grand complex.) To deter-
and below get smaller as one ascends or descends. All of mine the location of these spots, you should rely on the
them, however, resemble one another in design. Each is Random Feature Table in Section 19.1. This chart allows
dominated by east-west and north-south avenues, grand the Gamemaster to determine what features are in or on
passages flanked by accompanying roads or accessways. a particular corridor or room, regardless of the region in
A grid of major roads also serves as cross-streets, con- Moria or whether the location is considered significant.
forming to exact parallel and perpendicular lines. Smaller You can employ the table during any adventure, with the
roads and accessways snake throughout the complex, GM recording the resulting features and creating an ultra-
joining the roads and avenues at odd angles. detailed map of the specific area. Alternatively, the GM
Of course, Dwarrowdelf is known for its many bridges, may wish to document these features prior to beginning
stairways, shafts, and chasms. These sit astride or spin off the campaign or game session.
halls all over the City and connect the main Levels and
Deeps and their sprawling sub-levels. Together with a 11.3.2 USING SPECIFIC LAYOUTS
sizable collection of aqueducts, steam tunnels, window This work contains specific layouts of individually
wells, and an unending parade of natural fissures and important or commonly used chamber designs. When-
nooks, the Dwarf-city is one of Endor's grandest wonders. ever a group comes upon a particular location or feature,
the GM simply looks to the following alphabetical list of
layout displays. If the place is listed, turn to the appropri-
11.3 LOCATING SITES ate diagram and resolve the action or encounter. If not, the
Due to its incredible size and often inexplicable plan, a
GM should employ the concepts discussed in Sections 9.0
documentation of every nook and cranny in Khazad-dum
and 10.0 and create a sketch of the location in accordance
would require a collection of tomes. The features are too
with themes basic to Moria. Trap mechanisms are de-
many and too varied to discuss individually. Instead, we
scribed in Section 10.6 and summarized on the Trap
describe standard room designs in Section 10.0 and
Result Table (also in 10.6). Generally, though, the lay-
provide illustrations to ease play. Unique or important
outs of typical rooms, corridors, bridges, etc. will provide
areas, the "places of note," are detailed and diagramed in
the necessary picture.
Section 12.0.
II.3.3 LOCATING LAYOUT DISPLAYS THE CITY BOUNDARIES
Use tbe following chart to locate illustrations and/or On the east side of the First Deep, the old City covers
maps of specific sites described in this work. a 7 x 10 mile area. The roads extend into the Mines, those
nearest the City forming a grid of linear routes. These
SPECIFIC PLACES OF NOTE
passages run straight for eleven miles west of the West
Layout Location in Moria Page # Gathering Hall; their northerly and southerly counter-
Balrog's Chambers Sixth Deep 97 parts cut true for 3 miles before winding. In these ancient
Chamber of Records Seventh Level 87 quarters, only the lack of rooms distinguishes the Mines
Chamber of Teeth Seventh Deep 101 from the City.
Cold-forges Sixth Deep 98
Cross-section of Moria Entire Complex Inside front
11.4.1 THE CENTRAL TIERS
cover (color)
OF THE CITY
DimrillDale
The First Level lies immediately above the First Deep
(Azanulbizar) Exterior (East) Inside back and is the lowest of Moria's seven Levels. Of all Moria,
cover (color) this is the most important region, for most of Durin's
The Domes Fifth Deep 93 Way and both of the outer Gates lie on these, the oldest
Durin's Bridge levels. Here, where the mountain is over forty-four miles
& Second Hall First Deep 78 wide, the ancient passages rise and fall, frequently merging
Eastern Entry Hall First Level 80 with the halls of the First Deep. In a sense then, the First
The East-gate Exterior (East) Inside back Deep and the First Level are intertwined. Their design
cover (color) defies any separate description, so that the route map for
King's Chambers the Main Tiers incorporates and covers both tiers.
& Armory Seventh Deep 100 Three hundred feet under the First Deep, amidst
Moria and its Environs Exterior ("Region) Inside front frequent intrusions of purplish porphyry deposits which
covet (color) plug ancient volcanic chimneys, the Dwarves constructed
The West-gate Exterior (West) Inside back the Second Deep. This area is designed to house standing
covet (color) military units and contains numerous training halls, mess
TYPICAL ROOMS AND CORRIDORS chambers and residences suited to the needs of Moria's
Layout # in Moria
Weapon-host. It is home for two complete 343-warrior
Page#
battle arrays (Azashokun). The smaller but similar Third
Accessways Unknown 59 Deep below also shelters two Azashokun, although this
Avenues 48(E-W) 98(N-S) 57 tier contains fewer kitchens and assembly areas.
Ceremonial Chambers 7 78 Moria's Second Level lies about two-hundred and
Crypts Unknown 60 eighty feet above the First or Main Level. This region is
Dungeons 7 61 also home to great Gathering Halls, Ceremonial Cham-
Dwarf-lodgings Unknown 61 bers, and the military stores, Barracks and Muster Rooms,
Exit Cisterns 21 50 as well as to the City's highest concentration of Kitchens.
Floor Traps Unknown 66-68 Above it lies the highest tier of the central City, the Third
Gathering Halls 343 62 Level. Here the chambers mirror those below, although
Guard Chambers 1372 63 they are fewer and more widely spaced.
Roads 686 57
Sounding Chambers 63 69 11.4.2 THE UPPER LEVELS
Spring-halls 3 49 OF THE CITY
Swivel-bridges Unknown 64 The City's upper tiers, the Fourth through Seventh
Treasuries 49 63 Levels, contain Khazad-dum's Spring-halls, Watch Rooms,
Treasuries, and Libraries. Lodgings for the Keepers of
lore and enchantment are sprinkled throughout these high
11.4 THE CITY PLAN tiers, as are rooms constructed to store Moria's great
cultural wealth. Hoards of ceremonial items and inscrip-
The following section describes the basic plan of the
tions lie in the halls of the upper Levels. The most exalted
seven Levels and seven Deeps of the Dwarven City,
of these repositories is the Chamber of Records, the
including their sub-levels. Since the summary covers such
hallowed Chamber of Mazarbul. Lying beside the Twenty-
a huge area, it is impractical to attempt to elaborate on
first Hall of the North End of the Seventh Level, it
every room and passageway. Thus, only the basic themes
contains the High Books of Moria, including histories of
are accorded mention. As noted, descriptions of promi-
Durin's Folk. Great light shafts issuing from ceiling-wells
nent chambers are listed according to their tier and room
illuminate this northwestern hall, as well as most of
number in Section 12.0.
Hadhodrond's western chambers.
11.4.3 THE LOWER DEEPS OF Across the Dale, northeast of the Silvertine, is the
THE CITY 15,111' tall Cloudyhead (Kh. "Bundushathur"; S.
While the upper Levels enjoy a relatively high concen- "Fanuidhol"). It is a less jagged peak, but no less beautiful;
tration of natural light and water, the Fourth through although there is no room set in its heights, Moria's
Seventh Deeps serve as domains of fire and darkness. passages wind under its flanks.
Chambers built for smelting, forging, and craft-work Khazad-dum's corridors also bite into the great Redhorn
abound on these lower tiers, tapping the fiery resources of (Kh. "Barazinbar"; S. "Caradhras"). At 16,002', it is the
the earth. Frequent lava pools and steaming chasms cut grandest of the Misty Mountains. Its steep spire invokes
through these, the warmest of city quarters. Here the a feeling of power and commands the view for leagues.
Dwarves delved dark dungeons. Lying north-northeast of the Silvertine and northwest of
Aside from the main tiers, the City's Seventh Deep is the Cloudyhead, it anchors the mountain triad.
the most significant. The mineral-rich Mithril Road COUTH CARADHRAS
strikes northward from these halls and cuts under the The strategic Redhorn Pass (S. "Cirith Caradhras"), or
Redhorn and through the great vein of True-silver. Here "Redhorn Gate," separates Caradhras and Fanuidhol in
lie special Royal Armories and the King's Chambers. No the north from Celebdil in the south. It is the highest
area is better protected, and no tier is closer to the heart traversable crossing in the central Hithaeglir. Connecting
of the Mountains; so, it is only natural that the Seventh the Nan Sirannon in the west to the Nan Celebrant in the
Deep serve as the real and spiritual home of the Dwarf- east, it serves as a traditional artery for (especially Elven)
king. travellers making their way from Eregion to Lorien. Since
it traverses the divide at nearly 9,600', however, it is often
IL5 THE MINES impassable due to snowy or icy conditions. Anyone
Despite the fact that they connect to and are con- hoping to make the journey in the late autumn through
structed along the same tiers that compose the City, the mid-spring needs to take the Dwarf-road through Moria.
Levels and Deeps in Moria's Mines exhibit wilder and
more random patterns. Routes climb, twist, and Stone Map
tumble in frequently unpredictable ways, and ofKhulakal
occasionally one can travel for miles without seeing
a hint of civilization. Intersections are spread far
apart, and rooms are suitably infrequent. In addition,
many of the avenues, roads, accessways, and
mineways lead virtually nowhere.
The Mines still reflect life and a dynamic
purpose, however, for a sense of continual toil
echoes through these corridors and touches even the
most remote or abandoned spots. Ore-carts, Rock-
drills, Fire-wagons, Water-wheels and Ore-borers litter
the passages. With the preponderance of Elevator
Halls, Excavation Chambers, Junction Halls,
Quarries, and Store-halls, they betray the rugged
history and grand feats of the First House of the
Khazad.
11.6 THE PEAKS ABOVE
The hidden "Endless Stair" that spirals upward
through Durin's Chimney (see Sec. 12.7, #5, 52,
53) ends just under the summit of the 15,499' high
Silvertine (Kh. "Zirak-zigil"; S. "Celebdil"). At its
top stands Durin's Tower, a (7' diameter) circular
watch place carved in the jagged crown pinnacle.
From there, one can gaze out over the neighboring
lands from the gold laen Chair of the Deathless
One, through a narrow eastward-facing window.
The Dimrill Dale lies far below.
Two rivers rise in the Cirith Caradhras. Both pour out displays of silvery spray and generating a constant thun-
of great springs fed by snowfields clinging to the flanks of der. The roar is great at the Morlanthir (S. "Black-falls"),
the Redhorn and Silvertine. The Caranen, or "Redwater," a 490' cascade located about three miles downstream
begins its journey about two and a half miles west of the from the spring. After rushing over this stunning water-
col (ridge summit), at the aptly named Eithel Caranen (S. fall, the river calms for a while. It flows steadily for another
"Redwater Spring"). Flowing westward, it is a principal three miles, until it is joined by the smaller Fanuinen (S.
tributary of the Sirannon. Most of its volume, though, "Cloudwater"). Now swelled, the Naragul picks up speed
moves through a subterranean channel. Its surface stre- for its turbulent, five mile journey down to the Dimrill
ambed is often dry during the late summer and early Dale. Careening over seven cataracts, the legendary "Dimrill
autumn, especially in the upper reaches of the canyon. Stair," the Naragul spills into the cool, deep Mirrormere.
A mile east of the Redhorn Gate, the Eithel Celeb (S. MEN EDHEL
"Silver Spring") gives birth to the river Celebrant. Dwarves The Elf-road, or "Men Edhel," begins where the
call the upper portion of the stream the Naragul (Kh.
Caranen joins the the Sirannon and climbs eastward along
"Blackwater"), for they reckon that the Silverlode really the Redwater's southern bank and into the Cirith
begins in Azanulbizar, at the Kibil-nala. Unlike the Caradhras. It passes above the Eithel Caranen and then
Caranen, the Naragul flows all year round. This thunde--
winds through a series of switchbacks before ascending to
Durin's Tower ing torrent knifes through its canyon, creating dazzling the summit of the great col. From there, the road
descends into the Nan Celebrant. Here, just below
the appex of the pass, the road negotiates its most
dangerous course.
Frequent switchbacks on the steeper eastern
side of the Hithaeglir force a slow pace. These
tough twists and turns lengthen and become less
common and arduous after you pass the Eithel
Celeb and reach the Morlanthir. The trail enters
into the woods below the falls. A few miles later,
where the Fanuinen flows into the Naragul, it
reaches a crossroad. This junction serves as both
a campsite and a river crossing.
An unpaved track strikes north from this
point. Called the Ten Orod (S. "Mountain
Path"), this smaller trail crosses the roaring
Naragul by way of a series of tree bridges. Then, it
splits into two paths. The Ten Orod follows the
course of the Fanuinen and ascending between
the flanks of the Redhorn and Cloudyhead.
(Dunadan chroniclers count this route as part of
the "Giant Trace" that winds through the west-
ern part of the Hithaeglir. See ICE's Arnor at
page 222.) The other path, the Ten Vornen (S.
"Mountain Path"), cuts off to the southeast.
Skirting the northern banks of the Naragul and
Kheled-zaram, it parallels the Men Edhel for
over fifteen miles before rejoining the main road
just below Moria's East-gate.
While paved and carefully placed on firm
footings, the Men Edhel is too narrow and
contains too many stairs to accommodate carts
or wagons. (Wheeled traffic traditionally stays
on the Dwarf-road and must pass through
Khazad-dum.) Two footmen or a single horse-
man will block the way in most places, so
portions of the road split into separate "passing
ways." Campsites usually lie between these forks.
12.0 PLACES OF NOTE I2.1 THE CORE
"There were many recesses cut in the rock of the walls, and in
OF KHAZAD-
them were large iron-bound chests of wood. All had been broken DUM
or plundered; but beside the shattered lid of one there lay the As noted, the core of Hadhodrond encompasses the
remains of a book. It had been slashed and stabbed and partly First Level and the First Deep, two intertwined planes
burned, and it was so stained with black and other dark marks constituting the Great Dwarf Road and its principal
like old blood that little of it could be read. Gandalj lifted it arteries. (See Sec. 8.1.) It is the only portion of Khazad-
carefully, but the leaves crackled and broke as he laid it on the dum readily open to visitors. (Of course, remember that
slab. He pored over it for some time without speaking. Frodo "readily" is a relative term, for the Naugrim zealously
and Gimli standing at his side could see, as be gingerly turned guard their mansions.)
the leaves, that they were written by many different hands, in THE MAIN TIERS (LEVEL ONE AND THE FIRST DEEP)
runes, both of Moria and of Dale, and here and there in Elvish 1. West-gate.* See the accompanying map (#1), as
script." well as Section 10.1. This 7'-wide, 12'-tall doorway opens
— LotR I p. 417 onto 200 shallow stairs. These ascend to an arching
Moria contains a countless number of awesome or passage that runs into the Western Entry Hall.
enchanting spots, places of great wonder and note. A few 2. Western Entry Hall.* Akin to a crude Gathering
hold special interest for the adventurer. These are listed Hall, this 140' x 140' chamber has three (14' high) doors
here according their numbered map placement and keyed cut into its eastern and western sides. Facing east, the left
to the Level or Deep where they are located. Specific door leads to a stair which climbs up to the Fourth Level
layouts are provided for some of these places (those of the Mines, while the right door opens onto Durin's
accompanied by an *). Section 11.3.3 contains an index of Way. The central doorway looks onto a descending road,
the relevant passage and chamber diagrams. the main passage (Well Road) of the Lower Mines. To
the west, the central doorway frames an entry onto a
curving passage which leads to the stairway down to the
West-gate. Both the flanking doors on the western side of
the chamber lead to short, sloping accessways which
switchback up to the naturally-lit Guard Rooms on the
cliff over the West-gate. Two lines of thick, square
columns divide this hall and, in the dark, one might not
realize that the passage is interrupted.
3. Durin's Way. This 49-mile long avenue is
the
underground section of the Dwarven Road between
Eregion and Lorien.
4. Inn Chambers. A cavernous 420' x 140'
complex
with dozens of 7' x I41 guest rooms cut into its walls.
Travelers along Durin's Way used to stay here, for it is 26
miles from the West-gate and 23 miles from the East-
gate.
5. Durin's Chimney.* Stretching thousands of feet
up and down into the Silvertine, this great chasm is edged
by numerous stairways. Near the center, circling
around a great porphyry pillar, is Moria's 21' wide
Central Steps.
This spiral stairway runs through each of the fourteen
Levels and Deeps. In order to reach the staircase, one must
cross a series of 70' long bridges, spans which arch
between the abyss' numerous natural basalt abutments.
Durin's Stair runs up through a concealed cleft in its
northeastern "arm." (See Sec. 12.9, #61.)
6. West Gathering Hall. This unusual, rectangular
Gathering Hall marks the western boundary of the City.
From this point eastward, myriad rooms He off the roads
and avenues.
7. Eastern Halls.* These are the oldest chambers in 9. East-gate.* (See the inside back cover.) Here,
Moria. Furthest east is the First Hall of the First Level, Durin's Way exits through a pair of thick stone doors
Moria's East Entry Hall. This is 70' x 70' square room which open out onto a 49' x 21' porch. Looking west into
with a peaked ceiling, some 70' in height. Fourteen narrow Moria from the Gate, Durin's Way is a well-defended
window shafts cut in its eastern wall illuminate the room. avenue, 21' wide and 14' high, guarded by seven adarcer
A quarter mile west, along Durin's Way and down a wide portculli (spaced every T feet). This 49' stretch connects
stair to the First Deep, is the Second Hall, or "Hall of the Gate to Moria's West Entry Hall.
Trees." It is named for the fourteen tree-shaped pillars 10. Secret Passage to the Second Level. Behind
that support its gently curved 77' high ceiling. This a
ancient review hall is 490' long and 140' wide and is revolving 7' x 7' stone in the southeasternmost Gathering
dominated by the "Unending Well," a 42' wide abyss. Hall is a secret entry to this narrow upwardly sloping
Durin's Way crosses the pit by way of the 7' wide arch of accessway. The secret passage leads to an identical secret
Durin's Bridge
Durin's Bridge and leaves the room on the west side via a exit in wall of the southeastern Ceremonial Hall on the
21' tall arched door. Three doors open in the north wall Second Level (see #24). Both concealed doors are un
and face three others on the south. The northeastern door locked, but Very Hard (-20) to find and trapped with Pit
leads to the Northeast Road, off of which is a secret Traps.
passage. This passage is a little over a mile long and makes 11. Accessway to the Lower Mines. This
an ascent to the Chamber of Records on the Seventh Level accessway descends to the southeastern Smith-halls of Ceremonial
(see #38). (Seven flights of stairs break its upward slope.) Chamber
the Second Deep. An elevator to the Lower Mines is set
NOTE: Following the death of Baiin in T.A. 2994, during tbe in a shaft off the Gathering Hall, opposite this
reign of the Balrog. a japped 14' wide volcanic chasm cuts through the accessway and #10.
Second Hall. It is aligned from north lo south and separates the 12. Accessway to the Second Level. A sloping
chamber just west of the northeastern and southeastern doors. passage ascends to the Northeast Hold (#26) on the
8. Secret Lower Mine Entry.The southeastern door Second Level.
of the Second Hall leads to the Southeast Road and an 13. Redhorn Way. This downward sloping mine av
accessway like the secret way off the Northeast Road, only enue is the principal (traversing) north-south route in the
this one descends into the Mines of the lower Deeps. Mines of the First Level. It twists for thirty-five miles,
stretching under the Redhorn Pass, before intersecting
West-gate
with the Mithril Road. From there, the Mithril Road cuts
further beneath the heart of the Redhorn.
East-gate 14. Northwest Mines of the First Deep. A great The grandest chamber in the Mines of Khulakal is
lode of Gold (Mai) lies in the walls of these mineways. known as the "Golden Pit." A perfectly round, 49'
Numerous Ore-borers, Rock-drills, and mining imple- diameter shaft set in the center of the floor gives the hall
ments are stored in the side passages. its name. Here, it is said, Durin ordered the first delving
15. Roin's Scar. This is actually a great fault embracing for gold. The surrounding chamber now contains many
a series of vast, interconnected, natural caverns. The caves such shafts (although none are so exalted). Two, narrow
run northeastward from the huge chamber where the steel doors set into the western wall of the Golden Pit
High Warder Roin slew his own son in S.A. 593. (It is connect the hall to the watch-towers called the (Lower)
said that both their Ghosts haunt this place.) Numerous Eyes of the West-gate (see Sec. 12.9, #54).
shafts and pits mark the floors and walls, and some of the 18. Halls of Green Glass. Here the roads and accessways
abysses connect the caves to the Lower Mines. Pools cut through a beryl deposit that yields a small but valuable
stocked with fish and forests of mushrooms (notably supply of emeralds.
Lemsang) abound throughout the awesome cleft. 19. Road to the Second and Sixth Deeps. This
16. Natural Lava-chamber. This hot cavern guards sloping roadway twists through dozens of tight
the switchbacks on its way down to the southwestern Deeps.
great South Road and is filled with ever-erupting lakes of It provides access to the silver mines of the Second
molten lava. Deep and continues down to the Smelting-halls of the
Sixth Deep.
12.2 SECOND LEVEL 20. Mahal's Wells. Actually, these gargantuan halls are
17. Mines of Khulakal. This gigantic granite and part of the same fault series comprising the Mines of
limestone chamber is one of the largest in Moria. Two and Khulakal. Once a major iron source, they now supply only
half miles long, three quarters of a mile wide, and three modest amounts. Each of the six chambers possesses a
thousand feet deep, it is a self-contained world. Bizarre ceiling rising 100' above the Second Level. They also
rock formations, magnificent arches, spiraling ramp-ways, stretch three to four hundred feet downward and are filled
twisting tunnel arms, and offshooting mine cuts lend the with reddish, iron-laden waters inhabited by Red Jaws
room a wonderland character with maze-like qualities. and Water-drakes. The surfaces of these pools lie nearly
Although it is now virtually barren, it was once Moria's seventy feet below the elevation of the avenues. Each is fed
greatest gold source. Now it serves to join the westernmost by a series of springs, and all are sources of underground
avenues of the Second Level, routes cut along exposed streams that run westward toward the River Sirannon.
rock shelves and joined by nearly a hundred bridges.
21. Durin's Chimney * (As #5 of Level One.) This 25. Avenue of the Guard. This winding way runs
7,000' foot deep chasm houses dozens of stairways and is south to Moria's South-watch, a28' x 28' room which
crossed by a collection of 70' bridge spans which join looks out of the southeastern face of the Silvertine.
great corbels and basalt abutments. Hidden away m the 26. Northeast Hold. A circular hall 77' in diameter
narrow northeastern cleft is the legendary Durin's Stair forms the focal point of the Second Level's main barracks
way. The Central Steps, a 21' wide spiral stairway, con facility. Thirty-five Dwarf-lodgings lie off the central
nects all fourteen of Moria's tiers. It begins high in the hall, built to house members of the elite battle guard. A
Seventh Level and ends at the bottom of the Seventh single 14' diameter column embraces the fan vaulting that
Deep. supports the 49' high roof. Within it lies a hidden passage
22. Western Hall. This Muster Hall is the westernmost which winds down to the Sixth Deep and up to the
City chamber and was designed as the principal assembly Seventh Level (see #12).
point for Moria's standing army, the Weapon-host. Silver 27. Chamber of the Axes. This I4,000'-foot long
filigree embellishes the twenty-eight red marble columns cavern rises up to 300' high. Here the Northeast Avenue
that support the barrel-vaulted ceiling of this Gathering crosses a shallow lake via a stone causeway. Legend says
Hall. that somewhere beneath these waters lies a set of three
23. Rising Room. Also known as the First Hall of the exalted axes forged by a King of Nogrod. The tale is true.
Second Level, the Rising Room is a rectangular Gathering Fourteen feet below the surface of the pool, along the
Hall with walls of white marble and a gilded rib-vault northern face of the chamber, rests a sealed stone chest.
ceiling. An array of twenty-one window-wells pierces the The Three Axes of Azaghal are stored here, nestled within
eastern wall, welcoming sunlight. Two, narrow steel doors a shroud of gold wool. All are made of Tasarang and
set into the eastern wall of the chamber connect the hall Ithilnaur and forged of an ancient Cold. Each is a magic
to the watch-towers called the (Lower) Eyes of the East- +20, Ore-slaying weapon which delivers an equivalent
gate (see Sec. 12.9, #55). Cold Critical whenever there is a normal critical strike
24. Accessway to the First Level. A revolving 7' x 7' result. The Long Axe is a two-hand Battle-axe that can be
stone in the south wall of southeastern Ceremonial Cham thrown up to 70' without penalty. It is a reddish weapon
ber conceals this narrow secret passage. The accessway with a gleaming silvery edge and elaborately decorated
Barking slopes down to the Main Level (see #10). with silver inlay. Its companion, the Night Axe, is just as
Watcher
beautiful, but its Ithildin inlay is invisible except under
Moon or Star-light. In such a case, the weapon will strike
one to two targets when thrown, both in the same round.
This Hand-axe can be thrown up to 35' without penalty,
and up to 70' at -35. The third magic arm is the one-hand
Stone Axe. It is a greyish weapon empowered and deco
rated like the Night-axe, but a different power born of its
Ithildin glow. Rather than striking twice in a round, it
enables the wtelder to throw through stone unimpeded. It
also allows the bearer to gaze through darkness or stone
(range 35') and to see any one person whose voice is
audible or whose sounds are discerned.
12.3 THIRD LEVEL
28. Place of Barking. Here, where the northern traverse
avenue slopes up from the Second Level, the corridor
narrows from 21' to 14' and a green granite wall blocks the
passage. A virtually invisible 7' x 7' arched stone door cuts
through the center of the wall, but is guarded by the 9' high
green onyx "Barking Watcher." This wickedly shaped
Watcher-in-stone (see Sec. 15.4) will emit a deafening
"barking" sound whenever a being unknown to it enters
its 49' field of vision. In addition, when someone attempts
to pass through the door without the proper Rune-key—
and without successfully defeating the hard (-10) lock
mechanism—the Watcher slides to its right along a track
and bars access to the doorway.
29. Weather Watch This round, 42' wide chamber is —the magic Helm of Stone, a full helmet forged
covered by a silvery dome that arches 77' above the mosaic from tasarang, inlaid with gold filigree, and
floor. It holds enchanted astrological and meteorological shaped like the head of a Demon-ram. Up to
instruments, which can be used to determine the move three times a day, and with a round's concentra-
ments in the sky and thereby predict the weather. A series tion, the wearer can turn into bluish granite,
of special window wells cuts through its domed roof. taking on all the benefits and troubles associ-
30. Durin's Chimney.* (See #5.) ated with stone. All the items the wearer bears
up to his "encumbrance allowance" (the "dead
12.4 FOURTH LEVEL weight" he can carry without incurring a
movement penalty) also turn to stone. In order
31. The Crypt of Alvis. Down a 3'wide spiral stair, 33'
beneath the Fourth Level's Ceremonial Chamber, lies a to resume a normal state the wearer must
red laen sarcophagus. A cleverly hinged 14' diameter brass concentrate again for one full round. While
granite, the wearer cannot move or cast spells.
plate is inlaid in the center of the Ceremonial Chamber
floor and serves as the entryway. It is very hard (-20) to He can, however, employ his senses, and he has
open and is guarded by a series of carefully hidden plate no need for food or water.
traps. The sarcophagus holds the bones and precious 32. Durin's Chimney.* (See #5.)
possessions of Alvis, the surly advisor to Durin II. The
(Greater) Ghost of Alvis' Mannish bodyguard Rongnir 12.5 FIFTH LEVEL
haunts and defends the crypt, but it will not leave even if 33. Thund's Eye. This nearly vertical shaft intersects
provoked. the road where it crosses a 7' wide arching bridge over the
The Items buried with Alvis: thundering flow of a subterranean feeder stream. The 3'
—three 70 gp aquamarines; x 3' shaft is the deepest (longest) light-well in Moria,
—an enchanted +10 Mace of Water-skipping, reaching three thousand feet toward the northeastern face
which fas long as both the thrower and caster of the Silvertine. (See 9.2 for more on windows and light-
are each within 35') can be thrown without wells.)
penalty across any water source (I' of more m 34. Durin's Chimney.* (See #5.)
depth) and can skip up to 700' to strike a target
Thund's Eye
and return by skipping back the same round; and 12.6 SIXTH LEVEL
35. Hall of Scribes. Also called the Eighteenth Hall of
the North End, this Ceremonial Hall lies directly beneath
the Twenty-first Hall on the Seventh Level. Here the
walls are covered with inscriptions carved in enchanted
stone. At the center of the room there is a pillar set in a 7'
deep, 21' diameter pool of cursed water. Three 3' wide
bridges span the pool and provide access to the monu
ment, which is a duplicate of the obelisk marking Durin's
revelations beside the Mirrormere. (The original is in
Dimrill Dale.) The hinged pyramidal crown of the this
monument can be moved to reveal the three magic (50 gp)
gold Chisels of Dvalin. These chisels can be used but once
a day to create a magic Symbol equal to the level of the
wielder. In so doing, they "erase" any other inscription or
Symbol they touch in the process. Note that the 3' x 3'
center sections of the bridges are trapped. Spring-hinges
secure them and, unless discovered (Very Hard, -20) and
disarmed (Hard, -10), they will cast burdens of thirty or
more pounds into the water below. Persons entering the
water must make an RR vs a 3rd level spell or fall into a
coma-like sleep for 1-50 minutes and immediately sink to
the bottom of the pool.
The inscriptions covering the four sides of the 49'
tall obelisk mask the carved rungs that serve as ladders.
Though a trained eye can discern the route up three of the
four sides (there are no rungs on the north face), the rungs
are still Extremely Hard (-30) to perceive; and it is Sheer
Folly (-50) to ascend the slick laen surface.
36. Durin's Chimney. (See #5.) The hidden "Endless
Stair" that spirals upward through Durin's Chimney (see
Sec. 12.6, #5, 52, 53) ends just under the summit of the
15,499' high Siivertine. At its top stands Durin's Tower,
a (7' diameter) circular watch place carved in the jagged
crown pinnacle. From there, one can gaze out over the
neighboring lands from the gold laen Chair of the Death-
less One, through a narrow eastward-facing window. The
Dimrill Dale lies far below.
Across the Dale, northeast of the Siivertine, is the
15,111' tall Cloudyhead. It is a less jagged peak, but no
less beautiful; although there is no room set in its heights,
Moria's passages wind under its flanks.
Khazad-dum's corridors also bite into the great
Redhorn. At 16,002', it is the grandest of the Misty
Mountains. Its steep spire invokes a feeling of power and
commands the view for leagues. Lying north-northeast of
the Siivertine and northwest of the Cloudyhead, it
anchors the mountain triad. The strategic Redhorn Pass
nestles between it and the Siivertine, and its waters give
birth to the Cel-ebrant.
(For more about the peaks above Moria, see
Sec. 11.6.)
Hall of Scribes
12.7 SEVENTH LEVEL
37. The Lore-hall. Also called the Twenty-first Hall
of the North End, this rectangular Gathering Hall has
walls covered with a composite of crushed black
obsidian. The room stretches 210' from east to west,
and 140' from north to south. A single window pierces
the center of the eastern wall, at the point where the
wall meets the ceiling. Opening through the same wall
is a door which leads to a spiral stairway running down
to the First Level. (This stair passes the 18th Hall, the
15th Hall, the I2th Hall, the 9th Hall, and the 6th
Hall, all of the North End, and opens by the Third
Hall of the First Level.) A doorway in the north wall
leads to a road, off of which lies the Chamber of
Records (see #38). The west door opens onto a
traversing road which descends all the way down to
H wain's Well-hall in the Mines of the Seventh Deep.
The south door leads to a road which connects with the
Twentieth Hall of the North End. The Lore Hall is
one of three Gathering Halls designed by Narvi (see
10.6).
38. Chamber of Records.* The Chamber of
Records
(or "Mazarbul") is the traditional repository for Moria's
most honored tomes. This hall is 42' x 42' and has a 21'
high ceiling. A single slanting window shaft through
Chamber of
Records
the upper eastern wall casts natural light into the center of (See LotR I, p. 415-23.) Following this era the chests lie
the room. The whole chamber is surrounded by a raised relatively bare of wealth, the Seven Books of Mazarbul
area which runs around the walls 14" (2 steps) above the being of notable exception. A description of these tome
central floor. Five 42" x 42" nooks grace each wall, and follows:
the center nooks of the eastern and western walls house — History of Balin's Folk
doorways. The western door opens onto the road from — History of Durin's Folk in the First Age
the Lore Hall, which lies to the south (see #37). The east — History of Durin's Folk in the Second Age
door leads to a descending passage that runs over a mile — History of Durin's Folk (T.A. I-I98I)
before reaching the First Deep (see #7). The other — Book of Item Lore: Contains ten runes for
eighteen recessed areas contain chests, each traditionally each of the Bardic Item Lore spells between 1st
filled with 5-500 gp worth of gems and jewels. Shelves and I Oth level (100 total).
above the chests support rows of hallowed records. — Book of Earth Law: As Item Lore book, but
NOTE: During the period T.A. 2989-2994, Balin founded a containing Earth Law runes.
new colony in Moria and became its King. For the last months of bis — Book of Fire Law: As the others, but for Fire
reign he made this chamber his Throne-roome, his people were under Law spells. Every tenth spell works on the
siege. After his death in 2994 he was buried in a stone sarcophagus set reader, however.
at the room's center. The 2'high, 10 ' long stone burial cradle was capped
A number of other beautifully-crafted volumes line the
with a I' thick slab of white granite, Runes inscribed in the top surface
say: chamber's stone shelves. They fall into seven categories:
— Stone Lore;
"BALIN SON OF FUNDIN
Khelurin's — Metal Lore;
LORD OF MORIA'1**
Armory — Mining;
— Smelting;
— Sculpture;
— Smithing; and
— Embellishments.
39. Durin's Chimney.* (See #5. Also see Sec. 12.9,
#61.)
12.8 THE DEEPS
THE SECOND DEEP
40. Durin's Chimney.* (See #5, #58. Also see Sec.
12.9, #61.)
41. Whispering-hall* (See Sec. 10.7. Also see #56.)
THE THIRD DEEP
42. Khelurin's Armory. Here, Khelurin the armorer is
buried in a grey marble sarcophagus. Many (2-20 fine
+15 arms) of his ancient and stalwart weapons-creations
reside here. They are surrounded by Chute Traps (See
10.6.)
43 Durin's Chimney.* (See #5. Also see Sec. 12.9,
#61.)
44. Whispering-hall.* (See Sec. 10.7. Also see #56.)
THE FOURTH DEEP
45. Durin's Chimney.* (See #5. Also see Sec. 12.9,
#61.) On the south side, Just below the point where the
main E-W avenue intersects with the chasm, a waterfall
spills out into the shaft.
46. Whispering-hall.* (See Sec. 10.7. Also see #56.)
THE FIFTH DEEP (e) Black Hold: After T.A. 1984, the Royal Items
47. The Domes.* (See Sec. 9.3, Naurond.) A labyrinth of Durin's Line (see #54) remain here, upon the
of black, dome-shaped chambers formed of volcanic 61 high central dais. They are guarded by three
pumice and connected by hundreds of small, twisting Troll-guards. The items taken from the bodies of
tunnels. Some of these ancient, tube-shaped gas-passages the 66 lords mentioned in "d3" above are stacked
extend through the roof and upper sides of the Blue in the three nooks.
Chasm that looks down upon the High Smith-hall (which (f) Hall of Waiting: Here servants wait before
is, after T.A. 1981, the Balrog's Throne-room (see #46). entering the Throne-room. Three Troll-guards
48. Durin's Chimney.* (See #5. Also see Sec. 12.9, are stationed in the room, and two animated
#61.) "Dragon-columns" (see 14.0) aid in the vigil.
49. Whispering-hall.* (See Sec. 10.7. Also see #56.) (g) Hall of the Troll-guard: This is the filthy
THE SIXTH DEEP residence hall of the 18 members of the elite
50. Balrog's Lair.* Prior to T.A. 1981, this set of seven Troll-guard.
chambers served as the King's Smithy, Moria's High 51. Cold-forges* (See Sec. 6.1.)
Smith-hall (see Sec. 6.1). With the assertion of the 52. Durin's Chimney.* (See #5. Also see Sec.
Balrog's rule it was reformed into a royal lair. 12.9,
(a) The Throne-room is described in Sec. 14.0. #61.) Another waterfall springs forth here, this one in the
Surrounding it are the six companion chambers: northeast arm.
53. Whispering-hall* (See Sec. 10.7. Also see #56.) The Domes
(b) Hall of Mirrors: Silver backed laen walls form a
shroud of mirrors, which is in turn illuminated by
eight glowing square columns. Three of the
Balrog's elite Troll-guard are stationed here and
normally remain on the circular dais. Each round
one Is in the chamber, one must make a successful
RR versus a 3rd level attack. Failure results in the
victim becoming confused and disoriented by the
mirrors. The victim then operates at -50.
(c) Hall of Questions: Here the Balrog questions
captives.
(d) Place of the Valarauko: This is the Demon's
residence hall. He never sleeps, although he does
rest 3 hrs a day by meditating in a prone position
on the 6' high central dais. Red laen columns
surround the dais and support a domed roof of
the same material. Three rounded nooks serve to
hold the Balrog's most treasured items.
The treasure:
—In dl, one will find a 12' x 61 black iron chest,
which is surrounded by steam traps and
Extremely Hard (-30) to open. It contains 300
mp, 6,000 gp, and thirty-three 600 gp rubies
(each containing a miniature imbedded black
iron crown).
—In d2, one will find the Balrog's weapons (see
14.0) encased in an unlocked black laen case.
Eighteen dart traps protect the area, and are set
off by anyone who fails to place the proper
Rune-key and disarm them. The lock is
concealed at the end of the protruding wall to
the right.
—In d3, there is a stack of 66 mithril-covered
skulls, each worth 300 gp. They are skulls of
those lords the Balrog has personally killed
since awakening to Moria (see "e").
THE SEVENTH DEEP —Durin's Armor: +20 mithril plate mail (AT
54. King's Chambers and Armory.* This five- 20). —Durin's Shield: +20 shield inlaid
room complex is composed of seven-sided chambers, with 14
each of white marble. Silver and sold filigree adorns Dwarven symbols (see Sec. 6.3). (d),(e),(f) Royal
both the walls and the fan-vaulted ceilings. The Armory: These three chambers contain numerous
chambers: +15 and +20 weapons of unsurpassed quality.
(a) Throne-room: Here presides the Dwarf-king of 55. Chamber of Teeth.* Here the sloping
Khazad-dum. Redhorn
(b) Surrounding Hall. This arched passage allows Way levels out on the Seventh Deep, just before it
access to each room. It is littered with spike and intersects the Mithril Road and heads off under the
plate traps. Redhorn Pass. The road crosses the water on a bridge
(c) King's Bedroom: Here the King sleeps on a born by twenty-one stalagmite-supported arches. Nu
simple stone bed in the central sub-chamber. merous protruding stalagmites and stalactites give the
Chute-traps guard the doors. In the outer three room its name.
sub-chambers rest the Royal Items of Durin's 56. Hwain's Well-hall.* A beautiful but crudely-
Line. hewn
Among numerous jewels and 777 mp, the items chamber, Hwain's Well-hall lies directly below the circu
include: lar "Whispering-halls" of the First through Sixth Deeps.
—Hammer of Durin: a+30 war hammer which As such, it is actually situated near the bottom of Hwam s
Well. A hole in the 21' high ceiling of the chamber serves
delivers twice normal damage and can be
as a portal to all the Deeps above. Designed by Hwain, the
summoned instantly by its last wielder (up to
first Khazad Signal-speaker, the Well is an acoustically-
7771).
refined shaft permitting Dwarven "Signal-speakers" to
—Seven Helms of the King: Shaped like various
communicate with one another with startling clarity. (See
semi-mythical creatures, each provides the
Sec. 10.7.)
wearer a +15 RR bonus and a +5 DB. They
obviate all fatal Crush criticals directed at the
Cold-jvrge wearer's head.
Hwain's Well also connects the Deeps with the Under- A 350' long sloping stair-ladder set in the eastern wall
deeps. (See Sec. 13.0.) It acts as a monitoring point for connects the Eye on the Second Level to its counterpart
discerning activity below Khazad-dum. The poryphry- (2I0’) above. Spike traps guard the 3' wide vertical shafts
capped "Under-well" lies directly under the Well proper containing the ladders. In addition, the stone-set, steel
and, when open, acts as a window to the bowels of Endor. rungs are actually hollow pipes forming part of a hot water
Thus, it can be a very scary place. system. They can be "super-heated" in a matter of 3
NOTE; During the period TA 1980 through FA.7, the Under- minutes. Should the rungs be super-heated, anyone grasp-
well lies uncapped. Shattered by the Balrog, the capstone rests in shards ing the surface of the metal receives an "E"-severity,
around the opening. "Heat" critical strike for every round he/she is on the
57. Durin's Stair and Durin's Chimney.* Where ladder. (Special "smithing-gloves" might delay or reduce
Durin's Chimney passes through an area just below the the severity of this attack.)
Seventh Deep, a narrow road opens onto the northeast A trio of narrow (7" wide) windows pierce the three
arm of the chasm. Here, on a ledge beneath a waterfall, is faces on the western side. Fitted with steel bars, they serve
the bottom of Durin's Stair. This seemingly endless as both watch-places and missile-ports. "Lookmg-pipes"
staircase spirals through a hidden cleft all the way to the (telescopes), cross-bows, and cross-bow bolts hang in the
summit of the Silvertine. The road forks before entering open cabinets flanking each aperture.
the Chimney. One fork leads up to the King's Bedroom Two, solid-steel doors open out onto two walkways:
(see #54 "c"), while the other is a rugged tunnel the cuts one an exterior terrace linking the Eye to its companion
through the upper Under-deeps and connects (further chamber (2I0’ away), and the other an ever-sloping
east) with the abyss that falls from the Second Hall of the passage (both ascending and descending) to the nearby
First Deep (see #7). Durin's Chimney continues down Mines.
ward, reaching far into the Under-deeps. An array of seven signal-bells is set into the (35' high)
NOTE: In the first month of T.A. 3019, the "Endless Stair" is domed ceiling of the chamber. Cables connect the bells to
Mocked at its upper end hy fallen debris rcsultingfrom the destruction levers set in the wall, allowing the guards to communicate Hwain's
of Durin's Tower. This occurred during the Battle of the Peak, when using a wide variety of sounds. As in the Bell-halls, "Six Well-hall
Candalfand the Balrog struggled. (See #_5, #61 and Sec. 2.0, 10,5, bells" ring when Moria is assailed. "Seven bells" ring when
11.6, 13.0.) a Dwarf-king dies.
58. Durin's Tomb.* Here, above the place where he A covered cistern lies below the bells, at the center of the
first awoke, Durin I lies in a black basalt sarcophagus. The floor. Coupled with food-stores arrayed in the stone bins
sarcophagus is filled with laen and tightly imbedded into flanking the eastern door, this watery reserve makes each Eye
the wall. Hollowed from a single rock originally drawn a self-contained world. Seven Dwarf-guards can shut them- Durin's
from the same nook, it is enruned with the following selves off and survive in the chamber for up to 49 days. Tomb
inscription:
THE EAST-FACE
"Here lies Durin, the Deathless, son of Mahal and father of
60. Eyes of the East-gate.' (See #9 and Sec. 10.1.)
the First House." The
round, 49' crypt is naturally hewn Two sets of twin watch-chambers, each linked by a 3.5'
(by lava) from solid rock. It is said that no wide terrace, the "Eyes" serve as guard-towers for Moria's
embellishments can do proper justice to Durin, or the East-gate. Short passages connected to the eastern wall of
earth from which he sprang, so no decor adorns this the Rising Room (aka the First Hall of the Second Level)
chamber. afford access to the Lower Eyes, which stand some 210'
above the Outer Doors. Similarly, the Upper Eyes are
12.9 THE OUTER WINDOWS linked to the First Hall of the Fourth Level (aka the True-
silver Hall). These Eyes lie 420' above the East-gate.
THE WEST-FACE
59. Eyes of the West-gate. (See #1 and Sec. 10.1.) While larger than the Eyes of the West-gate, these four,
Two sets of twin watch-chambers, each linked by a 3.51 21' diameter chambers are very similar in design. All four
wide terrace, the "Eyes" serve as guard-towers for Moria's of these hexagonally-shaped watch-chambers contain the
West-gate. Long, twisted passages join the Lower Eyes— same features. Again, the chambers crown spires of rock
which stand 210' above the Outer Doors—to the Golden jutting out of the face of the Silvertine. And again, the Eye
Pit in the Mines of Khulakal (see #17). Similarly, the on the Second Level is connected to its counterpart (210')
Upper Eyes, which lie 420' above the West-gate, connect above via a 350' long sloping stair-ladder set m the
to the Mines of Gum on Khazad-dum's Fourth Level. western wall. Here though, rather than being protected by
Each of these four, 14' diameter, hexagonally-shaped spike-traps, plates inlaid with sharp glass slide across the
watch-chambers contains the same features. Set within 3' wide vertical shafts, thus barring intruders. These steel
spires surmounting narrow rock outcroppings, the basalt- plates are Very Hard (-20) to avoid and Extremely Hard
lined rooms are actually natural towers. A walkway atop (-30) to open. (Intruders struck by the plates receive a
the rock ledge joining the two spires serves as a bridge +250 Battle-axe attack.) Using the same lever mechanism
pairing each Eye to its companion; however this terrace (which is located in the western wall of the chamber
stands some 14' away from the nearby cliff.
Durin's
Chimney
above), guards can also fill the hollow stone-set,
steel rungs with either steam, hot water, or molten
lava system. The pipe-like rungs can be "super-
heated" with steam in only I minute. (If the rungs
are super-heated, anyone grasping the rungs re-
ceives a "E"-severity, "Heat" critical strike for
every round he/she is on the ladder.) It takes an
additional minute for hot water to reach and
super-heat the rungs. Lava takes 5 minutes to
create the same effect, and 7 minutes to actually
melt the rungs. (If the rungs are melted, anyone in
or below the shaft receives 1-10 "E"-severity,
"Heat" critical strikes.)
Three narrow (7" wide) windows dominate the
eastern side of each chamber. Steel bars guard the
apertures, which serve as both watch-places and
missile-ports. As in the western Eyes, open cabi-
nets flank the windows. There, you can find
"Looking-pipes" (telescopes), cross-bows, and
cross-bow bolts, etc.
A 2' wide, sliding, solid-steel door opens through
the northern (in the case of the southern Eyes) or
southern (in the case of the northern Eyes) side of
the room. They serve as access onto an 210'-long
exterior terrace that linking the pair of Eyes.
Portculli bar these doors whenever they are com-
promised or kept open. In each lower Eye, another
sliding door—this one in the center of the western
wall—provides access the sloping, 49' long pas-
sages that ascend to the First Hall.
Seven, swinging signal-bells are set into the (35'
high) domed ceiling of each chamber. Cables
connect the bells to levers set in the wall, permit-
ting the guards to communicate with the rest of
City. As usual, the guards ring six whenever Moria
is attacked. They sound "Seven bells" upon the
death of a Dwarf-king.
Below the bells, at the center of the floor, lies a
covered cistern. It serves as a water-store. Food-
stores arrayed in the stone bins flanking the west-
ern door, insure that each Eye is a self-contained
world. (Again, the seven Dwarf-guards can shut
themselves off and survive in the chamber for up
to 49 days.)
THE SUMMIT
61. Durin's Tower. (See #57 and Sec. II.6.)
This 7' high, rough granite chamber lies at the top
of Durin's Stair. 7' in diameter, it contains the gold
laen Chair of the Deathless One. The only accou-
trement is a gold-inlaid, silver telescope (worth
140 gp). A single, narrow window cuts through
the east wall.
13.0 THE UNDER-DEEPS 13.2 MORGOTH'S LEGACY
Morgoth forged the Under-deeps during the "Spring
"Yet the lies that Melkor, the mighty and accursed, Morgoth
of Arda," before the birth of the Sun and the Moon, when
Bauglir, the Power of Terror and of Hate, sowed in the hearts
Endor was illuminated by the light of the Two Lamps.
of Elves and Men are a seed that does not die and cannot be
This maze of tunnels and chambers reached out of
destroyed; and ever anon it sprouts anew, and will bear dark
Utumno and extended (east-west) the length of the Iron
fruit unto the latest days."
Mountains (S. "Ered Engrin"). Principal north-south
— Sil,p.255 passages cut beneath the Hithaeglir in the West and the
Beneath Moria's Seventh Deep lurk a maze of dark Orocarni (Q. "Red Mountains") in the East. Additional
caverns forming a world unto themselves. Extending to "roads" joined these passages at major junctions, the
the fiery bowels of the earth, this region is called the greatest of which lay beneath the caverns at sites like
"Under-deeps." Dwarves and Elves believe these tortured Thangorodrim, Gundabad, Moria, and Aglarond.
passages run beneath most of the Misty Mountains and Melkor's greater servants used these roads to travel
may reach as far as the ruins of the Iron Mountains in surreptitiously throughout Endor. The maze permitted
Endor's furthest North. them to avoid enemies like Orome, who roamed the wilds
Horrifying tales tell of unspeakably hideous creatures in the Elder Days and challenged the Black Enemy's
that haunt the Under-deeps, and it is from, this black hell heinous plan to conquer and remold Middle-earth. It also
that the Balrog came. The abyss Durin's Bridge crosses served as a refuge.
when leaving the Second Hall of the First Deep knifes Although Endor changed during the Elder Days, espe-
down to these depths, as does the well shaft in Hwain's cially after the War ofWrath, the core of the Under-deeps
Well-hall (in the Mines of the Seventh Deep). Yet survive. Morgoth's subterranean legacy still serves dark
unknown and unmapped, the Under-deeps are a story of purposes. At various points it houses lairs for foul mon-
their own. sters, roads for evil armies, and timeless prisons for the lost
denizens of a bygone time. Now, though, travel between
13,1 THE BOWELS OF ENDOR the ancient underground sites is difficult, if not impos-
Unbeknownst to most folk, much of Middle-earth lies sible, for all but the greatest (and luckiest) explorers.
beneath the surface of the ground. This broad, subterra- Blocked or twisting away from their original course, the
nean frontier is largely unexplored. Even the greatest of Under-roads seem broken. Junctions and strongholds
the familiar caves—Moria included—are little more than seem forever lost. Many appear as simple caves or side
foyers to these "bowels of Endor." The Deeps merely passages, no longer resembling their past grandeur. Oth-
suggest the nature and breadth of the world below. ers lie hidden behind veils of rock. Nearly all are still there,
Dwarves differentiate the Under-deeps from the Deeps though, awaiting rediscovery—as is their creator.
for two reasons: depth and origin. First, the Under-deeps A summary of Endor's principal Under-deeps follows:
lie well below the lowest reaches of Khazad-dum. Second, ROAD DIRECTION KEY SITES
the Under-deeps are exclusively volcanic in nature. Cre- Iron Road East-West Uax, Utumno, Thangorodrim
ated by streams of molten rock and expanded by geother- Oldest Road North-South Cam Dum, Gundabad, Moria,
mal eruptions of super-hot gas, they are a combination of Aglarond
natural and supernatural forces. The hand of Melkor Red Road North-South Uax, Sammath Helcar
joined what was once a collection of countless, sundered
Black Road East-West Moria, Dol Guldur, Barad-dur
cavern complexes.
White Road East-West Aglarond, Dunharrow
Dwarven chroniclers speak of three distinct areas of the
Under-deeps beneath Moria: the Under-gates, the Un- Grey Road East-West Gundabad, Sammath Maeglom
der-roads, and the Under-tombs. Together, they occupy Gold Road North-South Olbamarl, Laurafelya
an area larger than any single level in Khazad-dum. Given Yellow Road East-West Sammath Fhul, Sambi Mornya
the fact that they are but a small part of a much vaster—
in fact, seemingly endless—underground world, they 13.3 THE OLDEST ROAD
actually dwarf the whole of Hadhodrond. While probably younger than the Iron Road, the
Oldest Road is relatively unsundered. Morgoth's original
route suffered dearly in the cataclysm at the end of the
First Age, so the Under-deeps beneath the Hithaeglir are
the eldest of the routes still "in use." Beginning at Carn
Dum in the North and ending at Aglarond in the South,
the Oldest Road remains a key source of danger and
mischief for the Free Peoples of northwest Endor.
Dwarves say that Mahal chose Khazad-dum as point of Periodic eruptions of smoke, steam, and "Burning
confrontation. There, he contested Morgoth's dorm- Sleet" also threaten sojourners along the Oldest Road.
nance over the roots of the Misty Mountains, a range Thick, acidic smoke and powerful steam pour through the
created by the Black Enemy. Whether or not the Maker windows and vents that line the passage, and searing
hosted these thoughts, Hadhodrond lies directly in line clouds rise from the Fire Vein inundating the adjoining
with the junction of the Oldest Road and the Black Road, ledge-way with hot, fetid fumes. Even worse, explorers
two of Melkor's greatest Under-deeps. Thus, it serves as face the infamous Burning Sleet—molten droplets that
a natural battlefield. rain through occasional openings in the ceiling of the
The central portion of the Oldest Road winds beneath road. Unlike the scalding, choking clouds that normally
Caradhras and Celebdil. It parallels a molten river known confront travellers, these sprays defy description. Orc-
as the "Fire Vein," a continuous magma stream that flows lore implies that they erupt like the bellows of hell.
through a 300' deep cleft. Portions of the road run along
a 12' wide ledge that skirts the canyon, and actually crosses 13.4 TOMBS RISING
the Fire Vein on six occasions. Other parts of the route Thirty-six miles north of Moria, directly below
pass through a 12' wide, 36' tall tunnel overlooking the Caradhras, the Oldest Road passes by a great lava-
cleft. Windows and overlooks permit travellers to gaze chamber named "Tombs Rising." Dwarven chroniclers "Morgoth's Cut,"
into the chasm. Basalt bridges cross the wells of boiling call the hellish hall the Under-tombs. It is here that the A section of the
mud and rock that often block the way. The wells act as Balrog reposed, trapped beneath Endor, until T.A. 1980. Oldest Road
natural traps, and are especially dangerous in places where 720' tall, 1800' wide, and three miles long, it is one of the
the steam-covered bridges are slick with slime. (The spans largest rooms in all the Under-deeps. As in the Under-
are Extremely Hard, -30, to negotiate.) roads, the only illumination comes from the reddish glow "Tombs Rising,"
of liquid stone. the Under-tomhs
The Under-gates The Under-tombs contain countless marvels. They are THE HANGING CLAIM
too many to document here. In the context of this work, The Balrog's treasure—the "Hanging Claim"—recalls
then, its two most notable features are the Balroe's Tomb the Hoards of Utumno, for it is stored in huge, six-ton
and the Hanging Claim. iron chests suspended from the Under-tombs' ceiling. A
priceless collection of jewels, gems, coins, and weapons
THE BALROG'S TOMB
hangs within the sixty-six chests, which swing about 650'
The Balrog's Tomb lies at the center of the northern
above the glowing lava pools that punctuate chamber's
end of the chamber, atop a nearly sheer spire of fused glass
black floor. Most of the wealth was once the foundation
(black laen). Surrounded by a 300' deep, 1200' wide
of Durin's Fortune. Trolls carried the booty out of
canyon filled with a lake of molten rock, it needs no walls.
Khazad-dum soon after T.A. 1980.
The spire rises 600' from the lake's fiery surface—300'
Although unguarded, the Hanging Claim is exceed-
above the main floor of the Under-tombs—and its
ingly difficult to reach. Each chest dangles from a single,
surface is as hot as boiling lead. Roaring magma from the
72' long iron chain. The great chains wrap over a series of
unbridged lake (which is actually on the Fire Vein) laps
hooks, cross the ceiling and then enter portals in the
at the base of the pinnacle, making the refuge virtually
adjoining wall. These 6' diameter portals guide the chains
inaccessible.
to the secluded Winch-hall, where sixty-six Olog-hai
The Balrog's flat repose sits on the 120' diameter
stand watch. Besides serving as the Balrog's personal
summit. A raised slab of warm red laen serves as the
guard, the Tereg operate the 12' tall winches that raise and
Demon's bed. It is surrounded by a curving, translucent
lower the chests.
wall hewn from the same material. A 12' deep, 36'
NOTE: Given their size and nature, it takes agroup of no less than
diameter dry, blue laen cistern acts as his storehold.
Jour Men or Dwarves to operate these devices, which are even then
Extremely Hard (-30) to operate.
13.5 SITES OF NOTE (a) Troll-king's Throne-room: Panes of blood-red
The following sites are but a small sampling of the glass line the arching 900' tall walls. Set in an
chambers and passages in the upper Under-deeps near iron frame and illuminated from behind by
Moria. glowing lava, the facade creates a startling
62. Under-well (Hwain's Well).* Hwain's Well lies effect—as if a pair of huge, curved windows
directly below the circular "Whispering-halls" and con- leaned together to form a pointed vault. A
nects the Deeps with the Under-deeps. The lowest por- simple but massive, red obsidian bench domi-
tion, an 1800' shaft that opens through the ceiling of nates the center of the room. Surrounded by
Yellow Maw (see #63), is called the "Under-well." bubbling mud-pots and sulfur-laced springs, the
Capped by a peryphry lid, it originally served as a great 12' wide seat serves as the Toroko Mahalma
cistern. Now it serves as an opening to the bowels of (Q. "Troll Throne").
Middle-earth. (b) Great-hall: Here, the servants of the Pale One
NOTE: During the period T.A. 1980 through FA. 7, the Under- muster.
well lies uncapped. Shattered by the Balrog, the capstone rests in shards (c) Umagaur's Rest: Here the Troll-king makes his
around the opening. repose. Gateway to
66. Under-tombs (Tombs Rising).* See Section 13.4. Enior's
63. Under-gates,* A large, steam-filled cavern complex,
Under-deeps
the Under-gates comprise six caves:
(a) Felyashono's Maw: The easternmost
chamber, it stretches beneath the
Unending Well, a 42' wide abyss that
joins the Maw to Moria's Hall of Trees
(see Sec. 12.8 at #7).
(b)Umagaur's Maw: This conical chamber
has greenish walls. It opens onto the
Halls of Umagaur (see #65).
(c) Geyser Maw: The geyser-filled north
ernmost chamber, serves as the gateway
to the northern section of the Oldest
Road—the way to Tombs Rising (see
Sec. 13.3).
(d)Yellow Maw: This steam-filled
chamber stands beneath Hwain's Well.
Relatively inviting, it is divided by a
boiling stream. Mists shroud the floor,
where Maw's golden laen walls seem to
glow.
(e) Low Maw: This, the southwestern
chamber, serves as the gateway to the
southern section of the Oldest Road.
(f) Thunder Maw: Here, in the southern
most chamber, an opening in the
southeastern wall serves as the western
gate of the Black Road of the Under-
deeps.
As well as serving as a gate to other passages in the
Under-deeps, each cave connects (at least indi-
rectly) with the Oldest Road.
64. Durin's Chimney.* Durin's Chimney reaches
far into the Under-deeps. Legends say it is a
bottomless shaft. (See Sec. 12.8 at #s 37, 57 and
12.9 at #61.)
65. Halls of Umagaur.* Umagaur the Pale
makes his home in the caves near Umagaur's Maw.
This obsidian-walled complex includes three very
different chambers:
14.0 THE BALROG'S TheDemon loomed before us, threefold the height of a tall Man
and of considerable girth. Fire swarmed all about it and a wing-
KINGDOM like umbra framed its visage. It seemed to change character with
"It came to pass that in the middle of the Third Age Durin was the blink of art eye, shrouded at times and then clear in its awful
again its king, being the sixth of that name. The power of Sauron, countenance. A flaming sword the size of a two-hand blade
servant of Morgoth, was then again growing in the world, though consumed the mist about the wicked hand that held it, while a
the Shadow in the Forest that looked towards Moria was not yet whip appeared in the other, stingingfrom the darkness.
known for what it was. All evil things were stirring. The With the sweep of the crackling whip the Creature took hold of
Dwarves delved deep at that time, seeking beneath Barazinbar Durin and pulled him into its living inferno. Three Dwarf-
for mithril, the metal beyond price that was becoming yearly lords led by Balli charged to give battle and save our King. But
ever harder to win. Thus, they roused from sleep a thing of terror with runes glowing, the massive sword came down and felled
that, flying from Thangorodrim, had lain hidden at the all of them in a single blow, their heads rolling like coals from
foundations of the earth since the coming of the Host of the West: the lickingfires.
a Balrog of Morgoth. Durin was slain by it, and the year after My party gathered our strength and rushed forward with shields
Nain I, his son; and then the glory of Moria passed, and its people held high. Yet we were too late. The Balrog tore King Durin in
were destroyed or fled far away." half and cast his remnants into our ranks. Then as a Spirit of
— LotR III, App. A, P . 439 Fire, he sent a blazing whirlwind into our companions. Dozens
The beasts of the Black Chasm are indeed potent, yet of Khazad-dum's finest Warders fell like dead trees in an
they pale before the evil Overlord of the Lands Under the unstoppable gale.
Mountain. No animal, no monster, no master of arms, There was sudden darkness. And the Demon was gone. I kneeled
equates with the Balrog of Moria. Since his release in T.A. and looked into the accursed void that once gave blessed wealth
1980, he has remained unchallenged. to our Kindred and I stared in pain for many hours..."
THE TALE OF DWOIN — "Remembrances of Dwoin son of Dwain,"
A Dwarf called Dwoin witnessed the onslaught of from the Iron Hill Sagas
Durin's Bane and fled with the survivors of Durin's
Folk the next year. His tale is telling:
Muranog the "We stood in the tunnel beneath the Redhorn, not far
Troll-lord from the charred remains of our brethren. King Durin
(VI) called out and challenged the still darkness before
us. Then young Gwarin saw a swaying light, something
akin to afar away fire, but of a strangely reddish hue.
It grew, and we knew It was coming. Oh how I dreaded
that moment! I longed for the comforts of my lodgings
and hoped for the strength I knew we'd need.
Suddenly, the flame flickered and all the Warders let out
an anxious cry. Scarcely an instant passed, and with a roar a hot
wind blew down the passage. The Mine's walls gleamed with a fiery
aura and for the first time, the only time, in my life I felt the heat to
be too much. What followed gives me nightmares to this day.
As the sweltering breeze died we began to murmur and the King
turned to us with his axe upraised and his voice strong and clear. And
he said, 'Blades be ready... prepare yourselves, all... By Aule's side
we fight!... and with Aule's blessing we shall rid ourselves of this
beast!... It will die the unending death of its master, the Black
Enemy of our Fathers.'
KingDurin said nothing more. Like a curse from depths of Evil
there came an explosion of fire so great that the rock shuddered
and burst into flame. Our once bold Host stood back in fear. And
amidst the fury of the fiery ball stood a Shadow which eruptedforth
with a horrible outcry. If or one could not move.
14.1 THE BALROG
"...Melkor built his strength, and he slept not, but watched and
laboured; and the evil things that he had perverted walked abroad,
and the dark and slumbering woods were haunted by monsters
and shapes of dread. And in Utuntno he gathered Us demons
about him, those spirits who first adhered to him in the days of
his splendour, and became most like him in his corruption: their
hearts were off ire, but they were cloaked n darkness, and terror
went before them; they had whips of flame. Balrogs they were
named in Middle-earth in later days."
— Sil,p.47
THE NATURE OF DURIN'S BANE
Dwoin bore witness to the power of the Balrog, a
Demon of Might, a Spirit of Fire seduced by Morgoth in
the Beginning Days. Born of the Thought of Em, it is
creature from beyond the reach of time. Like the Istari
(Wizards), he is a Maia from the Undying Lands of
Aman; but like the Maia Sauron, he is a renegade Spirit
forever tied to his hideous body.
Still, his power is such to invoke dread in the heart of
anything that stands before him, which is befitting a
Demon whose might exceeds that of a Dragon. His
presence always commands fear. Ensconced in a changing
shadow, enshrouded in magic fire, the Balrog is truly a
legacy of the Black Enemy.
His abilities are also tremendous. He can fly, as he did
from Thangorodrim at the end the First Age. He is a thing
of terror whose coming stays those before him. He is a
master of thoughts and an enchanter of souls. Bearing his
fiery sword and whip, enruned weapons too large for mere The Demon's Throne-hall is a marvel to behold. Six The Balrog
Elves or Mortal Folk, he can strike with the vengeance of huge vaults compose its 120' high ceiling. Adorned with
two peerless warriors in the same precious moment. mithril and gold, their bewildering arches support a
Immune to heat and a lover of flame, he relishes the surface of clear glass that looks up into a natural fissure,
steaming, infernal places at the earth's foundations. one forever illuminated with dancing blue light. There,
huge gas-fires fill hundreds of terraced ledges, all march-
14.2 THE DEMON'S DOMAIN ing toward the roof of the great chasm, 240' above.
"You are the father of our Folk, and we have bled for you, and This twinkling but ominous scene looks down through
will again. But we will not enter Khazad-dum. You will not the three foot thick canopy and casts a glow on the 600'
enter Khazad-dum. Only I have looked through the shadow of x 300' throneroom. Below, the Balrog holds court. All
the Gate. Beyond the shadow it waits for you still: Durin's around him, black laen graces the walls and forms im-
Bane." mense, twisted columns shaped like heinous dragons. Fire
spews from their mouths and engulfs the Demon's throne
— Dain Ironfoot to King Thrain, after the Battle of
dais. Swirling and ever-constant, the flame invigorates the
Azanulbizar
Balrog and guards him from all who might approach. Six
LotR III, App. A, p. 444
wide pools of flowing lava also serve this purpose.
THE BALROG'S ABODE Arching red laen bridges span these pools. Each is
At the bottom of the First Deep, the Balrog resides in carved in the form of a fallen lord and is representative of
such a place. It is complex torn from the Smith-halls of old the tortured Free Peoples laid to rot in the pits of the
and reworked into chambers of utter horror. Six won- Demon-king. Another set of sculptures surrounds his
drous and sprawling rooms stream into one another as if raised throne. Hewn from huge, dark purple gems, they
tumbling through the rock, all encircling a still-grander are images of lesser Demons. They stand 12' in height and
masterwork that is the Throne-room. come to life upon command; a simple cry or a wave of the
Balrog's hand stirs their dormant ire.
The throne itself is nine feet wide and thirty-six feet in THE BALROG IN MERP
height. It is shaped like a pair of dead trees, with gnarled Hits: 420 Melee OB: 275 Missile OB: 120
and intertwined branches forming the seat and back, and AT: Plate (-90)
is cut from a single piece of milky white laen. Before it, set MERP Profession: Fighter.
in a 9 foot high "stump" of the same material, is a glowing
MERP Stats: ST 120, AG 99, CO 102, IG 97, IT 100, PR
orb of polished green glass. Images of the Under-deeps 120.
swirl within its core. Both the throne and its Gazing-orb
MERP Skills: Acrobatics 73, Caving 120, Perception 83,
rest on the sixty foot wide, six foot high dais of red laen, Public Speaking 40, Smithing 61, Swimming 93.
a structure which rises from a (120' diameter) molten MERP Spells; 300 PP. Base Spell OB is 36; Directed spell
lake. OB is 72. The Demon can cast spells within a 300'
THE KINGDOM OF THE BALROG radius. He possesses the ability to use any Fire Law spell
The Balrog's lair lies at the bottom of the Deeps, but his or Detection Mastery spell.
rule extends throughout Moria. He is a foul master, given T HE B ALROG IN R OLEMASTER Hits:
to bouts of inexplicable cruelty and enamored of elaborate 420 Melee OB: 275 Missile OB: 120
sacrifices. His strange, chant-like calls and deep cries of AT: 20 (90)
painful anger fill his chambers with an uncertain and
RM Profession: Warrior.
terrifying atmosphere.
RM Stats: St 120, Qu 101, Em 72, In 100, Pr 120, Ag 99,
No one in Moria questions the Balrog's lordship;
Co 102, Me 97, Re 96, SD 96.
however, he issues no formal law and is content to allow
RM Skills: Athletic Games 120, Caving 120, Climbing
the beasts of the Black Chasm to feed upon themselves.
102, Directed Spells 72, Diving 73, Frenzy 102,
The Demon only demands that the tribute be paid and Leadership 93, Leather-working 36, Linguistics 5,
that his requests be fulfilled. Perception 83, Public Speaking 40, Runes 46, Smithing
One hundred and eight strong Orcs and thirty Trolls 61, Spell-mastery 45, Staves & Wands 56, Strategy &
serve as the Balrog's host. Eighteen six-Orc bands, each led Tactics 84, Subduing 40, Swimming 93.
by a large Troll, compose the bulk of his army and RM Spells: 300 PP. Base Spell OB is 36; Directed spell OB
perform most of the routine duties. In times of strife, they is 72. The Demon can cast spells within a 300' radius. He
put down rebellions with unforgiving and efficient brutal- possesses the ability to use any Fire Law spell, Dark
ity. An elite guard of eighteen Trolls disposes of particu- Contacts spell, or Detecting Ways spell.
larly troublesome problems. Appearance: 04.
This large Troll-band is led by the Black Troll Lugronk, T HE B ALROG IN LOR
who aspires to a trusted position among the Balrog's LOR Profession: Warrior.
Troll-guard. Young, quick, and unusually vicious, Lugronk LOR Stats: Strength 12, Agility 9, Intelligence 7, Move-
successfully resists frequent attacks from agents of the ment 4, Defense 6, Melee OB 15, Missile OB 8, General
Guard. Most of these attempts are intended to remind the 5, Subterfuge I, Perception 5, Magical 4, Endurance 420.
pretender of his place and originate with Muranog, the LOR Spells: Casts Camouflage, Concentration, Clairvoyance
Troll-lord who manipulates the Guard and acts as High and +3 Fire Bolt spells.
Lieutenant of Durin's Bane. Whatever the intrigue, how- LOR Experience Points: =400,000.
ever, the Demon remains content. He is comfortable
T HE B ALROG ' S P RINCIPAL I TEMS
knowing that nothing can assail him, and he enjoys the
futile games of his minions. Whip (Awakening Death) — (S. "Cuivigurth") Giant,
flaming Whip of black ogamur; range 36 feet; weighs 24
THE BALROG OF MORIA pounds. Whip is on fire only when held by the Balrog,
and only when the Demon is also on fire. MERP/RM:
Level: 36(60). Treat as +30 Whip or Flail. All regular crits
Race: Maia (Balrog). accompanied by Heat criticals of 2 less severity levels.
Home: Angband in northern Middle-earth; later the LOR: +2 Melee OB, +2 Damage.
Underdeeps far beneath the Misty Mountains; still Sword (Light Cleaver) — (S. "Calris") Giant, flaming
Sword ("treat as 2-hander") of black eog; weighs 18 lbs.
later, Moria. Names: Felagrog (S. "Demon Sword is on fire only when held by the Balrog, and only
of the Cave"); when Demon is also on fire.
Felyashono (Q. "Cave-kindler"); Durin's Bane; the MERP/RM: +30 Two-hand sword. All regular crits
Terror; the Balrog; the Evil Lord in Moria. accompanied by Heat criticals of I less severity
level.
LOR: +2 Melee OB, +4 Damage.
T HE B ALROG ' S S PECIAL P OWERS
Size — The Balrog normally stands 18' in height. Treat him
as a Huge creature.
MERP/RM: Attacks against him which yield a critical strike
roll require use of (Super) Large Creature Critical Strike
Table . LOR: Roll ID6 and add result to Defense. Strength
— Enables the Balrog to toss any pole arm up to 100'
without range penalty. He can throw rocks (up to 100 lbs)
up to 200'
MERP/RM: +120 thrown missile OB (pole arms or
rocks). Rocks yield a Large Fall/Crush attack.
LOR: +2 Missile OB, +5 Damage. Hide
— Treat the Demon's skin as Plate armor.
MERP/RM: Skin = AT Plate/20 with an inherent DB
of 60. LOR: Subtract 4 Damage from all attack
results against
the Balrog.
Hands — His huge hands and fiery shroud give him the
ability to strike without weapons. MERP/RM: Hands
attack as +180 OB Huge Bash or a + 120 OB Huge
Grapple. (All regular crits accompanied by Heat criticals
of same severity lvl.)
LOR: +2 Melee OB, +3 Damage.
Flight — The Fire Demon can fly up to 240 feet per round,
but he takes 1-5 rounds to develop lift and take to the air.
He is also a cumbersome flyer. The first round of flight
he can move up to 60'; during the second round he can
move up to 120'; the third round he can move up to 180';
and the fourth and following rounds he can move up to
his maximum of 240'.
Immolation — As a Fire Spirit, the Balrog is immune to fire
and can immolate at will, even in mid-round. When
completely immersed (not doused) in water, however, his
flames go out, leaving his slimy surface exposed.
MERP/RM: When he is not on fire, his Presence drops
to 102, his Constitution drops to 100, and he
does not deliver any Heat criticals. MERP/RM: If the Balrog is not aflame, or if the victim The Balrog's
LOR: Defense skill and General skill drop by 2 when covers his eyes and head, the attack is as an 18th Throne
Balrog is not on fire. Presence — The level Directed Spell. Otherwise, the victim must
make a RR versus the Demon's 36th level attack.
Balrog presents a terrifying image.
A RR failure of 01-50 leaves the victim in the
MERP/RM: Anyone coming within sight of the Balrog
Balrog's control until he makes a successful RR.
makes a RR versus an 18th level Fear spell. With a RR The victim gets a RR each round the Balrog does
failure of 01-50, the victim flees in fear for 1-10 not concentrate on him or command him. A RR
minutes. If the RR failure is 51-100, the victim is failure of 51-75 leaves the victim in a coma for I-
frozen in place (stunned and unable to move or parry) 10 days, while a failure of 76+ kills the prey by
for 1-10 rounds. Should they fail by I0I+, they die of shattering his mind and soul.
fright. Note that victims get a +10 bonus if the LOR: If the Balrog gazes on someone, the victim must make
Demon is not in flames. LOR: Anyone coming within roll adding his/her Magical skill. If result is less than 2I+,
sight of the Balrog makes roll and adds Magical skill. If the Valarauko controls the victim for 2-12 rounds.
result is less than 18+, victim is stunned for I round Languages — The Balrog knows 5 languages. His mother
and then tries to flee. tongue is Melkorin, but he typically speaks Sindarin,
Domination — The Balrog can direct his gaze upon any one Orkish, or Black Speech.
individual (within 300') in order to dominate the poor
fool.
15.0 SHADOW- ORC LIFE
Like the Naugrim, Orcs prefer living beneath the earth.
CREATURES They are also accustomed to mining and skilled in smith-
"There are older and fouler things than Orcs in the deep places craft. Moria is well-suited to their lifestyle. It is not
of the world."
surprising then that hundreds, and sometimes thousands,
of Yrch reside in Khazad-dum.
— LotR L, p. 403
Dozens of small Ore-bands roam the passages and
The coming of the Balrog in T.A. 1980 changed the
rotate camps throughout the halls and chambers of the
character of Khazad-dum. Within a year, Durin's folk
upper Mine and City quarters. They generally stay clear of
fled, leaving their ancient home shrouded in darkness and
the Deeps, which are governed by two great Goblin-
gripped by a heinous terror. Halls once filled with
confederations: the fiery Durbaghash and the more nu-
lamplight, boisterous laughter, martial gaiety, and the
merous but diminutive Snagahai. In turn, the Durbaghash
sounds of a folk ever engaged in joyful work became
and Snagahai tribes maintain a careful distance from the
havens of malicious torment and unspeakable evil. Always
Uruk-Ungingurz, a bloodthirsty confederation of Uruk-
mysterious to Endor's First- and Secondborn, Moria
hai that holds sway in the central and eastern sections of
descended into tragic, forgotten lore, its magnificent
the Sixth Deep and guards the gates to Moria's storied
Dwarf-roads closed to trade and haunted by a dark legacy
Underdeeps.
too awful for most Elves or Men to comprehend.
These Ores befriend no one and only obey those who
Still, the passing years brought new inhabitants to the
wield greater power. Never at ease unless eating or fight-
Land Beneath the Mountains. Orcs, Trolls, Wolves,
ing, they curse life and threaten all who dare tread the
Wargs, and other strange creatures settled throughout the
haunted paths of the once-noble Dwarf-mansion. Their
vast complex. Many came in service of the Balrog. Most
war cries and drumbeats permeate the dank mists near
of his minions flocked to the lower Deeps, where the
their stinking abodes. Bitter quarrelling and lethal plots
Demon of Might founded his grand court. Some Troll-
govern their relations, spawning the echoing cries of
and Ore-lords established domains closer to the surface,
moaning victims and the shrill exaltations their cannibal-
becoming the guardians of the age-old city center and
istic foes. Among the Yrch, victors eat the vanquished.
acting as the vanguard of expansion.
Those braving Moria's myriad passages, must beware
Other denizens made their homes in more remote
of roving maelstroms of Orc-warriors brandishing wicked
chambers. Carving out refuges and somewhat indepen-
scimitars, bizarre pikes, and stout shortbows. No one, not
dent settlements, they acted of their own accord. All,
even a Goblin, can count on being spared. Violent death
however, eventually paid homage to Durin's Bane—the
is commonplace. Even amidst the stillness of vacant
new overlord of the Black Chasm.
Dwarven delvings—where nothing stirs and the only
sounds are the faint rumblings of distant hammers and
I5.I ORCS forges—the bony remains of Ore-struggles and random
"...a huge ore-chieftain, almost man-high, clad in black mail slayings serve to remind travelers of the lawless savagery
front head to foot, leaped, into the chamber; behind him his that rules Moria. No peace blesses the lives of the Yrch or
followers clustered in the doorway. His broad flat face was their neighbors.
swart, his eyes were like coals, and his tongue was red; he wielded
DURBAGHASH
a great spear. With a thrust of his huge shield he turned
Of all of Moria's Orcs, the Durbaghash, or "Fire-
Borotnir's sword and bore him backwards, throwing him to the
rulers," are the most skilled in the arts of mining and
ground. Diving under Aragorn's blow with the speed of a
smithcraft. Their symbol, a simple blood-red circlet,
striking snake he charged into the Company and thrust with his
betrays their passion for "burning fury." They bear the
spear straight at Frodo."
citclet on theit shields and wear it on their foreheads (as
— LotR I, pAll
a brand), proclaiming themselves as the most obvious host
Orcs (S."Yrch") comprise the great majority of Moria's among an unsubtle race.
inhabitants during the Dark Years. Scattered throughout The Fire-rulers reside in the First and Second Deeps,
the complex, three tribal confederations and a host of but they seek control over all of Moria's mines and smith-
smaller tribes and clans vied with one another for power, halls. They hope to seize those sites held by their weaker
glory, and favor. Their quasi-independent societies domi- but more numerous Snaga brethren. The Snagahai control
nate the core of the subterranean kingdom, Their fiefs the westernmost reaches of the upper and central Deeps;
frequently overlap, and schisms, feuds, and bloody frays however, they face considerable pressure from the
often color inter-tribal relations. Only the presence of the Durbaghash. Moving slowly and steadily westward into
Balrog prevents the eruption of outright war. Snaga territory, Fire-ruler war-bands systematically slaugh-
ter any Snagahai they encounter, collecting food, territory,
weaponry, and trinkets.
The Durbaghash average about four feet in height and SNAGAHAI
have a grey-black complexion. They carry oval shields and The Slave-folk constitute the largest Orc-tribe in the
heavy scimitars. War-band chiefs and champions often Black Chasm. Moria's upper Deeps serve as home to over
bear stout spears and falchions and dress in chain armor, nine hundred Snagahai (B.S. "Slave-folk"), including six
but the majority of Fire-rulers travel relatively light. hundred or so Snaga warriors. Despite their numbers,
The Durbaghash rely on quick, pitiless strikes to though, they are also the weakest and least unified of the
achieve their goals. Led by an unstable, and often de- three nations of local Yrch. They suffer accordingly.
ranged Uruk, Maugrath the Pale, they are given to making Frequent but erratic attacks by the neighboring Durbaghash
peculiar and capricious demands and then launching sap Snaga strength and trim their territories. Always on
devastating and unpredictable assaults. Their ever-angry, the defensive and often facing defeat, the Slave-folk
five foot tall Chieftain prefers war as a means of settling appear (at least ultimately) to face eventual extinction.
disputes and honing the skills of his two hundred and A number of reasons account for the Snagahai's plight.
forty Orc fighters. First, the average warrior is little match for his bigger
Thirty-six mail-armored, Wolf-riding bodyguards com- brethren. Standing only three to three and a half feet tall,
prise the core of Maugrath's host. Accompanied by a like a Snaga fighter is small by any Orc standard. Other Yrch
number of Wargs, they act as the Fire-rulers' elite shock consider them "Gongi," or "Lesser Goblins," and count
troops. They also keep their fiery brethren in line. them (as their moniker suggests) as fodder or potential
Maugrath's ruthless persona and fondness for elaborate slaves.
sacrificial ceremonies endear him to many of his subjects, Second, the Snagahai are an ancient, highly-inbred, and
but others only respond to the threat of the lash or the exceedingly dim-witted race. They quarrel constantly
prospect of ritual execution. amongst themselves and frequently engage in bloody
The Durbaghash take prisoners only when they need infighting. Fratricide is commonplace. Effective Snaga
slaves. Otherwise, they slaughter all of their captives. governance and organization is at best occasional. Their
Some prisoners find their way to the open fire-pits or the loose tribal structure revolves around an unsteady balance
dinner table, while others end up a Fire-ruler tribute and between six jealous Ore-lords.
suffer their end in the awful care of the heinous Balrog. A Water-drake
Third, cowardice is prevalent among the Snagahai. The shield accommodates spears, halberds, and the like, en-
Slave-folk lack the fearless mettle associated with both the abling the Death-ores to form shield-walls. Organized in
Durbagbash and the Uruk-Ungingurz, and flee unless remarkably well-disciplined units, these formations tes-
compelled into battle. Snaga warriors are notoriously tify to the tribe's refined warcraft and stable political
unreliable and require careful control. structure.
Ulzog, the five foot tall Uruk "Ugong," is first among Ufgamog, the Torog (S. "Troll") Warlord of the
the six Snaga chieftains. He calls himself High-king of the Uruk-Ungingurz, demands complete allegiance and keeps
Slave-folk. His five sons, however, generally ignore or the entire tribe under his stable yoke. His presence
challenge his edicts. The eldest, Snagul, openly opposes accounts in part for the virtual absence of dissent among
his father's claim. Two others, Gorthak and Shagog, often his minions. Uruk intelligence and repeated success on the
conspire to kill both Ulzog and Snagul and then seize battlefield have both helped underscore Ufgamog's quest
control of the shrinking domain. Shagla and Ulthob, the for unity and dominance.
youngest pair, frequently support Ulzog, but rarely stay An Olog Troll-lord, Ufgamog stands nine and a half
committed to any policy or faction for more than a few feet tall. He can break a steel door with a single kick and
weeks. Still, Ulzog prevails despite all this plotting and crush an Ore with one bare fist. Supported by his trusted
chicanery because of luck and the threat from the trio of Torog bodyguards, he is the absolute master of die
Durbaghash. upper reaches of Moria.
The Snagahai wear crude chain mail shirts and carry
black round-shields emblazoned with a pair of crossed, 15.2 TROLLS
reddish-orange scimitars, the ageless symbol of the Slave- "There was a blow on the door that made it quiver; and then it
folk. Most bear one or two curved swords and a small, began to grind slowly open, driving back the wedges, A huge arm
stout spear or short-bow. Relatively capable hunters and and shoulder, with a dark skin of greenish scales was thrust
fishermen, these Orcs handle missiles with a startling through the widening gap. Then a great, flat, toeless foot was
acumen. They make poor hand-to-hand combatants and forced through below. There was dead silence outside."
avoid melees with conspicuous abandon. — LotRI, p42l
URUK-UNGINGURZ (URUKUNAI) A variety of Trolls (S. "Tereg") make their homes m
The Uruk-Ungingurz, "Ores Sowing Steely Death," the Black Chasm. Created in mockery of Ents, these huge
Representatives
number no more than four hundred and count no more nocturnal creatures are akin to Stone-spirits. They share of the Three
than three hundred warriors. Nonetheless, the so-called their affinity for rock with their Dwarven enemies. Thickly Ore Tribes
"Urukunai" (B.S. "Death-orcs") are the strongest Yrch in built, scaly-skinned, and frequently toeless, they are
Moria—save those that directly serve the Balrog. They unmistakenly obvious products of Morgoth's perverse
dominate the Black Chasm's upper Levels and frequently handiwork. Many Tereg live in small groups in distant
exact tribute from both the Durbaghash and the Snagahai nooks and secluded caverns, happy to snack on wandering
below. beasts and hapless Orcs. Like the independent Orc-bands,
Being Uruk-hai, or "Greater Orcs," the Uruk-Ungingurz they intermittently migrate in search of new food or
average four and a half feet in height. Their skin is jet grander baubles.
black, and their bodies are stout and strong. They favor Trolls breed only when compelled to replenish their
heavy arms and armor. A typical Urukun warrior wears numbers, and then only when stirred into a frenzy by some
scale mail or half-plate armor, hobnailed boots, and an outside force. Moria's Tereg, when roused to procreate,
elaborate open-faced helm. He carries a pair of melee descend into the lower Deeps or Underdeeps in search of
weapons, one of which is usually of the two-hand variety, the cloistered breeding-pits. There, deep beneath the
and either a short bow or a throwing-axe. (Two-hand spires of the Hithaeglir, female Trolls await the strongest
scimitars and battle-axes dominate the Death-ore arsenal, and most virile mates. Awakened from long hibernation,
along side short swords, common scimitars, and long- they join Torog society in order to procreate and then
knives.) raise their offspring.
About a third of the Uruk-Ungingurz wield pole arms Troll life usually revolves around food. Trolls, espe-
and carry full round-shields. Dark grey escutcheons, the cially Wild-trolls, spend most of their waking hours
shields are punctuated by red spike-bosses and adorned hunting, gathering, preparing, and eating food. They
with circlets of black steel. The circlet is usually fashioned consume great quantities of meat and meat products, and
in accord with the Urukun symbol: a thin, self-consum- make sweetbreads, gravies, and jellies from the organs,
ing, serpent-like drake. A rounded cut in the edges of each brains, and marrow of their unfortunate prey. Cannibal-
istic, Tereg even feed on their own kind.
I5.2.I TROLL-BANDS
Moria accommodates around dozens of
Troll-bands. Most are simply trios or quartets
of Stone-, Cave-, or Hill-trolls (S.
"Teregynd," "Teregryth," and
"Teregemyn," respectively). Typically small
collections of brothers or cousins, these
"Wild-troll" groups vie with one another for
food, booty, and (in the rare case of a
breeding season) females. Chronic warface
colors their daily ritual.
The Olog-hai, or Black Trolls, rarely
function outside a more complex political
structure. Those in Moria generally serve the
Balrog, either individually or in elite war-
bands such as the Court Guard. A few reign
over Orc-tribes, commanding the allegiance
of hundreds of the smaller, weaker Yrch. These
warlords and chieftains constitute most of the
Black Chasm's so-called "nobility,"
A sampling of Troll-bands follows.
EGURTHAI
The six "Wreckers" (B.S. "Egurthai")
of the upper Deeps live in the northeastern
section of the City. Still, these tawny Hill-
trolls—Puit,Kurit,Kolamun,Nuik,Johon,
Dianik, and Buruz Shuflat—venture quite a
Lugronk the ways westward, especially when hunting the
Troll Snagahai. Making their home in a set of six
adjoining crypts in the Second Deep,
they sleep amongst the Dwarven burial cairns with THURAKU
callous disregard for the fallen. A wealthy band of three rather diminutive Teregryth,
Buruz, the frightfully ugly chief of the Troll-band, is the "Skill-trolls" (B.S. "Thuraku"), roam theupper Deeps
the eldest of the six Egurt cousins. He slew and ate his of the Black Chasm. They reside in a Guard-chamber
predecessor a few decades ago, after the latter bit off adjoining the westernmost Gathering-hall of the Second
Buruz's nose. Deep. Trained in the arts of archery and smelting, these
NAGADRAPAI green-skinned Tereg are indeed skillful—and therefore
Stone-trolls, the four "Dwarf-hunters" (B.S. deserving of their moniker.
"Nagadrapai") live and hunt in the middle Levels of the Snufai is the oldest and toughest of the three Smuath
Mines. Andai, Gomur, Opai, and Burnat Gwufath are all cousins. His kinsmen, Obnur and Dagawud, eventually
brothers, and reside together in some modest Dwarf- defer to him whenever a dispute arises, although harmony
lodgings situated about six miles east of, and two levels is by no means the norm among the Thuraku.
above, the West-gate. These very large, slow Tereg stalk
prey throughout the central and western parts of Moria,
15.2.2 TROLL-LORDS
Hirtereg, or "Troll-lords," dominate routine politics
and make frequent and effective use of a wide variety of
throughout the Black Chasm. Besides commanding scat-
crude snares and traps in order to fell their prey. The
tered Troll-bands, many lead Orc clans or rule whole
Gwufath call themselves Dwarf-hunters because they
tribes. Other Troll-lords attend to the desires of the
accidently captured a small party of lost Dwarven
Balrog. These Hirtereg act as lieutenants and lead small,
expeditioners just after arriving in their present home.
elite Orc units on appointed rounds. Exacting tribute and
punishing the weak or defiant Yrch, they extend their
master's grip throughout the Black Chasm.
Few of Moria's Troll-lords are particularly quick or
cunning. Fewer still are especially bright, but there are
notable exceptions.
MURANOG BUTHRAKUR
Muranog, the sable Master of Signs, is an eight foot tall Buthrakur, a greyish-green Cave-troll, long ago pro-
Olog possessed of a commanding literacy. He reads and claimed himself to be "Warlord of the Underdeeps."
creates symbols and runes, and serves as the Balrog's high While he pays tribute and homage to the Balrog, he treats
scribe. His creations guard the walls throughout the the Bowels of Endor as his own fief. His small but savage
mighty Demon's inner sanctum. Adept at politics and Torog war-band haunts the Great Sub-pits, and rules the
enamored of all forms of intrigue and deceit, he wields maze at the bottom of the Black Chasm.
more power than any of the other court favorites. Buthrakur usually wears a black, full-length, Ore-hide
Muranog wears a rigid, Mumak-hide breastplate and coat and a dark-grey steel helm crowned with a small,
carries a great black-steel (+20) flail, which he calls "Orc- copper-lined torch-holder. Whenever he enters battle, a
reaper." A bag of thirty coarsely-rounded iron balls, each blue-green fire rises from his head. His weaponry includes
weighing about eighteen pounds, hangs from his belt. He a wicked-looking war mattock called "Blood-scraper"
casts the balls as missiles, juggling them before battle as a and a solid iron and lead javelin known as the "Iron-
display of disdain for his enemies. impaler."
LUGRONK
The (uniquely) brown-skinned Olog Lugronk serves as 15.3 EVIL WORMS
the Balrog's mighty Guard-master. Standing just over "And in that dark time Melkor bred many other monsters of
eight foot tall, he is smaller than many of his rivals; divers[e] shapes and kinds that long troubled the world; and his
however, he possesses astounding dexterity and quick- realm spread ever southward over Middle-earth."
ness. Lugronk is also unusually young, but his sharp wit, — Sil,p47
energetic zeal, and utter ruthlessness provide him with a Many of Moria's Orcs and Trolls keep beasts such as
critical edge in any confrontation. He regularly out- Wolves or Wargs, although most creatures in Khazad-
maneuvers his foes, subjugating or murdering any chal- dum live (or die) on their own. Some, in fact, are always
lengers within or without the Valarauko's realm. dying, for the Black Chasm houses a number of cursed
Lugronk wears a stiff breastplate fashioned out of Undead. Ghouls, Wights, and Ghosts make their dens
reinforced Dwarf-skin. He wields a blood-red, double- here and prey on the unfortunate living.
bladed halberd called "Bad-arm." Like Moria's other Still, despite the utter darkness, the long quiet halls, the
Olog-hai, he favors rocks as missile weapons. He carries merciless Orcs and Trolls, the Undead, and the terrible
a dozen twenty-pound basalt spheres in a special Orc-hide Balrog, there is considerable life in Moria. Animals and
pack, which is slung over his left shoulder. plants cling to their special niches, and a host of queer
URGROG beasts inhabit the wilder quarters. A few are unique to
Urgrog, the grey-hued younger brother of Ufgamog, these Deeps and, of these, two are most notable.
acts as the Guard-master and second chieftain of the CAVE-WORMS
Uruk-Ungingurz. Like Ufgamog, he is huge (standing Cave-worms are denizens of the Mines, but some are
just over nine feet in height) and exceptionally strong. His lured into City. Slimy and foul-smelling, they are detest-
size commands immediate respect among the Tereg and able creatures who love damp clay and mud and slither
generates fear among the Yrch, and at the same time belies through chasms and halls in quest of bone, their favorite
his nimble mind and body. It also helps veil his unusual— delicacy. They enjoy meat, especially rotting flesh, al-
maybe even bizarre—sensitivity. An odd brand of com- though they consider bone shards and bone marrow even
passion lies at the core of Urgrog's heart, enabling him to more enticing. Legends say they eat anything, even rock.
understand many of the motives and plans of the Free Some eat mushrooms and vines, to be sure, but the tales
Peoples. While vulnerable to more pitiless Olog-hai, he of their stone-eating are confused. Cave-worms bore
presents a unique challenge to his non-Olog foes. through soft sandstones, clay, and composites using the
Urgrog bears "Slave-taker," a great, gilded steel battle six hard horns of their bony skulls. With a constant flow
axe forged in Angband near the end of the First Age. He of repugnant mucus, they slide forward, sweeping the
also carries an eight foot long spear, the beautifully carved, rocks back along their resilient, colorless scales.
ivory-inlaid yew "Cruel-shaft" Comprised of overlap-
ping, rectangular bronze plates, Urgrog's lamellar armor is
also rather ornate. It protects him particularly well
against upswings. Given that he stands far taller than most
of his foes, it's a wise choice.
Generally, Cave-worms grow to lengths of twenty-four 15.4 THE WATCHER IN THE
to thirty-six feet A fan-like bony ridge encircles their WATER
protruding jaws and protects their narrow eye sockets.
Horns jut from the scaly hide covering this "mane," giving "Out from the water a long sinuous tentacle had crawled; it was
them an eerie appearance unlike anything in Middle- pak-green and luminous and wet. Its fingered end had hold of
earth. They have no appendages or pigmentation and are Frodo's foot, and was dragging him into the water. Sam on his
nearly blind. (Stains from the mud and rock serve as their knees was now slashing at it with a knife.
sole coloring.) Thus, Cave-worms rely on quick, serpen- The arm let go of Frodo, and Sam pulled him away, crying out
tine movements, a prehensile tongue, and an agile, coiling for help. Twenty other arms came rippling out. The dark water
body to seize their prey. With their circular array of three- hoiled, and there was a hideous stench."
foot white horns and jagged, six-inch fangs, they can rip — Lo t R I , f . 4 0 2
steel armor apart with graceless ease. These repulsive A freshwater Kraken, the Watcher in the Water resides
beasts also employ sensitive senses of hearing and smell to in the "bottomless" Gate-pool outside the West-gate of
track their meals. Leaving a thick, sticky slime trail, they Khazad-dum. This thirty-tentacled monster entered the
track faint odors and footfalls with artful perfection. cool mere, which lies near the headwaters of the river
WATER-DRAKES Sirannon, via a submarine passage in the Underdeeps.
The Water-drake is another infamous Worm of Moria, This extremely deep, primeval fissure leads to a vast
one whose name bespeaks its home. They travel wide reservoir that feeds the Gate-stream with the mineral-rich
Water-passages and make havens in deep wells or Spring- waters borne out of the roots of the Misty Mountains.
holes. Their habitat and dark-blue coloring make them Sixty feet long (including tentacles) and naturally
rarely seen predators. Silent, slippery, and elusive, Water- phosphorescent, the Watcher presents an eerie, terrifying
drakes contract and expand their long snake-like bodies to visage. His mere presence is enough to scare anyone trying
squeeze through small holes and reach unlikely nooks. to ascend the stairway to the West-gate. As guardian of
These insidious ways make them exceedingly deadly foes. Durin's ancient doors, however, the creature is hardly a
Water-drakes are also cruel and sizable opponents. simple warder. The Watcher's dark role is far more
They present a scarily formidable target, bristling with a murderous. He lurks by the path at the behest of the
triple layering of scales (dark blue, with light blue Balrog, quietly submerged and ever-hungry, slaying rather
underscales) and six, nimble, claw-fins. Striking with than scaring potential intruders. Few if any traces remain
bolt-like blasts of exhaled water, they stun or maim their of the monster's victims. Thus, the road remains decep-
victims. Then they grab the limp body with great jaws full tively inviting—and the watery trap remains ever-open.
of multi-rowed four-inch teeth. After crushing the prey, Bred by Morgoth in mockery of Ulmo's great mollusks,
they swallow it whole, leaving its ultimate disposal to the Watcher possesses a broad array of interesting at-
pungent digestive juices. tributes. Its ink sacks contain poisonous green fluid,
Some of these drakes resort to more aggressive means, which the monster uses to stun or paralyze its prey, and a
using their twenty- to forty-foot bodies to grapple or thicker black ink that obscures its movements. The
batter their quarry. The sinewy creatures use either their Watcher's 18" diameter eyes effectively decipher polar-
head or tail as a vicious whip and flail with unrelenting ized light and contain finely-structured retinas, permit-
abandon. Fortunately, they retreat if stunned or faced ting the beast to discern extremely fine details under
with an unquenchable fire. murky conditions. Its equally-large, serrated beak cuts
and snaps bone, wood, or even iron with astonishing ease.
Fed by the long, grappling, prehensile tentacles, the
Watcher's black maw also serves as a natural intake valve.
The monster adjusts its buoyancy by sucking water or air
through its beak and storing the infusion in the myriad
flotation sacks situated behind its thickly-hided head, and
it occasionally propels itself by emptying these sacks in
one or more sudden blasts. Normally, though, the Watcher
maneuvers by undulating its tail and fins, the latter of
which are located along the Kraken's rear flanks. No
creature rivals the Watcher in this regard: to be able to sit,
float, move nimbly, or explode in any direction with a
burst of speed. He is in most every sense the perfect
guardian.
16.0 ADVENTURING IN After you've tried your hand at one or more of the
adventures, you may want to try your hand at one the
MORIA three, somewhat "sketchier" episodes in Section 18.0.
'"I need no map,' said Gimli, who had come up with Legolas,
These three episodes contain only the kernels of a good
and was gazing out before him with a strange light in his deep
adventure. You will need flesh them out. While this will
eyes, 'There is the land where our fathers worked of old, and we
require some serious work, the structured nature of the
have wrought the image of those mountains into many works of
labor should help you later—when you create your own
metal and of stone, and into many songs and tales. They stand
adventures from "scratch."
tall in our dreams: Baraz, Zirak, Shathur.'" If you decide to construct your own tale, we suggest
that you peruse this work and then read select parts of the
— LotR I,p. 370
sources, especially volumes one and three of The Lord of the
This section provides some helpful hints for Rings. Pay particular attention Part HI of Appendix A and
gamemasters planning to run adventures set in Moria. the latter portions of Appendices E and F in The Return of
Gamemasters should carefully read and consider these the King.
guidelines before studying and selecting one of the adven- Note that the history of the Naugrim is one of an often-
tures or episodes in Sections 17.0 and 18.0. Even if you displaced, frequently-wandering folk. Dwarves are prone
are planning to design new adventures of your own, this to embarking on quests, especially when the journey
information will aid your endeavors. involves the recovery of sacred artifacts or great wealth.
Since, even in its most-plundered state, Moria is a rich
I6.I TALES repository, it serves as a natural destination for Dwarven
"...and the voice said: adventurers.
If your story focuses on non-Dwarves, keep in mind
'If beggars will not wait at the door, but sneak in to try
that Khazad-dum is more than a grand Dwarf-hold. It is
thieving, that is what we do to them. If any of your people poke
the principal crossing point for bulk traffic traversing the
their foul beards in here again, they will fare the same. Go and
central Misty Mountains. During much of the year, it is
tell them so! But if his family wish to know who now is king
the only way to negotiate the central Hithaeglir. Groups
here, the name is written on his face! I wrote it! I killed him!
such as the Fellowship of the Ring, having a compelling
I am the master!'
reason to travel the Great Dwarf-road, might elect to
Then Nar turned the head and saw branded on the brow in Dwarf- undertake the journey through Hadhodrond—even in Frcdo and
runes so that he could read it the name AZOG." — LotR III, the face of the legendary dangers. the Watcher
in the Water
p. 439
Every good adventure comprises its own unique
combination of plot, settings, and
characters. The original tale constitutes
the foundation of this concoction. If
fertile, it should be all you need to run a
wonderful episode, adventure, or
campaign.
16.I .I SELECTING A TALE
The first thing to decide when se-
lecting a tale is whether to rely on a pre-
generated story, such as those in
Sections 17.0 and 18.0, or to conceive
your own creation. We suggest that,
unless you're experienced with the
subject and have a good deal of time,
you start with one of the six adven-
tures provided in Section 17.0. Each
contains a brief tale, as well as charac-
ters, settings, missions, encounters, etc.
Moria is also the focus of an age-old feud between the Feel free to choose a time other than those specified in
Naugrim and the Firstborn. (See Sec. 2.0.) Once the main the adventures, but bear in mind that changes in the
link between the old Elf-kingdoms of Eregion and Lorien, temporal setting can affect the nature of the tale. You
it remained shut throughout the war between Sauron and should adjust the story accordingly, but always remember
the Elves during the middle years of the Second Age. The that Moria may be an area of interest to dozens of
Elves, especially the Noldor, remember the closure as one different factions at any given moment. For example, if the
of the greatest betrayals in history. Their animosity PCs choose to seek Durin's Axe in the Fourth Age, they
toward the First House of the Naugrim is lasting, deeply- might find that a powerful NPC has already laid claim to
seeded, and broadly borne. Nearly every Elf carries the the artifact. Another group, in addition to the PCs, may
bitterness of the quarrel somewhere in his/her heart. be contesting that claim. The situation can quickly be-
Thus, disdain and revenge may serve as motives underly- come complicated, so you will need to do your own
ing Elven expeditions into Khazad-dum. Such passion historical research and weave your own embellishments
provides plenty of pretexts for gamemasters in need of a into the underlying tale.
good hook for a tale around which to construct an If you become uncertain about current events in Moria
adventure. during any particular time, consult Section 2.3, which
contains a detailed timeline. The details therein can be
16.1.2 TELLING A TALE invaluable.
The legends surrounding the Black Chasm are legion.
Moria's turbulent history gives birth to poems, songs, and 16.2 CHARACTERS
epic stories in every quarter of northwestern Endor. This
"He was a little crazed perhaps with age and misfortune and
makes it easy for gamemasters who, having found or spun
long brooding on the splendour of Moria in his forefather' days;
a tale, need to impart their story.
or the Ring it may be, was turning to evil now that its master
We've sprinkled passages from various chronicles
was awake, driving him to folly and destruction."
throughout this work. They serve as examples of the bits
of lore that might entice adventurers into Khazad-dum, or — LotR III p. 438
help them find their way once they enter the underground Sections 5.0, 14.0, and 15.0 contain a wealth of
world. Use them as tools for telling your tale, or create background material concerning Moria's traditional oc-
your own legendary excerpts. Then, find a context for the cupants. This data should help you create many of the
information. The PCs may hear a minstrel, find a book, characters in your adventure, be they PCs or NPCs.
or come across a broken tablet that embodies this lore and
peaks their interest. 16.2.1 PCS
Protected by the ravages of weather and hewn from When selecting an adventure from Section 17.0 or
rock, Moria is a wonderful storehold for old inscriptions episode from Section 18.0, take into account the strength
and otherwise perishable tomes. Many, like the scorched, and experience of the participating PCs. Choose an
hastily-rendered diary entries of Balin's company, survive adventure that will provide them with a challenge but not
centuries, even in the face of the Balrog's occupation. prove so difficult as to be impossible. For instance, a low-
Others, like the symbols inscribed in the stone of the level party should not even think of attempting the "The
Doors of Durin, weather eons of history. Let these and Exploration Expedition" (see Section 17.3), for the Balrog
other records help tell your tale. Let Khazad-dum speak and its minions would make short work of them.
for itself.
16.2.2 NPCS
16.1.3 CHOOSING A TIME PERIOD Get to know your NPCs. Read over the text concerning
Each adventure or episode in Sections 17.0 and 18.0 is each of the major NPCs, including any major monsters
set within a certain time period during the history of the PCs may meet. Try to understand the characters'
Middle-earth. Look at these adventures and episodes motivations and behavioral patterns.
below as stories that characterize Moria at certain points Tables in Section 19.0 provide all the hard gaming
in time, no more. We arranged them in chronological statistics you will need when running NPCs. You may
order, so that you can see how Moria changes over the even want to photocopy and highlight them with a
centuries. If you are simply looking for a quick, fun marker, so that when needed you will be able to find
adventure, however, you may not be overly concerned character stats quickly. These statistics complement the
with the particular era. text descriptions, giving you different and often revealing
clues about the characters (e.g., how powerful a mighty
Dwarf-lord is, or how much damage it takes actually to
fell a Balrog).
16.3 SETTINGS the time and inclination to protect with automatic de-
'"I do not wish to go to Moria,' said Legolas." vices. They are also placed in random corridors, ready to
capture the unwary. Residents would know not to pro-
— LotR I, p. 388
ceed down these passages, but intruders would not,
Moria contains a broad array of adventure settings. providing the Dwarves with a haphazard sort of security,
Outside the complex, Azanulbizar and the Great Dwarf amply supplemented by stolid guards.
Road beckon travellers crossing the Hithaeglir. Inside, If the PCs find that they cannot defeat or bypass a
bolder visitors can choose to explore the City or the particular lock or trap, they can always resort to brute
Mines, the Levels or the Deeps, Endor or sub-Endor. force to either break the lock or activate the trap. Keep in
Generally speaking, of course, the further away from the mind, however, that doing so may cause a lot of noise and
Outer Doors the more "remote" the setting. Remoteness alert any denizens of Moria that might be nearby. Al-
translates to dangerousness in the case of descents into the though at times such tactics are required, the subtler ways
Deeps, for the closer you get to the Under-deeps the more are always best
likely you will discover catastrophe.
16.4 SOJOURNS
16.3.1 USING MAPS AND LAYOUTS "In the dead of the night many shining eyes were seen peering over the
All of the adventures and episodes described in this
brow of the hill"
work refer to the principal floorplans detailed in Sections
— LotR I, p. 389
II .0 (Moria s Layout), 12.0 (Places of Note), and 13.0
(The Under-deeps). The former section features illustra- Even in the safest of times, journeys into Moria are
tions and diagrams of typical passages and chambers fraught with danger. Unless you happen be to a respected
which fit together to form the various sections of Moria Dwarf of the First House travelling before T.A. 1980 or
in which PCs may find themselves. Use them in conjunc- after F.A. I, you will enjoy very little freedom and/or
tion with the maps of the Levels and Deeps situated in safety of movement. Sentries, traps, and other travails
Section 12.0. Thus, you can create any location within await you and, should you hope to succeed in the face of
Moria in sufficient detail to satisfy your players. such trials, you will need plenty of nerves, skill, and luck.
Moria is far too extensive to allow a complete set of
maps and descriptions, even m a work of this size. This 16.4.1 GUARD MOVEMENTS
means that the onus of knowing exactly where things are Look over the layouts of the complexes in Sections
falls squarely on the gamemaster's shoulders. In many of 10.0 and 12.0 and note where guard stations and weak
the adventures, it's not so important where certain en- points are. No doubt the PCs will want to exploit these
counters occur, so long as they actually happen. Be as points. Moria's defenders may want to reinforce them
flexible as you can, and let the PCs wander as it suits them. during the adventure, so it is also very important to track
Just remember that people who stumble around m the the associated flow of sentries and other warders. It makes
dark without any idea of where they are going are eventu- things easier for everyone if you know where the soldiers
ally going to find themselves in an untenable situation. are, or will be, positioned. This adds a great deal to the
adventures' verisimilitude.
16.3.2 USING TRAPS
The layouts in Section 6.0 include frequent references 164.2 RANDOM EVENTS
to traps and locks. Consult section 10.6 (Traps) for AND DISCOVERIES
details about the uniquely Dwarven traps found in Moria. Take random events into account as well. Just because
It is often up to you to figure out which sort a particular a map indicates a room is empty does not mean it is always
trap is. Remember to make the traps something the PCs empty. Particularly, it does not mean that the PCs can
can find and somehow circumvent, at least if they are depend on it being vacant when they want it to be. Even
careful. Otherwise, the adventure will quickly grind to a the best-laid plans run afoul of unforeseen complications.
standstill. Save the high-powered magic items and heavy arms for
Note that trap disarming and lockpicking maneuvers the adventure's climax. Simply entering Moria and sneak-
are handled according to the guidelines in ICE's MERP or ing around will be a difficult enough task for most
Rolemaster games. adventurers. Still, if the PCs do not seem to realize this, do
Be judicious with the use of traps. While the Dwarves not hesitate to chase them out the East-gate with their tails
of Moria were fond of them, they also needed to move between their legs. Unless they have truly erred, they can
about without fear of accidentally triggering a device that always regroup and try again later. Of course, this time the
would capture or kill them. Traps are found most often defenders will probably be ready for them.
near large concentrations of treasure that the Dwarves had
16.5 ENCOUNTERS 17.0 ADVENTURES
"How the wind howls!,.. It is howling with wolf-voices. The
"The Company of the Ring stood silent beside the tomb of Balin.
Wargs have come west of the Mountains!"
Frodo thought of Bilbo and his long friendship with the dwarf,
— LotR I, p. 388 and of Balin's visit to the Shire long ago. In that dusty chamber
Moria has never been lifeless. Even during the periods in the mountains it seemed a thousand years ago and on the other
when the Dwarves are not in control, adventurers should side of the world."
encounter someone or something within its halls. Al- — LotR L, p. 4 1 7
though Moria is a huge complex, those within usually
For those few bold individuals who dare to enter
cross paths, especially when moving over long distances.
Durin's Gate and explore the great chasms and holds of
16.5.1 MEETINGS the Dwarven stronghold, the following adventures will act
The Master Encounter Chart (see 19.2) can help you as a lure. Even attempting to enter Moria without an
determine where and when a meeting might occur, as well "inside man," or an inside Dwarf in this case, is ludicrous
as the nature of creatures encountered. While the PCs are and dangerous to the extreme. You would be lucky to
in Moria, consult this table. Note the location of the make it to the first chute trap, which would drop you into
group (e.g., the Second Deep) and roll to determine if an the Deeps and slice you like an onion in one swift, painful
encounter occurs. The GM should make "encounter motion.
rolls" based on the time the PCs spend in direct travel or The adventures below are arranged m chronological
on the number of hours since the last encounter roll order. The first takes place in the middle of the Third Age,
(whichever is shorter). A ID100 roll result of less than or and the last occurs a full one hundred years after the War
equal to the Chance of Encounter for the given region of the Ring. These dates are, of course, somewhat flexible.
indicates an encounter. Tailor the specifics to your needs.
Should a meeting occur, make another roll to determine Again remember, there are no rules against changing the
the nature of the encounter. Then consult the appropriate course of Endorean history. If by some chance the adven-
parts of this book for more information about those turers manage to kill the Balrog before T.A. 3020, then
involved. The Military Table (19.4), the NPC Table the demon should perish. When the Fellowship of the
(19.5), and the Beast Table (19.3) provide stats and Ring passes through in later years, they will either have an
summaries of any creatures adventurers might encounter. easier time of it, or they will face some other, possibly even
Further details concerning these beings are in Sections 4.0 more dangerous foe instead. Altering what may come is
(Plant and Animal Life) and 15.0 (Shadow-creatures). (in most cases) none of the PCs' concern. Allow events to
Since there is life in many of the Dwarves mechanical transpire as they will in your game. The future always
legacies, the chart also details encounters with traps. See takes care of itself.
Section 10.6 for details about any traps. NOTE: References to locations beginning with a capital letter (e.g.,
A1 or B3) refer to sites on the route maps that are specific to these
16.5.2 SOUNDS adventures. "A"refers to sites mentioned in 17.I, "B" to sites in 11.2,
Sound travels exceedingly well through the carved halls etc.
and passages of Hadhodrond, and often it plays tricks on
the ears. Noises that seem to be right around a corner may 171 THE EMBASSY TO THE
originate hundreds of yards away. Conversely, some halls DWARVEN KING (TA 1640)
have baffles built into them that muffle all sounds going During the time of King Bain, the royal court of
in and out, making it difficult to hear someone's footsteps Khazad-dum is a hotbed of political intrigue, both from
until they are almost on top of you. within and without. It is a period of relative peace and
The evil creatures that dwell in Moria before, after, and prosperity for Durin's folk, and the people have grown
alongside the Dwarves are not known for subtlety. They complacent. Their wealth steadily increases with no sign
use the halls of Moria as a massive echo chamber to of abating, and they have grown fat upon their fortune.
magnify their ominous war chants and the thrumming of The facade of serenity is just that, however; it does not
their battle drums. This tactic can be terrifying, because run deep. The Khazad are ripe for a change of some sort,
the reverberations surround intended victims, confusing and Bain's court is rife with plots within plots. Forces
them as to the direction from which they are being from within his own ranks conspire to unseat the Dwarf-
approached. Of course, they also make it difficult for the king or, at the very least, usurp his power. Meanwhile,
denizens of the Under-deeps to track their prey, but sheer other peoples are searching for an opportunity to exploit
numbers balance the scales in their favor. Moving forward this discord.
on waves of sound from their beating drums, they simply
swarm through entire sections, eventually ferreting out
any that might be trying to hide from their wrath.
(See Section 10.7 for more information about sound in
Khazad-dum.)
Meanwhile, Bain sits on his throne, content with the The Elves and the few Men of Eregion (along with
notion that he has done well with all that his lineage has more sinister forces) would like to develop some influence
bequeathed to him. Pleased that he has slowly and steadily- over the stubborn, xenophobic Khazad. They seek to calm
improved his people's lot, he guesses not that his greedier their warlike neighbors. In doing so, they might preserve
brethren have become impatient with his stolid, methodi- the peace that reigns over much of Middle-earth, or
cal ways. While they accumulate vast wealth, they hunger possibly even lay claim to some of the phenomenal
for even more riches. Dwarven treasures. Unfortunately, few Naugrim hold any
Like an unravelling rope, then, it's only a matter of time interest in outsiders and their schemes.
before the weight of Khazad-dum's troubles bring true Nonetheless, a few noteworthy Khazad have a price.
danger to the First House. Given enough wealth, even these mostly loyal souls can be
bought (or at least rented). Their reliability, of course, is
ADVENTURE SUMMARY
always in question. Adventurers might do well to heed the
Party Requirements: A small, wily, racially-mixed
words of the old Mannish joke about seeking help from
party of representatives sent to ascertain the
the Naugrim:
soundness of Bain's rule. These ambassadors are
Hefirstrule is: "Bribe a Dwarf." This is not so difficult to accomplish.
to discover any and all means of influencing the All Dwarves love money, and some of them love it above all else. A sweet
Dwarf-king or, barring that, of overthrowing word can go a long way when accompanied by a hag of gold. The second
him. rule is: "Bribe a Dwarf you can trust." If you are not a Dwarf
Aids: Inside information on who wields political yourself there is little chance of accomplishing this. Dwarves are
and military power in the Dwarven stronghold. notoriously loyal, but their code of honor often does not apply to outsiders
Without establishing some sort of contact such as Elves or Men. Thus, we come to the thirdruh: "You cannot trust
a Dwarf you have bribed." Orc Caught in
within Khazad-dum's halls, the PCs will be at a a Chute-trap
loss as to how to proceed and will likely find
themselves stonewalled at nearly every turn.
Conceivably, one member of the party could be
a Dwarf from Moria with questionable loyalties.
Otherwise, the adventurers must rely on the
less-than-trustworthy Falin.
Rewards: The adventurers are not concerned with
personal gain. They are trying to advance the
cause of their people. The only reward they can
expect is the undying gratitude of their respec-
tive lieges when they return home. Greedy PCs
may find some ways to gain a more personal
profit while executing their duties.
I7.I.I THE TALE
King Bain is rumored to have grown complacent in his
rule. Some say the reins of power in the halls of Khazad-
dum no longer rest tightly within his grasp. They state that
the blood of Durin runs thin in his great-grandson's
veins—that Bain is weak and could not hold the Man-
sions in the face of a real threat.
True, no such threat has arisen for centuries. Much of
the talk is spurred by the fact that Bain's rule has never
been tested in war or other crises. It could be that this is
so because of Bain's ability to work cunningly behind the
scenes of Dwarven politics. But many believe the truth is
that the King is simply resting upon the laurels of his
forebears.
For the first time since the founding of Moria, the
security of the Dwarven stronghold is in some doubt.
However small that actual doubt may be, it is the most
serious to date. Complicating matters, enemies of Durin's
folk are curious about the veracity of these rumors.
Ambitious foes of the royal family seek to discover if the
time to strike against the crown has finally arrived.
A young Dwarf named Falin, a proud nephew of the While the halls of Khazad-dum have grown more
Dwarf-king, has sent discreet word to others that he, not beautiful under Bain's guiding hand, the stature of the
Bain, controls the Dwarven war-host. He claims this military has dwindled in the eyes of some. This is true only
mastery is based on mutual respect, and attributable to his insofar as it has not been excessively prized by the Dwarf-
great success as a young warrior. Underlying this strain king, who is lavish with his praises when presented with
among the Naugrim, is a false rumor that Bain's bloodline the beautiful works of his people.
is somehow in question. Bain saw enough of war in his youth, and the thought
Greedy and short-sighted, Falin has visions of seizing of thousands of Khazad marching off to their doom
the throne for himself. The youthful war-lord will lend sickens him. Were the need to present itself, he would take
aid to any scheme that will embarrass or undermine the up Durin's Axe and lead his people in defense of their
authority of the King. He will even be willing to fund such hearth and home, but he has worked long and hard to
an attempt personally, although he has gone to great ensure that such a thing shall not come to pass.
lengths to point out to the PCs' lieges that, should he Some take this as a sign of the King's weakness, but it
assume the throne, his gratitude would be worth more makes him an excellent ruler, one who always puts the
than any treasure. welfare of his people before all else. He is well loved by the
The adventurers' employers have taken note of this general populace.
fact. Thus, they have initiated a plan designed to bring Unfortunately, some of the noble families fail to share
Falin to power. They have given the PCs specific instruc- this love. They question Bain's status as the rightful heir
tions regarding the situation as they know it in Khazad- of Durin's spirit. Among the younger sons, there is a
dum. Their intelligence, though, despite Falin's assur- feeling that, by refusing to lead them to war, Bain has
ances, is woefully inadequate. Put simply, they do not robbed them of the opportunity to win honor for them-
trust the Dwarf and are sending the adventurers to selves and their lines. What bards will sing of their deeds
ascertain the truth of his claims. if their lives are spent at home, sharpening their axes on
The PCs' main contact within Khazad-dum is Grolin, whetstones rather than on the skulls of Yrch?
a court jester of sorts who has fallen out favor with the Bain generally ignores the whining of such fools. Under
King. Apparently, he insulted the King's wife, Bris, imply- his hand, the Khazad have flourished. The halls of Moria
ing that she looked uncannily like Bain. In fact, his ring with the sound of Dwarven hammers, and with
assessment was all too accurate, but the Queen found no Dwarven voices raised in hearty song. He is happy with his
humor in this remark and persuaded her husband to ban wife, whom he loves very much, and he is pleased with his
Grolin from the court. children and their progress.
Certain other courtiers have also pledged to side with FALIN
Falin, should the issue progress so far. Indeed, if the time Falin is a relatively young Dwarf. He wears his golden
seems ripe, Falin may use the adventurers to help him hair long, and he stuffs the end of his beard (m a single,
overthrow the King or, barring that, undercut his power intricate braid interwoven with strands of pure mithril)
base so completely that he would remain little more than into his belt. As a rule, he wears blue, a color he associates
a puppet. Then, Falin's fingers will control the strings. with the legendary Dwarven heroes of the past.
I7.I.2 THE CHARACTERS Falin is considered handsome, and nearly any female
Khazad would consider him quite a catch. Although he
BAIN has yet to marry, he has many prospects. The youthful
The King Under the Mountain is a wise and learned warrior absolutely refuses to settle down until he has
Dwarf. He wears his long, gray beard forked and braided managed to meet his goal of leading the Dwarven army
and tucked into his wide leather belt. He likes to smile, into battle against some worthy foe.
and happiness seems to be his constant companion. This To this end, Falin quickly worked his way up through
belies the deep wrinkles that crease his face and brow, the ranks, until he was named a general of the Khazad
furrows etched by long days and nights of concern for his army. Bain appointed him as one of Hadhodrond's three
people. Still, this is a side that the King rarely shows. To Unit-lords—unaware of Falin's true purpose. As it is, the
most, he is simply a gracious sovereign. Dwarf-king remains blissfully unaware of the "asp he
Considering the warlike nature of his people and holds in his pocket."
bloodline, he is remarkably kind, always tempering his Once confirmed as a Dwarven war-lord, Falin set about
justice with mercy. He is firm in his belief that only in breeding dissent with the King. Soon, he had most of the
peace may his people truly prosper. Bain holds that the life younger leaders dissatisfied with their lot in life. They
of each of his subjects is a sacred trust, and he has been became resentful of the fact that Bain had never given
charged with its care. In his kingdom, none go hungry or them a chance to prove their mettle as warriors. Falin used
unclothed. All hands are busy, and in the respite from the this discontent to encourage over a dozen of Khazad-
constant wars that seem to plague the stubborn Khazad, dum's twenty-one Attack-lords to swear fealty to him
the arts have truly flourished. instead of the King Under the Mountain.
Building up his power base has been a slow and onerous GROLIN
task, but Falin has taken to it well. He has been careful Grolin is a young, vain Dwarf with a chip on
his shoulder. Son of a minor noble family, he has
long enjoyed the good life, his by birth-right, and
his fall from the King's favor has badly bruised
his substantial ego. He now bears a grudge
against Bain.
A handsome Dwarf, Grolin makes no pre-
tense of being a warrior, or even much of a
worker, and he wears his auburn beard long and
free in open defiance of style and good sense. He
brags that the tip of his beard has never met the
inside of his belt. A number of young Dwarves
emulate this style, but even they tuck their beards
into their belts when working. Fashion can only be
taken so far,
For many years, the handsome youngster was a
favorite of the King. Always quick with a witty
word to set the royal court laughing, he was the
toast of almost every social event of any import.
He was constantly in the company of the most
powerful members of Moria's society, and a
number of extremely eligible young Dwarven
women pined after him.
If Grolin has a weakness, it is that he thinks
even better of himself than do those that wor-
ship him from afar. His ego is quite swollen and,
although he is unusually thick-skinned, when
someone does puncture his pride, Grolin be- King Bain
comes quite vengeful. That, along with his taste
never to broach the subject of a revolution with someone for ale, was the cause of his undoing. His lite of fame
that has not actually sworn to follow him. The numbers and luxury ended suddenly one night, after Grolin had
of his followers are growing, and his popularity among the enjoyed one mug too many. While attending a great
younger soldiers has soared over the past few years. Still, dinner, he stood up and recited a witty poem to the royal
he is not yet ready to strike. couple—a limerick he conjured on the spot.
Although hungry for power and the glory of battle, Unfortunately, drink clouded his judgment, and stuck
Falin is not willing to let his ambition blind him to reality. for a rhyme, he inserted a couplet insinuating that the
The other two Unit-lords and the older Attack-lords are King and Queen looked enough alike to be twins.
unswervingly loyal to Bain. Should he make a move While the King viewed this slip of the tongue good-
against his liege, Falin cannot guarantee that the Dwarf- naturedly, the Queen took instant offense. She demanded
levy will take arms on his behalf. After all, he is asking an apology from Grolin. Taken aback for a moment,
Dwarf to raise hand against Dwarf and, while such battles Grolin protested that he had done nothing wrong and
are not unheard of, they are hardly undertaken lightly. attempted to extricate himself from his predicament with
Falm is a charismatic Dwarf, not dour and distant like waggish deprecation. Bris grew even more incensed at the
many of his older brethren. He is given to laughter and fact that Grolin would try to make her look the fool in
song, and he buries deep his brooding need for power. It front of the assembled guests. At her behest, the King
is hard not to like him, and there are many who think that banished Grolin from the royal court.
he would make a good ruler. Falin, of course, has little The King accorded Grolin the opportunity to return to
legitimate claim to the throne, but with the power of the court's good standing by making an earnest and public
Khazad-dum's army behind him, there are few who could apology to the Queen. Unable to swallow his hubris,
gainsay him effectively should he manage to overthrow Grolin refused. And so his wrath atbeing (atleast from his
Bain. point of view) unjustly barred from the court has festered
and grown.
Grolin is seething with a need to revenge himself on Grolin is not the first Dwarf banned from the court for
Bris, a woman he sees as entirely lacking in a sense of incurring Bris' wrath. Nevertheless, it has been a long time
humor (an accurate assessment, at least when it comes to since anyone has displayed such poor judgment as to
her looks). To do this, he is willing to bring down the line insult either member of the royal couple in the Queen's
of Durin. To this end, he has allied himself with Falin. presence, even in jest. All of the others have long since
Grolin knows every Dwarven noble by name, and many apologized and been reinstated to their positions within
of them consider him a friend. He feels certain that, given the court. Only Grolin is too stubborn to admit the error
the questions about Bain's birthright, he could bring a of his ways.
number of them over to Falin's side should open rebellion While it deeply bothers Bris that she could be the cause
befall the kingdom. In truth, most of these folk agree that of another's pain, she is not prepared to recapitulate. She
the King handled the situation properly and that Grolin will have an apology from Grolin, or his banishment will
should simply apologize. Few share this opinion with continue indefinitely. She has no idea of the intensity of
Grolin, and those who do so have earned his undying the young Dwarfs anger and to what it may drive him; and
enmity. even if she did, it likely would not change her mind.
BRIS
17.1.3 THE SETTING
Although born in an excellent line, Bris' ascension to
Locations used in this adventure include the East-gate
the throne was something of a surprise. Hardly a beauty,
(#9), Falin's home (near the Northeast Hold [#26]), the
even by Dwarven standards, as a girl she despaired of ever
Throne Room (#54a), and the West Gathering Hall
finding a husband, much less one destined to become the
(#6). As gamemaster, you need to be as familiar as
King Under the Mountain. Her story gives hope to
possible with these places. Their placement within the
Dwarf-maids all across Middle-earth,
halls of Moria will dictate the flow of action.
Having resigned herself to a life free of matrimonial
bliss, Bris turned to the healer's vocation. Unapproached 17.1.4 THE TASK
as she was by male Dwarves seeking a mate, she was able The adventurers are to enter Moria as ambassadors
to concentrate entirely on her studies. She proved an from their respective peoples. They must gain an audience
excellent student, always atop her class. Once she finished with the King and size him up as a foe or a patsy. They will
her apprenticeship, she labored at research of her own and need to talk also with Grolin, who will introduce them to
won renown far and wide as the greatest of living Dwarven Falin. The challenge is to maintain good relations with all
healers. until it is time to choose sides and act, of course, to stay
So it was that when Bain was struck down by an Orcish alive until then.
arrow in a battle of his youth, he was brought to her by his
father, Durin III. Bain lay close to death for many days, but I7.L5 THE ENCOUNTERS
Bris labored day and night until he emerged of danger. As The following encounters outline how Falin's plot to
the arrow had been poisoned, Bain spent many weeks become the next King was hatched and begins to unfold
convalescing from his wounds. Bris cared for him through- before the PCs. Its up to them to decide with whom they
out the travail, and it was she who reinstated him to full should side in this civil war. The only way they can lose
health. The two spent many hours together, Bain spinning is by choosing to oppose the winning faction. In that case,
tales of his family's past and Bris bringing him news of the their punishment will be horrible indeed. If they make the
happenings throughout his father's kingdom. In time, right choice, however, they will have earned a strong
they wove a strong friendship, and this sentiment eventu- foothold within Khazad-dum for their peoples.
ally blossomed into love.
ENTERING KHAZAD-DUM
When Bain announced his betrothal to Bris, he broke
the heart of many a Dwarven lass who had designs of their When the adventurers finally reach the East-gate after
riding or marching through Dimrill Dale, they are greeted
own on the Crown Prince. Still, his choice met with strong
approval from his family. Although lacking in physical by a unit of well-armed, elite Dwarven guards. Unless the
beauty, no one questioned the goodness of Bris' heart, and PCs took special precautions, the Dwarven lookouts
spotted them long ago, and the guards are waiting for
the royal family welcomed her into their fold with open
arms. them. The warders challenge the PCs, inquiring what
The years, however, have not been kind to Bris. What business they might have in Moria.
If the PCs tell the truth—that they are ambassadors
little comeliness she ever enjoyed faded long ago. While
generally as sweet and engaging as ever—possessed of a from distant lands—the leader of the guards inform them
sharp wit and a keen eye—Bris is increasingly sensitive. It that the Khazad are already in receipt of their liege's
missives. The Dwarves have been expecting them for some
may seem hard to get on her bad side, but it can be done
in two ways. The first is to insult her husband. The second time, and King Bain is eager to speak to them after they
is to disparage her plain look. have had a chance to recover from their long journey.
The Attack-lord in Azanulbizar is an older, battle- "No birth is without blood and pain," says Grolin. "If the
scarred Dwarf whose name is Bwalin. He personally leads kingdom is to be reborn, there will be much of both."
the adventurers to their quarters nearby in the First Level. Grolin tells the PCs that he is to be their liaison with
(See A1 on the Route Map.) They lie close to the northern Falin. If they wish, he will bring them to see the rebellious
passage to the Second Level (#12). This keeps the visitors war-lord that very evening. Smart PCs may realize that to
close to the gates. Should trouble start, the Naugrim will be seen speaking with Falin will likely imply, at least to
hardly want strangers involved; and out on the fringe of onlookers, their support of his faction. They may wish to
the city, they are less likely to be able to do any mischief. guard against this impression. If so, they may decide to
Also, by Falin's design, they are nearly directly beneath the defer the meeting. In such case, Grolin will tell them that
Northeast Hold (#A2) and the disloyal Unit-lord's Falin will not be happy about the denial of his request. He
chambers. This will make it easier for him to communi- reminds the adventurers that, if they are not careful, they
cate with them later. will find themselves in the "newgovernment's disfavor."
The visitor's quarters are large by Dwarven standards,
MEETING FAUN
but most non-Dwarves will find them barely sufficient.
If the adventurers decide to meet Falin right away,
Anyone with claustrophobia may harbor some discom-
Grolin takes them up to the Northeast Hold (A2). The
fort. Still, these quarters are larger than those that most of
guards question him as the party leaves their quarters, but
Moria's citizenry enjoy.
he will remind them that, although he has been banned
Once the PCs have been ensconced in their rooms,
from the court, he is also a noble. He is well within his
Bwalin informs them that they are not to wander Khazad-
rights to escort these guests of the kingdom through the
dum without an escort. If they do so, they may be mistaken
halls of Khazad-dum. Reluctantly, the guards relent.
for invaders or spies and killed by an overzealous Dwarf-
When the adventurers reach the Northeast Hold, they
guard before they can manage to protest their innocence.
notice that everyone is staring at them. Outsiders are
He gives them a brass gong to ring if they need anything
somewhat rare in Moria, and the elite Dwarven warriors
and invites them to make themselves at home. Meals will
that call this area home are more than a bit troubled about
be brought to their room, and the King will see them on
hosting emissaries from powers with whom they may
the morrow.
someday be at war. One and all, they pointedly refrain
Should the PCs object to this arrangement, their pro-
from greeting the newcomers. They are not, however,
testations fall on deaf ears. Bwalin is not happy about their
openly hostile.
presence within Moria and is not concerned with keeping
Moments after the adventurers arrive in the Hold, Falin
his sentiments hidden. He posts two guards at the door to
walks into the room and greets them loudly and happily,
their chambers. He tells the adventurers: "They arc here for
stating that he hopes that they can advance the cause of
your own protection." The guards are stolid and
peace and friendship between their peoples. He is hoping
uncommunicative, and they are relieved in two-hour
to impress upon those watching them that he has the
shifts.
power of the PCs' peoples behind him, and he succeeds
MAKING CONTACT WITH GROLIN fairly well. He then ushers the adventurers out of the main
The first thing the adventurers need to do is contact chamber and into his nearby chambers.
Grolin. If they can manage it themselves, so much the Therein, Falin shows his guests to some comfortable
better. Grolin and Falin will be impressed at their re- chairs and draws each of them a flagon of ale. Once they
sourcefulness. Otherwise, Grolin eventually will initiate are comfortable, he broaches the subject of forming an
contact himself. alliance with him against the King.
That night, after the adventurers have eaten their If the adventurers protest that they have yet to make up
evening meal, Grolin comes calling to their door. The their mind who to support, Falin cautions them against
guards recognize him and give him leave to enter. He waiting too long to decide. Events are in motion that
closes the door solidly behind himself and greets the PCs cannot be slowed or stopped to accommodate their
with a wide smile. indecision.
He then fills them in on the situation as it stands, noting If they ask him why they should throw in with him and
that Falin feels that he has sufficient support to make an not Bain, Falin spouts a long tirade about recapturing the
actual bid for the throne. All he needs is some sort of faded glory of the Dwarven people. Eventually he sees that
catalyst to force the Dwarven people into action. Until he is boring his guests, and he stops, begging their pardon
then, nothing will happen. Grolin remarks that he is glad for his long-windedness. He informs them that Bain may
to see that they made the trip safely. Of course, he knows not be King much longer. If they promise him their
that whatever dangers they may have encountered on the support now, he will not forget it in the days to come.
road will pale by comparison to the coming revolt. Should After a while, Falin notices that it is late. Since the PCs
the halls of Khazad-dum ring with the noise of a war have an audience with Bain in the morning, Grolin escorts
pitting Dwarf against Dwarf, no one—especially the them back to their quarters. He tells them that he will
PCs—will be safe. arrange to meet with them again before too long and bids
them a good night.
MEETING THE KING Before Bain completes his thought, a messenger from
The next morning, after the adventurers have break- the gates darts into the hall with horrifying news. A cart-
fasted, Bwalin arrives at their door. He then accompanies train of Dwarven traders has been massacred in the distant
them to the Throne Room, where Bain is awaiting their foothills of Eregion. They were returning to Moria,
presence. The old Attack-lord makes no comment about loaded with essential goods, when they were ambushed.
the PCs' meeting with Falin, although news of it has Amazingly, the arrows found piercing the victims' bodies
already spread throughout the mountain. He simply does are of Elven make. (Feel free to choose another people at
his job. fault, if one of the PCs hails from a nearby Elven
He leads them down to the Seventh Deep and into the community.)
Throne Room (#54a). Bain and Bris are there, seated on At this news, Falin leaps to his feet and immediately
the dais in the center of the room. They are dealing with volunteers to take a force to hunt down the killers and
a matter of two Dwarven brothers caught brawling in the bring them to justice. He vows to capture some Eldar in
West Gathering Hall (#6). The two apparently were retribution for this atrocity.
trying to decide which of them had the right to court a Bain refuses to permit Falin to carry out his plan.
young Dwarven lass, and the discussion, helped along by Instead he counsels caution. By the light of day, the matter
the copious amounts of mead they had consumed, turned may be more clear. An expedition will leave the next
to blows. Bris whispers something into the King's ear, and morning to investigate.
he nods appreciatively. He then informs the two that Falin walks out of the hall in disgust. Other Dwarves
neither of them is to approach the young woman again follow him. The affair resumes, but its festivity has been
unless she should come to them first. By that they should greatly dimmed. It breaks up early with the King's regrets,
know the choice between the two of them was not theirs, and the PCs are escorted back to their rooms.
but hers. That night, Grolin comes to the PCs quarters to warn
When this matter is concluded, the royal couple rises them that time is running short. They had better make
and greets their guests with all the pomp and circumstance their choice, for the revolution will begin soon.
due the ambassadors of friendly foreign powers. Bain
THE MORNING AFTER
informs them that Bris has scheduled for a feast that
The point of decision is at hand. If the PCs wish, they
evening in their honor. He tells them that he hopes this is
may go and investigate the massacre site themselves, with
the start of a long, peaceful and prosperous relationship
Bwalin as an escort. When they arrive, the bodies have
between their peoples, and he hopes that they can be
already been carted back to Khazad-dum, to be placed in
friends, as large friendships between nations are founded
their respective family crypts. The charred frames of the
on smaller friendships among their citizens.
small, sturdy wagons are still there, but they offer few
Bain is a courteous and gracious host. He answers any
clues. Arrows litter the ground, and they appear to be of
questions the PCs have (within reason, of course) in as
Elven make. Any Elf, though, should be able to spot that
straightforward a manner as possible. The Dwarf-king
they are actually excellent fakes. (Note the PCs' fletching
invites them to tour the halls of Khazad-dum during their
skills.)
visit, and he assigns Bwalin to them as a permanent liaison.
In truth, a party of Dwarves armed with bows am-
Strangely, this new assignment does nothing for the dour
bushed the caravan, killing everyone in the cart-train. This
veterans demeanor. Bain then dismisses them until the
sordid operation was executed under Falin's orders. He
evening banquet.
supplied the incriminating arrows, and he fomented the
If the PCs wish to talk privately with the King, he bids
intra-tribal feud that resulted in the Dwarf-slaying. The
them speak openly, for there is nothing he would not share
crime was designed to force the people to perceive the
with his people. If they mention Falin's words of treach-
King as too weak to rule, as Falin believes. The traitorous
ery, he tells them that while he was aware of the young
war-lord knows the King will be hesitant to commit his
Dwarfs ambition, this sort of troublemaking is inexcus-
people to a new war with the Elves. Falin plans to take
able. He will deal with the warrior tonight, following the
advantage of Bain's calm policy to whip the people into an
feast, which he does not want to spoil with internal
unreasoned frenzy, one he hopes will carry him all the way
squabbles.
to the throne.
THE ATROCITY The PCs must now decide which side to support. Will
The feast is held in the West Gathering Hall (#6), and they back Falin in his bid to be King? If they do, they will
it is something the likes of which the PCs have never seen. certainly win their peoples a friend, but can they depend
The food and drink are the finest the kingdom has to on one who will so easily resort to such base treachery? Or
offer, and delicacies of all sorts aplenty. As the meal will they reveal Falin's plot to King Bain? While this will
finishes, Bain rises to offer a toast to his welcome guests. certainly erode Falin's power base, it will not stop him
from making a last, desperate effort to overthrow the
Dwarf-king. At this point, he is far too committed to turn
back. He knows that to capitulate now would mean death
with dishonor. Falin prefers to go down fighting.
REVOLUTION When the endgame begins, the PCs will have most of
That evening, as the halls of Khazad-dum grow quiet Hadhodrond on their side. Nonetheless, they should
for the night, Falin launches his coup no matter what the avoid revealing their true allegiance until after they have
PCs have decided. The events that follow are largely up to uncovered incontrovertible proof of a conspiracy against
you, the GM, and what sort of campaign you are running. the King. Otherwise, their effort may likely be for naught.
Do you want a new King Under the Mountain, one that If the accused are outsiders, the PCs' word will be taken
will eventually wage war against his neighbors for the over theirs, of course; but if they denounce Falin without
sheer glory of it? Or do you prefer to stick with the more solid evidence, the noble will be able to wield his influence
subtle political machinations that take place in a time of to escape persecution. In that case, the PCs will be useless
peace, as Bain's rule will provide? thereafter as spies.
Either way, the direction the adventurers take will have Whether they succeed or fail in pressing their charges,
a great impact upon the outcome. This is not so much due once they reveal themselves as spies, the PCs will have
to the PCs' personal power as it is to the powers they gained some powerful enemies. They had better have
represent. After all, if they fall in with Falin, many gathered enough evidence against the perpetrators to
Dwarves will take this as a sign that Bain's time has passed. ensure that these folk will be dealt with harshly, lest the
Of course, if they reveal Falin's treachery, or even if they adventurers find the full force of their foes' wrath focused
simply side against him, the PCs will deeply undercut the on themselves.
power-mad Dwarfs support. Nearly all the rebel Naugrim
will abandon their plans to support Falin and take up arms 17.2 A MISSION TO STEAL
to defend their King. (T.A. 1640)
This does not mean that whichever side the PCs join
The riches of Khazad-dum are beyond measure. It is by
will automatically prevail. Should the adventurers ally
far the richest city in Endor. So it is that, over the years,
with Falin, you can be sure that Bain will not go down
many have undertaken secret sorties into the Dwarven
easily. And even if they reveal Falin's plot, many Dwarves
halls. Most fail, the participants disappearing altogether
will remain reluctant take the word of a bunch of foreign-
in quiet ignominy. Only a notable (and legendary) few of
ers over that of one of their own Unit-lords.
these expeditions have actually succeeded, the deeds hailed
It is even possible that the revolt will evolve into a
by professional thieves. Any Khazad, of course, vehe-
climactic battle between Bain and Falin on the floor of the
mently curse such plunderings.
Throne Room. The PCs can play a more decisive role in
Word has come to the adventurers via a reputable
deciding the battle by fighting for their choice.
source that certain disaffected Dwarf-guards covet a
17.1.6 EPILOGUE special share of Hadhodrond's vast wealth. Should mem-
Once the dispute is resolved, the fate of the PCs will bers of a thieving expedition provide them with a portion
largely depend on whether the faction they supported of the plunder, they appear willing to look the other way.
won or lost. If they chose wisely, they will have earned a Their source also assures the PCs that he can make any
great and powerful friend for their peoples. They will be arrangements necessary for a safe, silent entry into Khazad-
feted and honored above all other outsiders for their dum.
service to the Dwarven crown. When they return home, ADVENTURE SUMMARY
they will be regarded as folk of great renown, and honored Requirements: The courage and tenacity of a lion,
by their own peoples. or madness in the blood. Only experienced,
If they chose poorly, their peoples will have theDwarves' well-armed characters should even consider
undying enmity. The PCs will be lucky to escape with attempting this nearly suicidal mission.
their lives. Even if they do, they will be hunted all the way Aids: Sketches or knowledge of the Levels and
home. Then, they might even find themselves unwelcome Deeps is essential. Such can be provided
there. through the PCs' contact (Heol). Even so,
without inside help from traitorous Dwarves, the
17.1.7 VARIATIONS task would be impossible.
If the PCs happen to be a party composed entirely of
Rewards: 10% of everything the adventurers can
Dwarves or individuals proven friendly to the Khazad,
lay their hands on. Of course, if they get greedy,
they may instead attempt to shore up the weak spots in
they can always try for more.
Bain's rule. They could work as double agents under the
King's orders to ferret out any and all forces hostile to his
rule. This could obviously mean Falin, but it might also
involve dealing with a party very much like the one for
which this adventure was written.
17.2.1 THE TALE Having slowly become unbalanced, Gain now counts
Gain, a captain of the Khazad guards, has spent too the treasures that he has guarded for so many long nights
many years protecting Moria's glorious treasures. He now as his own. He resents the fact that the King treats these
thinks of the wealth as his own. After many decades of objects as royal property. After all, Gain has long since
foiling plots aimed at parting the Dwarves from their earned them all and more through his valorous service.
treasures, he has hatched one of his own. One dark night, while standing watch over the treasure
He has made a contact with an outsider—Heol of horde, an idea came unbidden to Gain's mind, and ever
Maethelburg—whom he has reluctantly decided to trust. since it has remained uppermost in his thoughts.
(It is Heol who contacts the PCs about the job.) Gain Gain entertained a plan to make the vast treasures of
hopes to commission a strong and brave party to enter the Khazad-dum his own. He is particularly fond of the Three
city and steal one of the kingdom's greatest prizes: the Axes of Azaghal, a valiant Dwarf from ancient times from
Three Axes of Azaghal. The trio of axes lie hidden in a whom (for no reason besides his madness) he believes he
shallow lake on the Second Level, in a room aptly called is descended. He has determined that the weapons shall
the Chamber of Axes (#27). belong to him and no other.
Gain also wants a share of anything else the PCs manage To that end, he has contacted a person on the outside
to find. This might translate into quite a fortune, given who has arranged for a band of thieves (the PCs) to break
that treasure is scattered throughout Moria. The greatest into the halls of Moria and spirit the axes away, along with
concentration of this wealth can be found in the King's whatever else they can carry. Although Gain is asking for
bedroom (#54c) and the royal armory (#s 54d, 54e and 90% of what the PCs acquire, he feels it is only just, since
54f). Extremely well guarded, no one has ever pilfered he is taking a tremendous risk in betraying his King. He
these chambers. has no doubt that Dwarven blood will be spilled by the
Gain believes that, with his assistance, the PCs might invaders in the course of their mission, but that is an
succeed where all others have failed. He speaks of an eventuality that cannot be prevented, sad as it might be.
arrangement with the guards, who will remain occupied FRUIN
while the PCs make their assault on the heart of the Fruin is the youngest of Gain's grandchildren. His
Dwarven stronghold. All he wants in return is 90% of the beard barely reaches the top of his belt, and then only if
booty. he hunches over. He makes up for his youth, though, by
17.2.2 THE CHARACTERS being utterly duplicitous.
A greedy creature, Fruin walks around with the glint of
Although only two characters are listed below, there is
gold in his eyes. Two years ago, his grandfather arranged
very good chance that the adventurers will also encounter
for the lad to work beside him as a guard of the Khazad's
several others during the course of their raid—especially
treasures. Since then, his only thought has been making
members of the court of the First House of the Naugrim.
off with as much of the collected wealth as he can possibly
(See Section 17.1.2 for a description of the King and
gather.
Queen Under the Mountain, as well as notes about their
While much younger than Gain, Fruin is more than his
court. )
grandfather's equal in treachery and deviousness. Al-
GAIN though Gain believes that the idea to rob the Dwarven
Gain is an old, pale-skinned Dwarf who hails from a horde is his own, it was planted in his head by his
long line of trusted guards. These warders traditionally grandson. Fruin is more than happy to allow the old
keep Khazad-dum's valuables safe from any outsiders. warder to believe he is the mastermind behind the plot.
Wrinkled and wizened, Gain wears his long beard forked That way, if something untoward should occur during the
and braided. He tucks the ends into both his belt and the raid, Fruin can deny all knowledge of the scheme. He
tops of his boots. He is also noted for the long, distinct plans to blame the entire affair upon a deluded old
scar over his left eye, an almost-white mark he sustained Dwarfs fevered dreams.
long ago in the King's service. Whenever he gets his way, Fruin is a pleasant, almost
This wound apparently rattled Gain's brain, for he has oily Dwarf; however, when matters turn against him, his
never been the same since the day of that battle. Because manner turns surly and hostile. He has little or no sense
he was injured in a noble pursuit, he was promoted to a of honor. Fruin always pushes any advantage he has to its
Guard-warden's rank and charged with an honorable task: outer limit, and he is not above using horrible and cruel
the keeping of the King's treasures. means to satisfy his ends. This amoraltty enables him to
hatch his nefarious conspiracies. It is a trait that becomes
painfully obvious whenever he manages to get an upper
hand.
17.2.3 THE PLACES With cunning, Gain and Fruin may be able to double
This adventure focuses on the West-gate (#l), the talk their way through most encounters unless the PCs do
Chamber of Axes (#27) and the King's bedroom and the something unwise. Gain is not skilled at making excuses,
royal armory (#54c-f). Naturally, as the PCs wander, and there is a good chance (01-30) that a group of
they may visit other sites—especially along their eastward encountered Dwarves will not believe any story he tells
descent. Here again, a familiarity with the layout of Moria them. Fruin, on the other hand, is a consummate liar.
will reap benefits in time saved during a game session. There is only a light (01 -05) chance that a random Dwarf
will discern the untruth.
17.2.4 THE TASK
THE WEST-GATE
The adventurers hope to sneak into Moria via the
Gain provides the adventurers with a rough map of
West-gate. There, Gain and Fruin wait to greet them. (By
Moria, along with the answer to the ithildin-inlaid riddle
the time of this initial rendezvous, the Dwarves have
on outer surface of the West-gate. The PCs should
disabled any guards.) From there, the party proceeds
approach the door on a moonlit night. If so, they can read
through the tunnels to the Chamber of the Axes. Once
the inscription on the door. (See Section 10.1 for more
they have the axes in their possession, they can seize any
about Moria's Outer Doors.) Should the PCs then say
additional treasures they can carry. If they wish, their
"mellon," the door will open and they will be able to pass
traitorous Dwarven companions leads them down to the
through it into the halls of Khazad-dum.
King's chambers where the greatest of the Dwarven riches
Once inside, they are met by Gain and Fruin. Gain is
are stored.
exceedingly nervous, but he covers his trepidation with a
Along the way, they risk discovery by loyal Dwarves at
gruff demeanor. Fruin is as friendly as can be expected
nearly every turn. They must be ready to kill any and all
under such circumstances. He seems to regard the entire
that find them as quickly and as quietly as possible.
affair as a rather casual endeavor.
Otherwise, they will surely bring the collective rage of a
As they lead them the way from the gate into the
mountain full of Khazad down upon their heads. If this
Western Entry Hall (#2), the two Dwarves caution the
happens, their chances of escape are next to nothing.
PCs to be silent. The party then begins the long march
The hazards are many, but the potential rewards are
across through the base of the mountain.
phenomenal. Even the meager 10% share promised by
The traitors walk in the lead to guide the PCs around
Gain equate to wealth beyond the PCs' wildest dreams. If
any traps in their path. If the party encounters any other
they are caught, however, they face awful sanction. Pun-
Dwarves in the tunnels, Fruin steps forward to talk with
ishment is invariably swift and terrible.
the newcomers while Gain hustles his charges into a
17.2.5 THE ENCOUNTERS nearby hidden alcove or along a secondary path. Eventu-
Assuming the PCs choose to accept this most danger- ally—probably sometime in the early morning—the group
ous of missions, they may experience a relatively fixed should reach an area outside the West Gathering Hall
chain of encounters. These rendezvous may occur in a (#6). At that point, the traitors guide the PCs to a nearby
different sequence, and the GM should feel free to add any hideaway where they are to remain until the following
new encounters suggested by preference or happenstance. evening.
As always, you should use the Master Encounter Chart Gain and Fruin leave the PCs to wait in the secret room,
to determine if the PCs experience a random encounter sealing the door behind them. As long as the PCs remain
while marching through the halls of Khazad-dum. Use the hidden, nothing threatens them: the place of concealment
listed percentages for encounters during the day. Halve is well hidden and off the beaten track. If they decide to
the percentages for travel at night, when most of the set out on their own, their intrusion will be discovered
Dwarves are fast asleep. If necessary, Gain should be able before long.
to provide the PCs with a safe location in which to hide THE CHAMBER OF AXES
during the day; if the PCs are discovered, such a hide-out The huge Chamber of Axes (#27) is a spectacular hall.
will be of little benefit to them. When a roll indicates that Although usually vacant throughout the night, it is grand
the PCs have an encounter, roll on the table as usual. Treat and beautiful. A long, shallow lake that dominates the
any trap results normally. cavern. Its depth never exceeds twenty feet. The wide Axe
If Gain or Fruin accompanies the PCs, though, they Bridge that crosses the subterranean mere stands only five
should be able to circumnavigate mechanical hazards with feet above the water's surface. This marvelous causeway is
ease. Results that list an Orc Patrol should be interpreted over thousand feet in length. Unfortunately for the PCs,
as an equivalent patrol of Dwarves. If the result indicates Gain informs them that their quest for the three axes
the Balrog, the PCs have stumbled across the King him- requires them to halt in the middle of the bridge, where the
self, along with his royal retinue of courtiers. Any other party will be most vulnerable.
result means that the PCs have encountered 1-3 Dwarves
traversing the halls or busy at work.
A raised, submarine ridge lies directly beneath the THE KING'S CHAMBERS
bridge; beneath the causeway, Axe Lake is barely fourteen Once they have acquired the axes, the PCs may be
feet deep. At the midway point of the Axe Bridge, one or inclined to take an even more insane risk and attempt to
more of the PCs must strip down and dive into the frigid rob the King himself. Although attempting such a feat
waters to search for the treasures hidden beneath the lake's borders on lunacy, the potential rewards are unbelievable.
silvery surface. While the PCs can dive into the water from Adventurers emboldened by a successful capture of the
the bridge, getting out is another story. The pylons that Three Axes of Azaghal may find such a target tempting.
support the causeway's weight are hard and smooth and After all, everyone always said the hardest part of the job
covered with a slippery slime that makes them nearly would be getting into Moria. Now that they are in, they
unclimbable. The PCs' best bet is to send one or two might as well make the most of it.
divers into the water while the others wait to haul them up See the description of the King's chambers for details
with a length of rope. about the locations of his valuables. If the PCs decide to
Although Gain has a general idea of where the axes rest, make their assault at night, the King is asleep. His
he has never seen them himself. In fact, no one has seen the chambers, however, are always well guarded, and not only
weapons in several lifetimes. Still, he is certain they are still by the listed traps.
there. It's just a matter of patient searching. A full unit of Dwarven guards (enough to be a problem
Each time a diver goes into the water, he or she has a for the party) stands vigilantly at the doors to the King's
slim (01-02) chance of finding the stone chest in which bedroom. Similarly, sentries are stationed in the throne
the axes are stored. Magical means of detecting magic and room, as well as each of the rooms of the royal armory.
precious metals can increase the probability (to 01-10) of It's up to the PCs to fashion a plan of attack. If they are
finding the cache. The whole exercise may take hours. A wily, swift, and lucky enough, they may actually escape
single dive takes about ten or fifteen minutes, and the with some of the greater treasures. Of course, if even one
water is so cold that a diver can only spend a half hour in Dwarf starts yelling and calling an alarm, the PCs will be
the water before hypothermia begins to take its toll. in for the race of their lives. The odds of getting out of
If this seems excessively difficult, remember that no one Khazad-dum before being captured or slain suddenly
has ever found the three Axes of Azaghal Then again, shrink.
until tonight no one had ever made much of an effort.
ESCAPE
Most folk respect the past, as well as the dangers involved There is an excellent chance that the PCs will eventually
in fleeing Moria with such a prize. be spotted by someone who refuses to be persuaded by
Given enough time, the PCs will eventually find the
Gain's and Fruin's lies. If the PCs do not kill or disable
stone chest. It lies along the northern face of the chamber these skeptical Dwarves right away, the Naugrim will call
(#B1), significantly farther from the bridge than Gain a general alarm. Then, five bells sound, and the formerly
had guessed. Of course, once they find the repository,
quiet halls of Khazad-dum resound with the stomping of
their task has just begun. Dwarven boots. The Outer Doors close, and the hunt for
The chest is sealed with mortar. It is too heavy to lift out the intruders begins.
of the water, and it requires almost a half an hour to unseal.
Word spreads quickly through Hadhodrond. Within
Beneath the seal, the PCs find that the chest is also locked. minutes, the sleeping Dwarves throw off their drowsiness
Picking the lock underwater in the dark is an Absurd (-70) and hurl themselves into action. They embark on a room
maneuver. Luckily, the PCs can try as many times as they
to room search, and rest not until they have captured the
like. intruders and brought them to justice.
Opening the lock should only be a matter of time. Of Can the PCs figure a way out of the mountain? Without
course, time is what the PCs are fighting here. Eventually,
the alarm, Gain and Fruin could have smuggled them
someone may enter the chamber and wonder why a group through the West-gate without any problems, but now
of outsiders is swimming in the lake. the traitors can do the PCs little good. Unless they feel
Assuming the adventurers succeed in opening the chest,
confident about assaulting an entire unit (or more) of elite
they uncover three of the Khazad's most valued trea- Dwarven warriors, the adventurers should start consider-
sures—the Long, Night, and Stone Axes—as well as a ing more desperate measures.
large bundle of gold wool worth over 50 gp.
If the PCs are lucky, the traitors will be able to ensure
that the gates to the PCs' chosen escape route are not
closed by zealous Dwarves. If not, they might think to
dash to the east side of one of the Levels in an effort to find
a window or a cistern through which they might escape.
This in itself is no mean feat, for the narrow apertures are
designed to prevent passage. (See Sec. 9.2.)
Of course, leaving the mountain via one of these The flip side of all this is that the PCs may be rich
alternative methods will likely drop the adventurers from (unless, of course, Fruin got away with all the loot—but
the frying pan into the fire. Once outside, they will have that is another story). In such case, they can enjoy their
to scale the side of the mountain to get to the valley floor wealth. It may only be a matter of time until the Dwarves
far below. Doing so may involve running into hostile find them, but they can bide that time in splendor.
beasts, and, if they take too long or choose the wrong way,
they may encounter even more hostile Dwarven patrols 17.3 THE EXPLORATION
hunting for them high and low. EXPEDITION (TA 3000)
THE BETRAYAL Balin is one of the thirteen Dwarves that employed and
If at all possible, Fruin sticks with the PCs to the bitter accompanied the Hobbit Bilbo Baggins on the quest to
end. He might even leave his grandfather behind, to cover free the Lonely Mountain from Smaug the Dragon.
the rear while the adventurers make their escape. Before Afterwards, he returned to Moria with a small group of his
allowing their flight, though, Gain insists on setting up a people to see if the halls of Khazad-dum could be
rendezvous point. Selecting a place to meet at as soon as reopened and reoccupied by the Naugrim. At first, mat-
they can all get free, Fruin chooses a little cave in the hills ters progressed nicely. The Dwarves managed to establish
west of the mighty Redhorn (#B2). a camp in the upper Levels. This foothold eventually
Should the party escape Khazad-dum, Fruin takes the broadened into a small town.
first opportunity to steal as much of the booty as possible When they decided to delve into the Deeps, though,
and sneak off in the night. He has no intention of letting they reawakened the Balrog—Felyashono—Durin's Bane.
the PCs get away with even a small portion of the Khazad The Balrog delighted to find fresh flesh upon which to
wealth. Fruin might even knife them all in their sleep, so dine, and quickly exacted a horrible price from the
that they cannot track him down. At the very least, he does terrified Naugrim. Although they made a valiant stand in
his best to hamper their efforts to follow him (e.g., by defense of their ancestral home, Balin's people eventually
stealing their boots). perished. The Balrog annihilated the entire Dwarf-host.
Fruin plans to head into the hills and make his way Thus Balin, the latest King Under the Mountain, died
south toward Dunfearen (Dunland). He hopes to earn with his dream.
fame and fortune with the mighty weapons he now Of course, word of this tragedy was long in reaching the
possesses. rest of the world; and even then, it only came as half-heard
Meanwhile, if the PCs so desire, they can try to find the rumors floating on the wind. Many Khazad wondered
cave where Gain is waiting. There, Gain immediately exactly what had become of their kinsmen. One, an aged
demands to know what they have done with his grandson. and infirm Dwarf named Tili—an older cousin ofBalin's—
The old Dwarf-warder had no knowledge of Fruin's resolved to uncover the fate of Balin's expedition. To that
plans, and he prefers to believe the PCs have killed him end, he has gathered together a fellowship of worthy souls
rather than accept the truth. He realizes he cannot defeat who are willing to explore the haunted halls of Khazad-
them all, though, so he tries to escape as soon as possible. dum.
17.2.6 EPILOGUE ADVENTURE SUMMARY
Whether the adventurers succeed or fail, they face a Requirements: A bold, experienced party of
great deal of trouble. Assuming the adventurers attempt adventures able to face and fight the demons
anything other than stealing the Three Axes of Azaghal and denizens of the Deeps that guard Balin's
and leaving without being noticed, their actions attract treasure and the other wealth of what was once
Bain's attention. The Dwarf-king offers a tremendous the Khazad'5 home.
reward for the thieves' heads. Bain takes special care, Aids: Tili can provide the adventurers with
however, to issue his call quietly and diplomatically. Only extensive maps of Moria's tunnel complexes.
Dwarven bounty hunters will undertake the quest for With these tools, the party should be able to
revenge, for the Naugrim must obscure the fact that avoid most of the traps. Some magic items
Khazad-dum proved vulnerable to a robbery. would be helpful (as would the panache of a
For the rest of their lives, then, the PCs face the Khazad Fire-drake).
as foes. If their faces were never spotted, it may be a long Rewards: Wealth beyond all measure. The PCs
time before they are caught; otherwise (particularly if they may keep whatever they can find, as long as
let Gain get away to tell the King that the adventurers had they return any and all heirlooms to Tili's care.
put him under a spell) they should be afraid to show their
faces anywhere Dwarves might appear or enjoy influence,
After all, if word gets back to Bain that the thieves have
been located somewhere or that the treasure has turned up
in someone's possession, he'll send forth Dwarven assas-
sins. These able Naugrim will try to make an example of
any PC they can find.
17.3.1 THE TALE The fact that Tili is blind in his right eye has done little
Before Balin made his failed attempt to found a colony to slow him down. This is unfortunate. Due to his poor
in Moria, it had been uninhabited by Dwarves for over a depth perception, he does misjudge distances. Such in-
thousand years, ever since the coming of the Balrog. stances have been to date harmless mistakes (like narrowly
Encouraged by the retaking of the Lonely Mountain, long avoiding walking into doors), but the time will come when
thought as an impossible task itself, Balin set out to see matters might be more serious. Tili should be careful to
what could be done in Khazad-dum. Unfortunately, the avoid trying to locate or leap pit traps.
fearsome beasts that had driven out his ancestors re- Generally, though, Tili is a fine companion, ready to
mained in the Black Chasm. regale the adventurers with tales of his brazen youth. Some
All that the PCs and Tili know for sure is that Balin's of these stories are actually worth the listening. At the very
people have not been heard from for several years now. least, they go a long way toward staving off the darkness
They all are assumed dead, killed by the Balrog and his on a cold night.
underlings. Still, Tili would like to know for certain. Tili's major flaw is that he is ready to die, and he is
Old, even for a Dwarf, Tili decided to use what wealth looking for a fitting death. With the adventurers' help, he
he possessed to fund an expedition to discover what had hopes to find it in Moria. Unfortunately for the PCs, this
become of his cousin's settlement. Once able to find a means that Tili will be more than happy to leap into battle
stalwart group of adventurers to undertake the task, he is with the Balrog. It will be up to them to keep him from
pleased to be able to accompany them. Tili has often alerting the Balrog to their presence and to save the old
reflected on the idea of travelling to the halls of Khazad- Dwarfs life. After listening to him prattle on about how
dum, a place he knows only in the legends passed down they are robbing him of his destiny, though, they may be
from his forebears. Like any Dwarf, he desires to see his tempted to let him experience his rightful death.
peoples' home before he dies, to stand in awe of the glories
THE OPPOSITION
of a bygone era.
Be sure to review all of Sections 14.0 and 15.0. These
17.3.2 THE CHARACTERS sections cover the major Shadow-forces the PCs are likely
to meet—including, of course, the Balrog. Tili appears to
TILI know a great deal about these creatures and can identify
The only NPC with whom the adventurers are certain many of them by name, but almost all of his knowledge
to have interactions is Tili himself. He is a weathered derives from rumor and legend and so may be unreliable.
Dwarf, his face full of more crags and crevices than the Use him to build the adventurers' anxiety about the forces
Silvertine itself. Except for a white fringe that dangles like arrayed against them.
a curtain from the rear of his skull, he has lost most of his
hair. His beard is long, thin and stringy and, like his flesh, 17.3.3 THE PLACES
almost devoid of color. This is a fairly open-ended adventure. The PCs are free
Tili always dresses in green, a sharp contrast to his to explore whatever parts of Moria they like. Be sure to use
bloodless lips and pale skin. His right eye is clouded by a the Master Encounter Chart to generate random encoun-
cataract. His left, though watery, shines with the kind of ters for them as they wander.
wisdom that only age can bring. Although he manages to Note that the map Tili has is a rough one. Very old, it
walk steadily enough, Tili's muscles have atrophied, and is drawn entirely from the cartographer's childhood memo-
he finds it nearly impossible to run faster than a gentle jog. ries. His depiction of Khazad-dum is reasonably accurate,
For similar reasons, he has abandoned the axe he kept at in that it depicts all of the major halls and rooms in proper
his belt in his younger days. Now he prefers to wield a light order; but the map does little or nothing to warn the
short sword of excellent (+20) design. adventurers about the dozens of traps that riddle the
In years long past, Tili was something of a rogue. An passageways of the Dwarven stronghold. While the draw-
excellent warrior, he was as fast with his wit as with his axe. ings do indicate a few notable trap mechanisms (like those
Even today, he still sees himself this way, although his outside the King's chambers), it's for the most part vague
body does not always keep pace with his fanciful vision. and unreliable.
He has more than once threatened to skin some young Places in which the PCs will most likely be interested
Dwarf, a foe who could certainly have made quick work include the Chamber of Axes (#27; also see Section
of the old adventurer, but instead backed away in defer- 17.2), the Crypt of Alvis (#31), the Balrog's Lair (#50),
ence to Tili's age. Even bullies know that to beat someone and the King's Chambers and Armory (#54). These halls
so old will earn them nothing but scorn. house some of the greatest treasures hidden under the
mountain. Tili is particularly interested in the Balrog's
Lair. To get there, he tries to persuade the PCs that they
can enter the King's chambers in the Seventh Deep
without disturbing the Balrog. Of course, his claim is not
necessarily true.
17.3.4 THE TASK THE CRYPT OF ALVIS
The adventurers are to enter Moria and ascertain the Finding the Crypt of Alvis (#31) should be a striaght-
location of the greatest of Moria's long-lost treasures. forward process. Tili is aware of its location and how it is
They will be guided by Tili the Dwarf, who, unbeknownst hidden. Getting past the traps is another matter, and the
to them, is searching for a glorious way to end his life. The old Dwarf will be of little help here. Only an experienced
maps they have are mostly accurate, but they contain some thief might deal successfully with the series of plate traps
notable omissions. Perhaps worse, many of the traps on hidden around the brass plate hatchway (#CI). The
the maps are misplaced. hatchway is Very Hard (-20) to open, and the four plate
The PCs are to get in and out with as much treasure as traps are Very Hard (-20) to find and Extremely Hard (-
they can lay their hands on. If they cannot actually obtain 30) to disable.
anything, they should at least attempt to determine if the The traps are arrayed in a circle around the hatchway.
King's treasures remain intact. Armed with that knowl- It is only necessary to defeat one to enter the crypt;
edge, an army of Dwarves may be able to return and claim however, the PCs had then better be careful when leaving
what is rightfully theirs. the crypt, to avoid accidentally tripping the remaining
traps. Dashing up the stairwell while being chased by a
17.3.5 THE ENCOUNTERS ghost might make them overlook this precaution.
Most of the encounters in this adventure will arise While the (Greater) Ghost Rongnir guards the crypt,
randomly from the Master Encounter Chart. You will he is not necessarily a threat. He has no desire to injure the
find a few more specific encounters below. Run them if PCs, as long as they do not disturb Alvis' remains. In fact,
you want to increase the flavor of the adventure, but if Rongnir can be convinced that Moria has been aban-
remember to leave avenues of escape for the adventurers. doned by the Dwarves and infested by creatures of evil, he
For example, if they have the misfortune to run into the will consent to the adventurers entering the tomb. The
Balrog, presume some degree of disinterest on the part of PCs can perpetuate this ruse by bringing a live Orc into the
the Fallen Maia. Otherwise, the Valarauko will make crypt. Rongnir will then allow the party to carry away
short work of them. Alvis' belongings, as long as they swear to burn Alvis'
THE NON-TRAP remains so that the Balrog's minions do not defile them.
Use this "non-trap" to put the adventurers on notice Afterwards, Rongnir departs to his great reward, having
that their maps are not entirely accurate. The encounter finally discharged his ultimate duty.
should make the party a bit more cautious. Should the PCs fail to hatch this scheme, Rongnir
The first time the Master Encounter Chart indicates a refuses to leave the crypt. He fears that someone will rob
trap encounter, tell the adventurers that they have found the tomb while he is gone.
a trap marked on their map. The catch is that the trap is THE BALROG'S LAIR
not there at all. It should take them a few minutes of Simply put, smart PCs will avoid the Balrog's Lair.
testing and grumbling before they decide to either risk (The chamber is far more dangerous than the plague.)
activating the trap or, possibly, simply take another route. There is nothing for them here but death. Troll guards are
After the first non-trap, each time you get a trap result stationed throughout the area, and if any of these Tereg
on the Master Encounter Chart, roll 1dl00 and consult raises an alarm, the adventurers can do little but pray for
the following table: a swift, merciful death.
Roll Result The Balrog abides most persistently in his throne room,
although he occasionally wanders in search of minions to
1-25 The trap is on the map, but does not
reprimand or kill. All who follow him fear him; but, at the
actually exist.
same time, they take perverse pride in serving such power.
26-50 The trap is on the map and is really there. Tili hopes to fight the Demon. The old Dwarf wants
51-75 The trap is on the map, but it is in a to die in the throne room. Accordingly, he will try to
different part of the room or hall than is convince the adventurers that untold treasures have been
shown on the map. 76-00 swept out of the caverns of Khazad-dum and collected by
The trap is not on the map. the Balrog's creatures in the vast Place of the Valarauko.
While it is true that there are some rather wonderful
CHAMBER OF AXES
treasures in this hall, Tili's claim is a bald-faced lie. He
See Section 17.2 for details on how to handle treasure
knows that the Balrog hungers for power and feeds on
hunting in this room. In this scenario, however, the PCs
fear. Mundane treasures mean little to him, except as
will be racing against the clock for fear of discovery by
reminders of vanquished foes. What good would wealth
something more dangerous than a wandering Dwarf out
do such a creature? He rules through terror, not by the
for a late-night walk.
virtue of any coin.
If the adventurers are careful and lucky, they might be To this end, he has gathered together a group of
able to break into the vast treasure chambers toward the adventurers to recover the Seven Books of Mazarbul.
rear of the Balrog's Lair. The operation will require stealth
ADVENTURE SUMMARY
and speed, and their chances will improve greatly if they
can make their move while the Balrog is meditating. Of Requirements: A mid- to high-level party of
course, they will have to deal with Felyashono, should he adventurers willing to preempt the Fellowship
happen to awaken while the PCs are in his residence. and sack Balin's tomb. The emphasis should be
on stealth and cunning rather than simple brute
KING'S CHAMBERS AND ARMORY strength.
Confiscated by the Balrog, the greatest of Moria's Aids: Tali has detailed maps of Moria, including a
treasures now lie in the Black Hold (#50e). Still, the particularly good one of the Seventh Level. Tali
Royal Armory is largely untouched, and many wonderful himself will also insist on accompanying the
weapons can be found strewn across its floor. The King's adventurers.
Chambers are unguarded except for an occasional patrol.
Rewards: Whatever wealth the adventurers can
After all, the Balrog believes it has little to fear from
find, excluding any books on the history of the
anything below the level of its lair. He knows that there is
Dwarves and any of the Royal Items of Durin's
nothing trapped there that dares challenge his might.
Line (see #54).
FINDING BALIN
The PCs may point out to Tili that they were originally I7.4.I THE TALE
commissioned to find Balin. If they do so, Tili looks at Moria's Chamber of Records lies on the Seventh Level
them as though they have taken leave of their senses. From of the Dwarven complex, near the twenty-first Hall of the
the moment they entered Moria, the Dwarf will note, it North End. Here, the ancient lore of the Dwarves rested
should be obvious that Balin's folk are gone. Captured, undisturbed for millenia—before the rise of the Balrog in
dead, or driven away, they are nowhere to be seen. Tili is T.A. 1980 cast the Naugrim of the First House out of
prepared to wager that they are all dead. their Mansions. Soon thereafter, Orcs tore apart the
If the PCs insist on making a genuine attempt to chamber, destroying records and smashing sculptures.
discover what happened to Balin's folk, refer to Section Once Balin founded his experimental colony in the
17.4. halls of Khazad-dum, he made a foray up to the Chamber
of Records, discovering its tragic state. Never one to let
17.3.6 EPILOGUE adversity daunt him, Balin immediately ordered the re-
This assignment is a particularly deadly one, and any construction of the room. The results pleased him greatly.
adventurers that leave Moria with their lives should count Thereafter, Balin spent many long hours in the hall,
themselves lucky. If they carry some treasure out with overseeing the writing of "The History of Balin's Folk," the
them—particularly any of the sacred Dwarven heir- work that told the tale of his colony and its fate.
looms—their names will be sung in Dwarven songs of It was only fitting that—in the final months of Balm's
bravery for many years to come. reign, while his little kingdom stood under siege from
Should Tili die a fitting death, his name will be entered forces from below—Balin made the Chamber of Records
alongside his ancestors as a warrior who fought valiantly his throne room, It was from here that he ruled the last
until his doom. If PCs preserve his life, they will earn the remnants of his doomed domain. Later, after he fell in
gratitude of their Dwarven friend's family. Should Tili die battle, it was here the Dwarf-king was laid to rest. His
an inglorious death, the PCs would do better to fabricate body rests in a stone sarcophagus set in the center of the
a tale regarding his valor, lest they find themselves branded room.
as liars. Although no Dwarves escaped the last stand of Balin's
folk, rumors of their fate persisted for several years. They
17.4 THE SEARCH FOR BALIN intrigued many people, including Tali's father, Tili. Thus,
(XA. 3000) Tili resolved to lead a mission into the Deeps in a mad
Tili's eldest son, Tali, has pored over copies of his attempt to recover Hadhodrond's treasures.
father's maps and records. The scattered reports concern Tili wasn't the only one stirred by the legends of
the founding and fall of Balin's encampment within the Khazad-dum. After many years of enduring constant
halls of Khazad-dum. Tali believes he has the key to the abuse from his father for not having taken up the mantle
mystery behind Balin's doom. He theorizes that Balin's of a warrior, Tali determined to arrange a mission to
folk kept the records of their own tale in the Chamber of Khazad-dum to recover the most valuable works of
Mazarbul (#38). There, high in Moria's Seventh Level, recorded history the Dwarven people had known: the
lies confirmation of his postulation. All he needs is seven Books of Mazarbul.
someone to recover those records on his behalf.
there have been documented occasions upon
which Men and Elves have fought alongside
Dwarves to the greater glory of all. The Battle of
Five Armies, about which he has written an
exhaustive treatise, is just one example of the
honor of outsiders. He hopes to find similar
characteristics in his new compatriots. A question
also remains: will they respect him?
Under no circumstances will Tali allow himself
to be left behind. He has worked too hard, too
long. To be excluded from the final chapter
would be intolerable. This may be his only
opportunity for personal redemption, and he
means to take it. What's more, he has made a
thorough study of the maps, and his knowledge of
Khazad-dum may prove invaluable to the
adventurers.
17.4.3 THE PLACES
The only site central to this adventure is the
Chamber of Records (#38). Therefore, the GM
should plot two routes between the East-gate (#9)
and this hall: one for the journey in and one for the
trip back. Of course, the adventurers may find
themselves in need of more than a pair of ways to
get between these two points.
The GM should also be familiar with all of
the places used in Section 17.3, just in case the
PCs succumb to avarice and decide to go hunting Detail of
for treasure. If not, this should be a fairly Balin's Tenth
straightforward adventure. Assuming the adventurers are
17.4.2 THE CHARACTERS
careful, they experience only a few random encounters
TALI beside the one listed below that takes place in the
Tali is not a typical Dwarf. He is unusually short, and Chamber of Records. Still, if luck is not on their side,
he is rather shy and retiring. His only overt passion is his they may be facing a desperate battle.
love of history.
Tali's beard is long and white and worn in a handsome 17.4.4 THE TASK
single braid. A pair of gold-rimmed spectacles perch The PCs, along with Tali, must make their way from
tentatively on his nose, the result of spending decades the East-gate to the Chamber of Records on the Seventh
reading and writing by candlelight. His complexion is pale Level. There, they will find the seven Books ofMazarbul, the
from long periods indoors and, unlike most of his harder objects of Tali's quest. They must then exit Moria safely,
kin, Tali's skin is soft and uncalloused. He is not well- keeping both Tali and the books intact.
muscled, but what he lacks in strength, he usually makes The adventurers are welcome to whatever treasure they
up for with tenacity. might find in Moria, and, if they are persuasive, they might
Tali is determined to secure the Books ofMazarbul They be able to convince Tali to help them locate such with his
provide an opportunity to prove his courage to his friends extensive knowledge of Khazad-dum. If Tali has one
and family. They also represent an unparalleled chance for fault, it is his tendency to wax eloquent upon the subject
him to at last to earn the respect of his father. of Hadhodrond. During one or more of his rambling
As such, Tali has vowed not to turn back until he either monologues, he is sure to mention the Royal Items of
succeeds or dies in his chosen quest. He dearly hopes that Durin's Line, the Three Axes of Azaghal, and the items
he can count on his companions. Given the probable buried in the Crypt of Alvis. He would like the chance to
composition of his party, which should include non- see these wonders himself and thus ascertain the truth of
Dwarves, he is necessarily nervous. Still, Tali is less the tales surrounding them. If the PCs appeal to his sense
xenophobic than other Dwarves, as his studies have of responsibility as an historian, they cannot go wrong.
reflected the nobility of races other than his own, and
17.4.5 THE ENCOUNTERS 17.4.6 EPILOGUE
The bulk of the encounters the adventurers will come If the PCs fail in their task, but survive, they can try
from the Master Encounter Chart. Use it well and play again later. The Orcs are confident that nothing of value
whatever comes your way. The most exciting part about remains in the Chamber of Records. Nor do they realize
any expedition into Moria is the unpredictability of it all. that the Seven Books of Mazarbul were the PCs' target.
IN THE CHAMBER Continued efforts should eventually succeed, provided
The Chamber of Records is a ruin. The Orcs and other the PCs escape death.
scavengers have visited it time after time, and there is little If Tali collates the manuscripts and the adventurers
of value left. Books lie scattered across the floor: the tomes preserve his life the scholar becomes a living example of
were torn from, their shelves and thrown. Many pages have the phrase: "no friend ever did a Dwarf a favor... without
been ripped from their bindings, covering the stone like being repaid in full." Tali's gratitude is deep and lasting.
autumn leaves. Some bear scorch marks from a fire set and Of course, the PCs may keep any treasures they might have
then hastily extinguished to prevent an inferno. found; more notably, Tali includes them all in his new
. The destruction is heartbreaking to any who value book about his adventures in Moria. This tome will be
knowledge and its storage receptacles. Light streaming read and repeated throughout Dwarven society, and (if
through the window well in the ceiling only reveals the the adventurers comported themselves properly) the PCs
wreckage more harshly, although it does provide a wel- will be counted as heroes by Dwarves everywhere.
come break to the gloom of the underground ruins.
Tali is overjoyed to have arrived in the Chamber of 17.5 QUEST FOR DURIN'S
Mazarbul. He sets to work immediately, sorting and LEGACY (TA 3020)
shuffling through all the bits of paper he can find. It will It is after the War of the Ring, and the tale of Gandalf s
take him a long time to review everything; there is far too triumph over the Balrog has spread far and wide. This
much material to simply remove it all. The PCs should set means, of course, that adventurers' minds are turning to
guards at the doors. Only after a minimum of eight hours the vast amount of wealth still stored within the halls of
will Tali be ready to leave. Khazad-dum, now unprotected by the Demon's might.
As the light from the window well dims, Tali suggests Of course, just because the mighty Balrog has fallen does
to the PCs that they spend the night. He points out that not mean that Moria lies wide open, its riches free for the
they sorely need rest, and there is no place more secure taking. The place is still full of hundreds of the creature's
than the Chamber of Records. The Balrog's minions reach minions. However, the Dwarf-halls are far more ap-
their peak activity level in the darkness, and the adventur- proachable than they have been in over a thousand years.
ers would do well simply to lie low until the dawns first Even the Balrog's Lair might be sacked!
light. ADVENTURE SUMMARY Requirements:
If the PCs object to his proposal, Tali begs, cajoles and An ambitious party of experienced
pleads. He will say or do anything to stay. If worse comes plunderers capable of carrying a heavy load of
to worst, he will flat out refuse to leave and simply turn magic items and weapons a great distance in the
back to his work and ignore the PCs. If they try to take him
dark. Aids: Maps of Moria, sacks for
forcibly, he threatens to scream, alerting every creature in
this Level and the next to their presence. booty, and
By morning, Tali is ready to leave, having worked enormous quantities of luck.
feverishly through the night. He has located all Seven Rewards: Fortune and glory.
books of Mazarbul, and they are all relatively intact.
If the PCs force the Dwarf to leave early, roll I d6. The I7.5.I THE TALE
result is how many of the Seven Books he has retrieved "For Durin's Line is hearty and long,
when compelled to depart. Randomly determine which His descendants are bold, fierce and strong
books he recovers. Unless gagged, he insists continuously Warriors whose might gives them the right
on returning to the Chamber of Records; if the PCs will To sing a robust victory song!
not cooperate now, he will come back later with someone Durin's Crown of Seven Stars will shine
who will. Long as the Khazad can fight and mine!
Wise adventurers who alert the Balrog's creatures to Treasure and terror loom in Khazad-dum
their presence before they reach the chamber will abort Where one day Dwarves will prosper in kind.
their mission and head home. They will not be able to Seven Kindred, Seven Stars,
withstand the ravening horde of Orcs and Trolls, not to Dwarves will take what once was ours!
mention the Balrog, long enough for Tali to gather Glories past and wealth to last
the manuscripts he seeks. If they do retreat, the denizens Us through the Age of nearing wars!"
of Khazad-dum will forget the intrusion in a few days, and
within a week, their vigilence will subside to normal. The
adventurers can then essay another foray for the books
with better odds for success.
Much of the wealth of Durin the Deathless (e.g., his UMAGAUR
Great-axe) remains hidden within the Deeps of the Black Soon after the death of the Balrog, Umagaur the Pale
Chasm. Enchanted weapons, magical armor, and rare slew Buthrakur the Green, his sole rival in the Under-
jewelry of all kinds still rest in the hushed shadows of deeps. Buthrakur held the title "Warlord of the Under-
Moria's lower halls. Only last year, the Fellowship of the deeps," but Umagaur sought a greater role. Proclaiming
Ring entered Moria, where Gandalf battled an awesome himself "Troll-king of the Hithaeglir," he rose from the
Balrog. Bowels of Endor and took Moria as his own fief. His
The adventurers have no sponsors on this expedition, savage Torog war-bands issued forth from the great sub-
no Dwarves to hold their hands. They have paid a fair sum pits and conquered the whole of the Black Chasm.
to get copies of maps of Khazad-dum, and they mean to Umagaur is known as the "Werewolf-slayer," and
get their investment back many times over. Still, most will indeed he wears a black, full-length, Warg-hide coat and
have little idea what awaits them under the mighty a black steel helm shaped like the head of a Demon-wolf.
Silvertine. The helm is fitted with bright-red, steel tongue, a casing
After Durin's Bane perished, the society of Orcs and for the Troll-king's own forked organ. He loves to use the
Trolls that currently populates Moria was plunged into sharp-edged device in close combat. Poisoned, it is alethal
total chaos. Now, many months after Sauron's defeat, weapon. Umagaur's other weaponry includes a great war
they have recovered somewhat. The semblance of order is hammer called "Bone-taker" and a solid iron and lead
due to a new lord who has grasped the reins of control, a staff known as the "Wargherd."
powerful minion of the awful Balrog. Pale of skin, Umagaur is a rare albino Olog. He traces
This new master, the Troll-king Umagaur the Pale, has his origin to Utumno. Concealing his noble bloodline
learned from the mistakes of his fallen liege. Ever careful, from the Balrog, he remained in the shadow of Buthrakur
he has not abandoned his lair, which lies deep in the until his lord's demise. The Troll-king realized that the
bowels of the mountain. Umagaur prefers to reside in the Valarauko would kill him if his true strenghts were Durin's
Under-deeps, a place he has called home since the Elder unveiled. Great-axe
Days. The terrible Torog emerges only to check on his
servants from time to time, but he never ascends above the
Sixth Deep.
Umagaur relies on another Troll, Ufgamog. It is
Ufgamog who manages Moria on a daily basis. He is
assisted in his efforts by the weaker but much more wily
Torog, Muranog. Thus, three Troll-lords now rule in the
Black Chasm.
The Orcs and Trolls respect Umagaur, just as they
feared Durin's Bane. The Troll-king refuses to fight at
their side, but he is much more active and omnipresent
than his predecessor. He still punishes failure of any sort
with death, and, like the fallen Balrog, he is not interested
in anything other than results.
The deployment means that adventurers have little
chance of meeting the Troll-king, An encounter should
occur only if the Balrog result is rolled on the Master
Encounter Chart. Otherwise, the new master of Moria
remains hidden in his secret lair, secured deeper in the
earth than even the Dwarves ever dared to go.
17.5.2 THE CHARACTERS
There are no other characters the adventurers might
meet in this adventurer, but there are plenty of monsters.
Most notable amongst these are two Trolls: Ufgamog and
Muranog.
Ufgamog dreams of someday killing the Umagaur and
assuming his rightful place as lord of all Moria. Of course,
if such were to transpire, Ufgamog would find that he
does not have the mental resources to control so many
subjects at once. He is entirely lacking in subtlety, and his
usual response to any problem that may present itself is
violence. While such a strategy has worked for him thus
far, it is certain that, were he on his own, he would quickly
find that such a single-minded approach would not be
sufficient to command as large a force as is needed to hold
Moria.
MURANOG
Muranog is probably one of the cleverest Trolls ever to
shun the sun. Over the years, he has taught himself to read,
a rare deed among the Tereg. Of course, his reasons for
educating himself are entirely self-serving.
Muranog was the Balrog's most trusted servant, and
when the Valarauko was destroyed by Gandalf, the Troll
was temporarily at a loss. He considered seizing Moria for
himself. When he saw the vast, chaotic forces arrayed
against him, he decided instead to team up with someone
he thought a likely candidate for the lordship of Khazad-
dum. As it turned out, that creature was Ufgamog.
Although Muranog has endured much abuse at
Ufgamog's hands, the sly Troll-lord successfully placed
his dimwitted master on the old Balrog's throne. When
the Umagaur the Troll-king arrived, Muranog was plot-
ting to slay Ufgamog and take the reins of power himself.
With the arrival of his new master, though, he prudently
decided to bide his time until he could fully explore the
ramifications of the Umagaur's claim.
Still, Muranog has no doubt that he will someday
control all of Moria. It is just a matter of time before
Ufgamog errs badly enough to draw the full fury of the
The Great UFGAMOG Troll-king's wrath down on his head. When he does so,
Troll-gate Ufgamog is a brute at heart and likes nothing better
(Halls of
Muranog will be present, ready to step into his place.
than feasting on the roasted flesh of creatures he has killed
Umagaur)
with hts bare hands. Those that serve beneath him are 17.5.3 THE PLACES
certain to supply him with victims to slaughter; in the past, If the PCs are seeking the Royal Items of Durin's Line,
left without anything else to murder, Ufgamog has turned the GM will need to be familiar with the King's Chambers
his monstrous appetite upon his servants. and Armory (#54) and the Balrog's Lair (#50). The
Despite his cruel demeanor, Ufgamog is a coward at maps that the adventurers have in their possession do not
heart. When faced with an opponent that has him indicate the current location of the Royal Items. They are
overmatched, he will turn tail and run like a scared rabbit. still in the Balrog's Lair, but the PCs do not know this and
Of course, because of his tremendous strength, size and may go directly to the King's chambers in the Seventh
ferocity, this rarely happens. The only creatures that have Deep.
struck fear into Ufgamog have been the two overlords he If the PCs go looking for other sorts of treasure, there
has been privileged to serve. are major caches to be found in the Chamber of Axes
After the Balrog fell, there was a short war of succession (#27) and the Crypt of Alvis (#31). (For more informa-
to see who would again control of Moria. During this tion concerning each of these places, be sure to read the
chaotic time, Ufgamog's greatest foe was Muranog. previous adventures in Section 12.9.)
Ufgamog now counts Muranog as his most valued advi-
sor, but he remains horribly jealous of his rival's intelli-
gence. He has been known to cuff Muranog whenever the
counselor offers him unsolicited advice. The last incident
requiring such a reprimand was some time ago, and
Ufgamog believes that he has shown the creature its
proper place.
17.5.4 THE TASK 17.5.6 EPILOGUE
The PCs are essentially on a treasure hunt. They know Assuming the adventurers leave Moria alive, they should
that the most valuable items still left in Moria are the be quite wealthy. Then, should they want to further their
Royal Items of Durin's Line, but there are other pieces to fortunes, they might ponder the idea of re-entering
be found as well. Their objective is to recover as much of Hadhodrond. Their experience in the halls of Khazad-
Durin's legacy as possible. Hands and backpacks full, they dum will prove invaluable. Of course, they cannot expect
should flee via the East-gate. any gratitude or mercy from Umagaur's new lieutenant,
If they avoid meeting Umagaur (which they have a Muranog, should they return.
good chance of doing), their odds of survival increase.
Unfortunately, he is only one (albeit the strongest) foe 17.6 THE CLOSING OF
among many. Moria boasts other beasts within its shad-
ows, and nearly all stand arrayed against the PCs. THE UNDER-DEEPS (EA. 100)
Long after the War of the Ring, the Deeps of Moria are
17.5.5 THE CAPTURE still a dangerous place for the Free Peoples of Middle-
If the adventurers are outmatched in an encounter, try earth. A great Troll-lord, Umagaur thePale, rules Khazad-
the following scenario. dum from his hidden lair near the Under-gates, far
Believing that death would follow their defeat, the PCs beneath the Seventh Deep. (See FI.) He calls himself the
are surprised to wake again in the Place of Valarauko "Troll-king of the Hithaeglir." His Orcs and Trolls once
(#50d). The sound of Orc drums still beats in their ears, served the Balrog. They now rampage through halls long
and, as their heads clear, they realize their hands are bound abandoned by the descendants of the Dwarves that carved
behind them. Moments later, Muranog enters the room them from the living rock. But through all of this gloom,
and dismisses the three Troll guards so that he can have a beam of hope has finally broken.
a word with the prisoners alone. The guards balk, afraid Over the centuries, many rumors have sprung up
that the prisoners will escape, until Muranog points out concerning denizens issuing out of the accursed Under-
that if one of them stands outside each of the room's deeps. With the fall of Sauron, the Naugrim discovered
doors, there will be no place for the adventurers to run. that one such tale is indeed true. Apparently, soon after the
Once the guards have left, Muranog informs the PCs coming of Felyashono the Valarauko, Durin's folk con-
that they are bound with frayed ropes which they should structed a magical Stone of Sealing designed to forever
be able to snap easily. Before they do so, though, he asks close the Fire-demon in his lair and seal the way up from
that they hear his proposition. If they appear unwilling, he the Under-deeps. The Balrog, however, captured the
mentions that without any of their weapons (they are still sacred monolith and hid it in his abode on the Sixth Deep.
in their armor), they have little chance of departing Moria Afterwards, no one dared recover the Stone, for its
alive. He intends to give them an opportunity to improve location was unclear and all who approached the
their odds significantly. Valarauko's abode perished.
He indicates the last of the three alcoves (#50d3) and Felyashono is now dead, his spirit cast from Ea during
informs the PCs that their weapons are stacked there the duel with the Istar Gandalf. The Demon no longer
amongst the mithril-coated skulls and that Ufgamog will haunts the Black Chasm. Nevertheless, both his successor
soon enter the chamber to interrogate the prisoners. Umagaur and his lieutenant Muranog guard the prized
Muranog wants the PCs to grab their weapons and kill the Sealing-stone. While hope exists that some foolhardy
Troll-lord. If they do, he guarantees them their freedom. souls might be willing to find the ancient Stone and use
They have no means of assuring themselves that he is it to seal the gateway to the Under-deeps, the fundamental
telling the truth, but their options are severely limited. question remains: who is brave enough, skilled enough,
Muranog wishes them good hunting, calls the guards and lucky enough to risk their lives to make Moria safe
back, and leaves. Soon afterward, Ufgamog enters the again for the long-displaced Khazad?
room and prepares to question the intruders. Now is the ADVENTURE SUMMARY
time for the PCs to make their move. They must break Requirements: A high-level party of adventurers
their bonds, get their weapons, and kill Ufgamog and the willing to risk their lives to rid the world of a
three Troll guards. great source of evil.
If they succeed, Muranog returns with congratulations.
Aids: A detailed map of Moria, plus the assistance
He will delay the sounding of the alarm that warns
of Cori, a Dwarf whose knowledge of mines
Ufgamog's minions of escaping captives. If the PCs try to
and caverns should help the adventurers locate
kill the Troll, they waste valuable time; avoiding his pur-
the gateway to the Balrog's Lair.
suers he simply runs into the labyrinthine passageways.
If the PCs take Muranog's advice and flee, they obtain Rewards: Whatever wealth the party can gather
a fifteen minute start on their hunters. Filling their sacks once Umagaur is gone—plus the gratitude of
with mithril-coated skulls cuts their lead to 10 mintues. the Khazad, who will finally be able to return to
With any luck (especially in encounter rolls), they reach the their ancestral home.
East-gate, beyond which the Ores and Trolls do not go.
17.6.1 THE TALE While far weaker than his predecessor, Umagaur is a
Over a thousand years ago, in the time of Durin VI, the formidable foe. He relies on his wiles and his servants to
Dwarves of Moria dug their mines too deep into the rock maintain sway over the Dwarf-mansions. Ever-careful, he
under the great mountain Silvertine. Too deep, for there, refuses to enter battle personally, leaving such risks to
far from the sun's gaze, the unsuspecting Khazad cut those who serve his whims. He maintains his well-clois-
into the Under-deeps and disturbed the rest of an ancient tered lair in the chasm beneath the Seventh Deep, where
minion of Morgoth. The creature, a fearsome Balrog, had he can keep watch on all those that would challenge his
lain there trapped and hidden since the defeat of their power from above or below.
master so many millennia ago. Stirred, the Fire-demon Given Umagaur's deep repose, a hardy group of adven-
slew his unfortunate rescuers. He then embarked on a turers could now make their way down into the old
campaign of death and doom that drove the Dwarves Balrog's Lair and steal the Sealing-stone. They might even
from their hallowed halls. Soon, the cries and grunts and reach the Seventh Deep, where they could finish the job
screams of Orcs and Trolls rang through the corridors that Durin IV's people left undone: the sealing of the foul
that had for so long reverberated with Dwarven song. The Under-deeps.
Dwarves were expelled from Moria, although they vowed
that one day their people would return. 17.6.2 THE CHARACTERS
Before the Naugrim fled Hadhodrond, they For information regarding the Trolls Umagaur and
constructed a magical Stone of Sealing. This round, Muranog, see Sec. 17.5.
magical, mithril-inlaid cap fit the hole they accidently CORI
delved that opened the way into the Under-deeps. The A rugged Dwarf with dark brown hair and a twin-
Dwarves planned to seal the gate from the chasm below braided beard, Cori has ruddy skin and thick-calloused
Khazad-dum. They hoped close the path up from the hands. His appearance betrays a life devoted to scratching
bowels of Endor. precious metals out of the uncaring earth. Cori is, after all,
The Balrog defeated this plan. His power prevented an expert at building tunnels and finding his way through
Durin's Folk from reaching below the Sixth Deep. Thus, natural cave systems. His skills will prove invaluable to the
the Dwarves' efforts proved for naught. There was no way adventurers.
to reach the cursed hole. Later, as the war raged and the Cori has also made a thorough study of the maps of
Naugrim retreated, they even abandoned the Sealing- Khazad-dum. Although his maps are far from complete,
stone. The Balrog subsequently claimed the Stone and set he can fill in most gaps using educated guesses. Once he
it in his lair—as the dais upon which he took his descends into the Seventh Deep, for instance, he should be
meditation every day. able to locate the entrance to the chasm out of which the
Over thirteen centuries later, a Dwarf named Balin Balrog arose.
returned to Khazad-dum, hoping to make good on his Although not an expert on Dwarven legends, Cori
ancestors' vow. He marched on Hadhodrond at the head knows Moria's rich history, especially tales about adven-
of an able Dwarf-host and challenged the Fire-demon's turers claiming to have made their way in and out of
supremacy. Unfortunately, the Balrog's might had not Khazad-dum. He theorizes that Durin VI's embattled
diminished with the years, and the Naugrim proved people managed to get the Stone of Sealing down to at
unequal to the task. They briefly reclaimed their city, only least the Fifth Deep before they were finally stopped.
to perish in the ensuing fray. Balin, the last King Under the Records from Balin's rule lead him to surmise that the
Mountain died, and his people again vanished from Stone is somewhere in the Sixth or Seventh Deep. Cori
Khazad-dum. has no clue regarding the Stone's present whereabouts.
Not long after Balin's fall, the Fellowship of the Ring, Since the Stone is by all accounts indestructible, even by
under the leadership of the Wizard Gandalf, made their the Balrog, it is undoubtedly still somewhere in Moria.
way through the dark halls, hoping to traverse Durin's Cori suspects that the Balrog might have arranged to keep
Way undetected. Their luck ran out, though, when the it in a secure refuge, a hiding place near his own home. If
Balrog himself emerged from his lair to do battle with the so, it is probably somewhere within the Demon's lair. This
intruders. The Balrog engaged Gandalf in a struggle that means that Cori must lead the adventurers down into the
claimed both lives. Thereafter, the Grey Wizard was Sixth Deep, where the Balrog made his home. It is a
reborn as the White, but the monster lay forever dead. daunting task, for though Umagaur has all but abandoned
Once the Balrog had fallen, his foulest servant arose his master's lair, other guardians block the way.
from the Under-deeps. He called himself Umagaur, the Cori never wanted to be an adventurer. He would have
"Werewolf-slayer." No longer forced to attend to his been happy digging mines for all of his days, but he could
master's ancient crypt, this huge, pale Troll-king took the not find it within himself to pass up the opportunity to
Balrog's place as Lord of the Black Chasm. He challenged win Khazad-dum back for the Khazad. Hardly excited
and subjugated Ufgamog and Muranog, his chief rivals, about the prospect of placing his life in such jeopardy, he
and assumed the "Fire-throne" before the Dwarves could remains a reluctant and dour explorer. While he manages
reclaim their kingdom. Thus, Moria passed into the hands to occasionally affect a pleasant demeanor, the extreme
of another terror. stress constantly cracks his facade of amused confidence.
17.6.3 THE PLACES When the PCs reach the Balrog's Lair, Umagaur is away
The GM will need to be familiar with the Balrog's Lair in the Under-deeps. The Pale One is much less concerned
(#50) and Hwain's Well-hall (#56). The Stone of with the affairs of Khazad-dum than he is with dealings
Sealing is in the Place of the Valarauko (#50d). It serves below, and he is often absent for long periods of time. It
as the top of the dais upon which the old Balrog rested happens that this is one of those intervals.
when tired. The entrance to the Under-deeps and Still, the Balrog's Lair does not lie empty. Muranog has
Umagaur's home lies at the bottom of Hwain's Well. appropriated the place for himself. He recently erected a
Should the PCs be interested in seeking the many sleeping pallet upon the dais, casually covering the Stone
fantastic treasures Khazad-dum holds, you will need to of Sealing. Muranog has seen the Stone before, but he has
know the King's Chambers and Armory (#54), the no knowledge of its nature. Umagaur knows of the artifact
Chamber of Axes (#27), and the Crypt of Alvis (#31), but, like his master the Balrog, the Pale One keeps the
too. (For more about these places, see Sections 12.8 and secret to himself. He dares not let an ambitious lieutenant
12.9.) like Muranog hatch a plot to trap him in the Under-deeps.
To obtain the stone, the PCs may have to tear the
17.6.4 THE TASK Balrog's Lair apart. They also face inevitable encounters
Led by Cori, the PCs must make their way to the Sixth and battles with Umagaur's servants. Of course, if they can
Deep, find the Stone of Sealing and use it to cap Hwain's capture the disgruntled Muranog—which is no mean
Well. Along the way, they must avoid being killed or feat—he might reveal the Stone's location. His hatred
captured by Umagaur's servants. Once the well is sealed, toward Umagaur is deep, and he would love to see his rival
the adventurers may take advantage of the new situation cast out of Moria.
by attempting to gather the ancient Dwarven treasures By holding Muranog hostage, the PCs might be able to
before someone else does. escape the Balrog's Lair virtually unscathed; however,
remember that, should Umagaur appear, the lesser Olog
17.6.5 THE ENCOUNTERS will quickly become expendable. Umagaur cares nothing
Most of the encounters will be generated randomly on for his kin, especially those that fail to maintain their own
the Master Encounter Chart. Note that, by the time of this freedom.
adventure, Ufgamog is dead and Muranog has assumed The act of moving the Stone down to Hwain's Well is
control of Umagaur's forces as his reluctant lieutenant. in itself a forbidding challenge. Since the artifact it is too
The new leader of the Uruk-Ungingurz (see Sections heavy to carry for such a long journey, it must be rolled.
I5.I-I5.2, which refer to Ores and Trolls) is a Troll Inspired PCs should realize that, in this way, it can be
named Ulgrunk, one of Ufgamog's former bodyguards. handled with ease, particularly with an adventurer guiding
The other two-thirds of that bodyguard now serve under it from either side. While this method may prove difficult
Ulgrunk's rule and keep strict control over this particu- in some of the narrower passages, the PCs should be able
larly nasty Orc tribe. to manage the task.
THE SEALING-STONE THE WELL
The Stone of Sealing is a large piece of basalt carved Hwain's Well is the only known route to the Under-
into a four-foot circle. Backed with mithril, the Stone is deeps. Originally filled with water, Dwarven miners drained
only four inches thick. Still, it weighs enough that it it when they discovered what they thought was mithril in
cannot be lifted easily, even by a strong man. the rock along the well's old floor. Their decision to
The magic Sealing-stone is one of Moria's greatest convert the well into a mine-shaft proved to be their
masterpieces. Although relatively thin, it is unbreakable, undoing. Their cut into the Under-deeps below only
owing to the intricate pattern of ithildin runes inlaid served to awake Durin's Bane.
across its edges and upper surface. Not even the might of While the Balrog reigned in Khazad-dum, the Dwarves
a Balrog could crack this Stone. Legend says that its had no opportunity to use the Stone of Sealing. The Fire-
Quenya and Melkorin messages hold the same meaning: demon initially kept the Naugrim at bay. (Besides, he
"No one may pass without Mahal's Blessing." rarely returned to the Under-deeps.) Then, once he
The Sealing-stone now rests (face-down) in the exact learned of the Stone, the Balrog captured the device and
center of the Balrog's dais. A thin veneer of black basalt bore it off into his lair.
hides the mithril disk that serves as the artifact's backbone. Now that the Demon is gone, the situation has changed.
There, Felyashono rested each day while the sun—the Umagaur ignores the Sealing-stone. He leaves the Balrog's
kindred spirit Vasa—reached its apogee. While pro- Lair in the Sixth Deep for days and even weeks on end,
tected from Vasa's rays by several millions of tons of rock, confident that the location of the Stone remains a mystery.
the Fire-demon still felt its effects. For three hours around Thus, the time to seal the Under-deeps forever is ripe.
noon every day, he took his meditation while lying on his
back on the stone platform. (He derived pleasure from the
fact that he spent this time lying atop the one device that
could have been used to trap him in the Under-deeps.)
Hwain's Well-hall is constantly guarded by three Tereg
of Muranog's elite guard. The trio must be defeated
18.0 EPISODES
before the Stone can be placed over the well's mouth. "The wolf snarled and sprang towards them with a great hap.
Then after clearing debris from the old (now-broken) At that moment there was a sharp twang Legolas had loosed
porphyry cap, the Sealing-stone may be used as a lid. In his bow. There was a hideous yell, and the leaping shape thudded
order for it work, though, the Stone must rest securely to the ground; the elvish arrow had pierced its throat. The
over the top of the aperture. Precisely set and aligned, its watching eyes were suddenly extinguished."
Dwarven runes may then "awaken." — LotR I p. 389
Any character (e.g., Cori) possessing skill in the art of We provide the following trio of episodes for those
runes should be able to accomplish this task, although it savy few looking for an evening's entertainment in Moria.
is a Very Hard (-20) maneuver. Once the Sealing-stone is Each is a short vignette designed to for use as an exciting
in place, Umagaur rises; if the runes remain dormant, he "aside," or as part of a longer adventure or campaign.
can dislodge the cap. Timing, then, is critical. The PCs NOTE: Note that all the data pertaining to NPCs and artifacts can
have only 2-20 rounds to align and awaken the symbols. be found in Sections 19.5 (NPC Table) and 19.6 (Artifact Table).
Adding to all to this suspense, Umagaur's creatures
patrol in full force once the Stone is stolen. Scouring the I8.I TALES OF THE GREAT
Deeps for the PCs they may reach the Well-hall in time DWARF-ROAD
to create a climactic finish to the adventurers' sojourn.
Setting: Durin's Way, the main avenue in Moria and
17.6.6 EPILOGUE the subterranean portion of the Great Dwarf-road.
Once the Stone of Sealing has been placed and acti- The episode begins in the Inn Chambers (#4)
vated, it may seem as if the adventurers' job is done; in situated near the avenue's halfway point and later
truth, it is only beginning. Although Moria lies free from focuses on the caves known as Rom's Scar (#15).
the "Curse of the Under-deeps," Hadhodrond is still Period: Anytime prior to T.A. 1980 or after F.A. 7.
infested with Orcs and Trolls and untold other horrors. Requirements: A party of no less than three adventur-
So long as the treasures of Moria are there for the taking, ers. At least two party members should be non-
these creatures haunt the Mansions until the unrelenting Dwarves armed with weapons other than axes.
Khazad arrive to reoccupy their ancient home. Aids: The host, Oin Greatcup, quickly befriends the
The PCs need not seek the city's treasures immediately group and serves as a sort of guide to local culture.
after trapping Umagaur in the Under-deeps. They should Rewards: For each adventurer, 50 gp and one
leave Moria, at least temporarily, to regroup and recover. "Greatcup."
If they wait too long, though, the Orcs and Trolls begin
leaving without the prompting of enemy blades in antici- THE TALE
pation of the impending onslaught of Dwarves. These One evening, while lodging at the Inn Chambers in the
creatures plunder Khazad-dum's remaining wealth—un- core of Khazad-dum, the adventuers sit down for a hearty
less they are persuaded that doing so would burden them meal of mushrooms and barley cakes. Their host is astout,
in their flight (or, better yet, someone beats them to it). strong Dwarf named Oin Greatcup. Twisting his copper-
This adventure, then, can serve as a starting point for a intwined beard, he tells them the following tale.
long campaign dedicated to the retaking of Moria. It will Roin served as Lord Warder of Moria during the reign
involve the banishment of both the Balrog's minions and of Durin I. A proud, fiery explorer, he fought as a
other monsters like the Water-drake and the Cave- mercenary beside Azaghal of Belegost during the Elder
worms. The PCs may also have to contend with treasure- Days of Arda. He bore the marks of many wounds, one of
seekers hoping to profit from the reopening of the Black which claimed his right eye.
Chasm. Five hundred years after his appointment as the master
The adventurers can be sure that Moria will be a place of Moria's Mansion Watch in S.A. 93, Roin became
well worth visiting for many years to come. For their embroiled in a feud with a Noldo captain named Malvindel.
success in trapping Umagaur in the Under-deeps, their The Elf accused him of being part of the Dwarf-host that
names will be heralded by Dwarven bards for all time, and sacked Nargothrond. Malvindel claimed that the Lord
they can expect that the Khazad will count them as true Warder stole a magic shield in the fray. The shield, which
Dwarf-friends. was known as the "Angoturma" (Q. "Snake-shield") was
forged by a Dwarf-smith in Nogrod and given to the
Noldor in order to seal a great trade treaty. Malvindel's
father, Malwe, carried it until his death at the hands of the
Naugrim—the very same Dwarves that created the arti-
fact.
Roin arranged for Malvindel's immediate arrest and but none are allowed free travel in the Dwarf-mansions.
imprisonment. Late that evening, Roin visited the Elf's One such Elf, Camgalen of Lorien, is actually in Khazad-
cell and murdered the unrepentant accuser. The Lord dum, and the innkeeper would like to bequeath the shield
Warder's loyal guard stripped the body and carried it to to him.
a remote pit in the caverns situated to the southwest of the
THE CHALLENGE
Inn Chambers. There, amidst a forest of Lemsang, they Oin asks the PCs to consider his challenge to find the
cast Malvindel of Vinyathrad down a shaft. Roin's son, lost shield. After all, Roin's Scar lies nearby and, given
Rin, witnessed the sordid burial.
Camgalen's visit, it is an ideal opportunity for the Nau-
A year later, Rin found the Angoturma, which lay grim to right a serious wrong against the Noldor.
hidden near the pit thathoused Malvindel's body. Shocked Camgalen even gave Oin a map of the caves, so that the
and embittered, Rin demanded that Roin surrender him-
innkeeper could make arrangements for such an
self and submit his case to Durin. The younger Dwarf expedition.
noted that murder threatened the honor of their ancestors As an incentive, Camgalen offers 50gp per adventurer.
and the fate of their bloodline. Roin refused and accosted
Oin is willing to confer and additional reward: a set of his
his son. A struggle ensued and Rin fell into the same shaft pint-sized "Greatcups," which fill with water upon com-
that claimed the fallen Elf. Thus, Roin slew his eldest mand.
child; and so the tainted caverns became known as "Roin's
Scar." THE TASK
Ironically, it was this slaying that cost Roin his own life. The PCs must make their way to Roin's Scar, vanquish
Arrested and executed, the Lord Warder paid for Rin's Roin's Ghost, and secure the Angoturma.
tragic death. He was entombed, without honor, beside the Neither traps nor Dwarf-guards threaten the adventur-
spot where he had committed so many crimes. Legend ers; so, the first stage of the mission is simple. Rom's Scar
says that his Ghost now haunts the place. Some say that is shunned by most Dwarves and is typically vacant. The
a curse keeps his restless spirit in thrall, and that the spell Naugrim only use it as a route to other caves, as a food
cannot be broken until the Angoturma is returned to the reserve in times of trouble.
Noldor of Forlindon. Roin's Ghost, on the other hand, presents a formidable
Oin notes that the same curse dictates that no Dwarf problem. A fine warrior, the cursed Warder remains a
can now bear the shield. He has Elda friends who would dangerous foe—assuming he really exists. The PCs must
The Fellowship
love to recover the artifact and send it back to Vinyathrad, also remember two aspects of the legend: that no Dwarf of the Ring on
can slay the specter, and that no axe can harm him. Caradhras
(Normal weapons of other varieties work well.)
Last, the Angoturma is said to rest in an unlocked stone Carsilien promised Orodhil that she would finish his
case hidden in the lemsang forest (see Sec. 4.1) near "Rin's work and bequeath it to the Dunedain as a gift from a man
Pit." The wax-sealed cache rests in a broad, shallow pool who bore an unsurpassed love for Endor's mountains.
populated by 2-20 Cerech Ceren (S. "Red Jaws"). Nestled The romantic Sinda ranger carried on and completed the
three feet below the water's surface, it should be fairly task after many years of tireless study and wide-ranging
accessible. wanderings. In doing so, she nearly filfilled her oath.
An Elf named Aralas bound the book, encasing it in a
18.2 ONE FINE PROMISE mithril cover adorned with a single star sapphire. The gem
Setting: Azanulbizar and the upper reaches of the represented the spirit of her Dunadan lover. Pleased with
adjoining city of Khazad-dum. The episode begins Aralas' marvelous work, Carsilien embarked on a journey
at the Dimrill Stair (see Sec. 11.6). It ends in the to Orodhil's homeland.
Eyes of the East-gate (see Sec. 12.9 at #60). Unfortunately, the comely Sinda never finished her
journey, nor did she discharge her self-appointed duty.
Period: Anytime after T.A. 1980.
Instead, she met a group of Dwarves led by Blain Blackaxe
Requirements: A party of no less than four, and no
as she ascended the Elf-road by the Dimrill Stair. Blain's
more than eight, adventurers. At least one party
party confronted Carsilien and, upon learning she carried
member should speak Sindarin, and at least one
a great mithril prize, slew her. She fell into the cold waters
should possess some skill in discerning magical
of the Naragul, the upper Celebrant, only a few score yards
artifacts.
below the moss-covered shelf that supports Orodhil's
Aids: An Sinda map of the Dimrill Dale. barrow. Encased in finely-carved mallorn, her diary came
Rewards: For each adventurer, a precious silver brooch to rest among the ferns by the river's side.
denoting his/her status as an "Elf-friend." The murderers carried the priceless tome back home to
THE TALE Khazad-dum. Stripped of its mithril covering, it later
Carsilien is a Sinda maiden and an able poet, historian, found its way into a small archive in the uppermost spire
and cartographer. The daughter of Araval, the only (and of the (northern) Eyes of the East-gate. There, the Dwarf-
"lost") son of Annael (Turgon's foster father), she is a warders used the book as a reference. It proved to be an
solitary soul. Her fondness for the wilds of the Hithaeglir invaluable tool to those attempting to decipher weather
are in keeping with her family's peculiar traditions. Like patterns and discern landmarks outside Moria.
her father and grandfather, she prefers the cool quiet of THE CHALLENGE
caves to the company of her fellow Quendi. Carsilien The PCs encounter Carsilien's diary either by accident
resides in a high flet-home along the northwestern edge (i.e., while travelling along the Elf-road) or by prescrip-
Lorien, but she spends most of her time exploring the tion (e.g., while searching for the book at the behest of
heights around the Cirith Caradhras. She often winters in Elven sponsors). In either case, they find the mallorn box
Nanduhirion. During summers, she usually camps along wedged between some well-worn rocks near the place now
the Elf-road known as Orodhil's Stair. The diary inside recalls the tale
Young, wily, impetuous, and beautiful, Carsilien broke up to the point of Carsilien's murder. Her last entry
a number of Elven hearts by the time she fell in love. She (which is cited "Tuile Nelde Re") reads:
withheld her passion until she settled on a Dunadan "I met a group of seven Naugrim this morning Their black-
captain named Orodhil. Their special bond led her to bearded leader called himself Blain. He claimed they were
leave the Golden Wood and wander the heights to the warders from the East-gate towers, and that I was 'trespassing'
west, for Orodhil suffered from a tragic malady and on sacred Dwarf-grounds. He is no friend of the Eldar, and I
confined himself to the mountains. He vowed to remain fear there may be trouble."
solitary until his appointed doom, and resolved to spend Recovering the diary, the PC's may wish to consumate
his last days in service to his kind. Mapping and chroni- "Carsilien's One Fine Promise." To do so, they must
cling the upper reaches Hithaeglir, he began compiling a recover her book and either return it to Lorien or deliver
work appropriately entitled "Of Olvar and Kelvar, Rock and it to the Dunedain of the North.
Ice, Among the Spires of Mist."
Carsilien broke Orodhil's solitude and captured his THE TASK
spirit. She shared his passion, walking, writing, and sleep- The PCs must make their way to into Moria and
ing by his side until he could no longer stand. She cared determine to location of the lost book. The clues are few:
for him as he lay in their camp near the Dimrill Stair, (I) Blain served as a warder at the East-gate; (2) Elda lore
looking over the silvery spires and reaching out to touch holds Blain responsible for the brief closing of the Elf-
the gentle face of Illuvatar. She kissed him as she closed his road; and (3) records in the Chamber of Mazarbul show
tear-filled eyes and released his heart to the heavens. She that Blain's line ended with his death; and (4) Blain willed
buried him. his fortune to his warder unit.
18.3 BELCHING PATHS AND
BURNING SLEET
Setting: The lower reaches of Moria and the upper part
of the adjoining Under-deeps. The episode opens
with party descending through Durin's Chimney
(#5). Its climax occurs in the remote chamber
known as the Rising Tombs (see Sec.
13.4).
Period: Anytime after T.A. 1980 (especially after T.A.
3020).
Requirements: A high-level party of righteous adven-
turers.
Aids: A Dwarf-guide named Khun, who possesses a
detailed map of the interior of Moria. Experienced
cavers and climbers would be a big help.
Rewards: Each adventurer receives his/her choice of
75 gp or a share of Felyashono's hoard, a treasure
renowned as the "Hanging Claim."
THE TALE
Felyashono, a ferocious Balrog, fled from Angband at
the end of the First Age. Travelling through the Under-
deeps, the Fire-demon made his way east and then south
via a subterranean avenue created by his mentor (Morgoth),
a route known as the "Oldest Road." His journey ended
in a great lava-chamber called "Tombs Rising." Here,
beneath Caradhras and near Khazad-dum, Felyashono
gathered his retainers and plotted his return to the surface
of Endor. His wait lasted over five millenia.
When the Naugrim unwittingly unleashed the Balrog
in T.A. 1980, they opened a link between Moria and the
Under-deeps. Their delving extended into a steamy cav- THE CHALLENGE Dwarven
ern they called the Under-gates. This chamber adjoins the A Dwarf named Khun wants to test the veracity of the Oath-taking
Oldest Road and lies around thirty-six miles south of wild tales about the Hanging Claim. He hopes to journey
Tombs Rising. into the Under-deeps and find the treasure. By mapping
Legends speak of the great treasures in Tombs Rising. the way, he believes he can return home with sufficient
The Balrog, it is said, assembled a priceless hoard of evidence to convince his Lord to launch an expedition to
jewels, gems, coins, and weapons, most of it booty borne recover some or all of the lost fortune.
from Hadhdrond by the Demon's Troll-servants. The Khim contacts the PCs and, assuming they are agree-
stories say that it is all zealously guarded, and that the able, sets up a rendezvous in Moria. He gives them a map
cache is secluded in sixty-six huge, six-ton iron chests and tells them to meet him m two weeks, at the point
suspended from the chamber's seven hundred and twenty where Durin's Stair descends through the First Deep.
foot high ceiling. THE TASK
These tales are true. In fact, the chests hang as de- The adventurers must descend through Hwain's Well
scribed, ready to drop should any intruder climb down the into the Under-deeps. Once at the Under-gates, they must
giant, seventy-two foot long iron chains that carry their find their way down the Oldest Road to Tombs Rising.
immense weight. Sputtering, super-hot lava-pools lie There, they must ascertain the location of the Hanging
below, ready to swallow the better part of Durin's For- Claim. Assuming they survive the sojourn in, they must
tune. exit with maps and/or treasure in hand.
The way to Tombs Rising is no more inviting than the Note that Umagaur the Troll-king resides near the
chamber itself. Bubbling wells of molten rock block the Under-gates. (See Sec. 17.5.) It is he—not the Balrog—
way. Eruptions of "Burning Sleet" occasionally rain down that serves as caretaker of the entry to the bowels of the
through openings in the ceiling along the Oldest Road. earth. Together with his guard, he presents the greatest
Smoke and steam pour through vents and fissures, scald- "active" challenge to the success of the mission.
ing and choking the ablest of explorers. It is, in every
respect, reminiscent of Utumno, and therefore beyond the
comprehension of nearly anyone.
20.0 APPENDICES GAME TERMS
AT ............................................................. Armor Type
"When at last the battle was won the Dwarves that were left DB............................ , ......................... Defensive Bonus
gathered in Azanulbizar. They took the head of Azog and thrust
into its mouth the purse of small money, and then they set it on MB...................................................... Maneuver Bonus
a stake. But no feast nor song was there that night;for their dead OB ....................................................... Offensive Bonus
were beyond the count of grief. Barely half of their number; it PP ............................................................. Power Points
is said, could stand or had hope of healing." RR ........................................................ Resistance Roll
— LotR LU, p. W4
SOURCES
Space does not permit us to spell out every thought or
Hob.........................................The Hobbit (Ballantine ed.)
include statistics for every major role playing game sys-
tem, so we include the following abbreviations, defini- LotR .......................... The Lord of the Rings (Ballantine ed.)
tions, citation guidelines, etc. LotRI .................. The Fellowship of the Ring (Ballantine ed.)
Section 20.1 covers abbreviations. Section 20.2 enables LotRII .............................The Two Towers (Ballantine ed.)
readers to translate citation references. Definitions of
LotRIII..................... TheReturn of the King (Ballantine ed.)
frequently employed terms are set out in Section 20.3.
Sil ......................The Silmarillion (Houghton Mifflin ed.)
20.1 ABBREVIATIONS UT....................Unfinished Tales (Houghton Mifflin ed.)
The most commonly used abbreviations are listed here AUTHORIZED PUBLISHERS
alphabetically according to sub-categories. A&U ............................. Allen & Unwin, Ltd (London)
LANGUAGES Bal.................................. Ballantine Books (New York)
A.....................................................Avarin (East-elvish)
GA&U ..............George Allen & Unwin, Ltd (London)
Ad................................................................. ....Adunaic
GB .........................................Grafton Books (London)
B.S .............................................................Black Speech HC........................................ Harper Collins (London)
E .................................................... Eldarin (Old-elvish) HM...................Houghton Mifflin Company (Boston)
Kh..................................................Khuzdul (Dwarvish) UH ....................................... Unwin Hyman (London)
K .......................................Kuduk (Ancient Hobbitish)
M............................... Melkorin (Ancient Dark-speech) 20.2 CITATIONS
Q................................................. Quenya (High-elvish) Since this is a game supplement, the descriptions in the
S ................................................. Sindarin (Grey-elvish) character glossaries have been confined to material perti-
V....................................................................... .Valarin nent to fantasy role playing. In order to provide the reader
with access to more information, we provide citations to
W...................................... Westron (Common Speech) selected sections of the works; however, generally only
GAME SYSTEMS one significant section is indicated.
All citations are italicized. Bold italic print citations
LOR .................. Lord of the Rings Adventure Game (ICE)
denote the a reference to one of Tolkien's works or, when
MERP............................ Middk-earth Role Playing (ICE) specified, to one or more ICE products. ICE's publica-
RM ...................................................... Rolemaster (ICE) tions contain extrapolated material and do not contain
text attributable to J.R.R. Tolkien.
CHARACTER STATS
Example: A citation states "Read LotRII 422. See
Ag........................................................................Ag % ICE's MERP 111 . " This means you can find more
Ap................................................................ Appearance information in The Lord of the Rings Part II, The Two
Co.............................................................. Constitution Towers. The material is at page 422 in the Ballantine
Em...................................................................Empathy (U.S. paperback) version. More data is in ICE's Middle-
earth Role Playing at page I I I .
Ig..... ............................................................ Intelligence
It....................................................................... Intution
20.3 GLOSSARY
Me ....................................................................Memory The following glossary provides translations and ex
Pr.................................................................... ..Presence planations of (mostly Sindarin) terms sprinkled through
Qu ................................................................. Quickness this supplement. You should refer to the sources, espe-
Re..................................................................Reasoning cially The Hobbit and The Lord of the Rings, for more
detailed information about these and other Endorian
SD .......................................................... Self Discipline
names and concepts.
St......................................................................Strength
Adarcer: A white steel alloy, it is a fusion of Ang (iron), Celebdil: (S. "Silvertine"; Kh. "Zirak-zigil") Southern-
Shalk, and Durang (see below). Adarcer cleaves iron most of the three mountains above Moria. Heavily snow-
without dulling. It is extremely strong but somewhat bound, it is the "whitest" of the triad. On a ledge near its
brittle (rigid), and difficult to work with once forged. peak lies Durin's Tower; beneath it descends the Endless
Adz: A sharp, finely-made variation of a mattock (see Stair which connects the heights, the Dwarven-city, and
below), an adz is cutting tool comprised of a blade fixed the Underpassages deep within the earth.
at a right angle to the handle. Some call it a "twisted-axe." Celebrant: (S. "Silverlode") The river running eastward
Alcam: (S. "Tin") This soft, silvery metal is normally out of the Misty Mountains at the Kheled-zaram. It is
used to make the alloy Evyth, although the Dwarves use joined downstream by the Nimrodel (W. "White Cave-
it to line water-basins, or for much of their decorative lady"), cuts through Lorien, and eventually joins the
fillagree. It is clear that there is less Alcam in Moria than Anduin.
there is among the Dwarves in the Blue Mountains, but Cirith Caradhras: (S. "Redhorn Pass"; alt. "Redhorn
this may be due to the abundance of better metal. Khazad- Gate"; Kh. "Lagil Barazinbar") The high pass crossing
dum's only Alcam deposits are in the southeastern mines the Misty Mountains between the mountains Caradhras
of the Second Deep. and Celebdil. It connects Eregion to Lorien. On the east
Ang; (S. "Iron") Pure Ang is silver-white and both side the road drops by way of a Dwarf-stair which runs
malleable and ductile. Even in Moria, though, it is rare. alongside the falls feeding the Kheled-zaram.
Common Ang is dark grey and hard, yet bendable. Ang is Deep: One of the seven lower tiers of Khazad-dum
found throughout the mines of the northern Deeps, at (which are all below the Outer Doors).
every level and as far as the central Redhorn. Durang: (S. "Dark-iron") The Sindarin term for tita-
Azanulbizar: (Kh. "Valley of the Dim Rills";W. nium.
"Dimrill Dale"; S. "Nanduhirion") This vale lies on the Eog: (Du. "Ed's Iron") A Noldo recipe, it is the hardest
east side of the Misty Mountains, at the headwaters of known steel.
the River Celebrant (W. "Silverlode"), and is tucked
Eregion: (W. "Hollin") The highland region of Eriador
between the three great peaks of Fanuidhol, Caradhras,
between the Rivers Glanduin and Bruinen is composed
and Celebdil. The Great-gates (East-gate) ofMoriaface
mostly of foothills on the western flank of the Misty
on Azanulbizar and a Dwarven-stair leads out of the
Mountains. Eastern Eregion runs up to the mountains'
entry, joins the
Dimrill Stair, and—alongside a series of short water- edge, while the western reaches are rolling hills separated
falls—descends through the vale. It becomes a road which by streams and bogs. A long east-west mountain spine, the
runs down toward Lorien. An enchanted lake called the Hollin Ridge, runs through the center of the area. Eregion
Mirrormere (Kh. "Kheled-zaram") lies at the vale's cen- has been essentially depopulated since S.A. 1697 and is
ter. In T.A. 2799 a climactic battle was fought here; it now known for its numerous holly trees. It also contains
ended with the Orc-lord Azog slain and the Dwarves the West-gate of Moria, which faces the River Sirannon,
victorious, thus putting to rest the Great War Between the the chief tributary of the Glanduin. At its height, Eregion
Dwarves and Orcs. was an Elf-kingdom of the Gwaith-i-Mirdain or "People
Basalt: A dark, dense, igneous rock. of the Jewel-smiths." Led by Celebrimbor, these Noldo
Borang: (S. "Steadfast-iron" or "Steel") This silvery Elves created great works, including the Three Rings of
alloy is a favorite of the Naugrim. Composed of Ang, Power: Vilya, Nenya, and Narya. The chief Elven
Morasarn (carbon), and a smattering of one or more odd settlement was at Ost-in-Edhil, east of the marsh called
metals, it is strong and durable. Borang supports more Nm-in-Eilph (W. "Swanfleet"), at the confluence of the
than Ang, and is cheaper and more pliable than Adarcer. Sirannon and the Glanduin.
Caradhras: (S. "Redhorn"; Kh. "Barazinbar") The tallest Eriador: All the territory north of the River Isen (S. "Sir
of the three great peaks which rise above Moria. Unlike Angren") and between the Blue Mountains (S. "Ered
the neighboring mountains, Caradhras is not a tame grey; Luin") and the Misty Mountains (S. "Hithaeglir"). Its
rather it is composed of an uplift of pink igneous rock. northern boundary lies along the highland ridge that runs
Normally, it reflects the rays of the sun at dawn and at northwestward from Cam Dum and reaches to the Ice Bay
sunset and, when the sky permits, takes on a fiery color. of Forochel. Some accounts place the southern border
Celeb: (S. "Silver") Dwarves often hoard their Celeb, but along the line bounded by the rivers Greyflood (S.
there's enough of it around Moria to allow other uses. "Gwathlo") and Swanfleet (S. "Glanduin"). (See LotR,
Here they use it for decorative inlays, chalices, plates, III, A, iii, p. 396?) Most hold it to be that area north of
cups, mugs, horns, and virtually anywhere where they Gondor's traditional western border. Eriador loosely
could use Mai (gold), but are too mean. Still, despite its translates as the "Empty Lands" and includes the regions
malleability, Celeb is stronger than Mai. Plentiful veins of of Minhiriath, Eregion, Cardolan, Rhudaur, Arthedain
Celeb lie in the western reaches of the mines, in the First and, by some, Dunland and Enedhwaith.
through Third Deeps.
Evyth: The Sindarin term for bronze. Kibil-nala: (Kh. "Cold Spring") The spring that serves as
Fanuidhol: (S. "Cloudyhead"; Kh. "Bundushathur") the outlet for the Kheled-zaram. According to Dwarven
Easternmost and greyest of the three spires above Moria. chroniclers, it is the traditional source of the river Cel-
Its heights are most often shrouded in mist. ebrant.
Frieze: An ornamental (be it sculpted or painted) band Laen: An extremely hard and durable volcanic glass. It is
around a wall or adorning some other fixed feature. occasionally forged into keen-edged weapons, but it more
Galnin: (S. "Shining-white") The Sindarin term for typically used to create special artifacts (e.g., seeing-
aluminium. stones).
Level: One of the seven upper tiers of Khazad-dum
Granite: A durable, granular, igneous rock used for walls
and structural support throughout Khazad-dum. (which are all above the Outer Doors).
Mal: The Sindarin term for gold.
Great Gates: East-gate of Khazad-dum; also called the
Dimrill Gate. It opens eastward onto Azanulbizar. Marble: A hard, cystalline limestone used in sculpture
and as facing for floors, ceilings, and other architectural
Hadhodrond: (S. "Dwarf-haIls")Thephonetically-based
facades.
Sinda term for Khazad-dum.
Mattock: Similar to a broad-faced pick, a mattock is a
Khazad-dum: (Kh. "Dwarf-mansion"; S. "Hadhodrond";
weapon or digging tool comprised of a blade fixed at a
W. "Dwarrowdelf') It is also known as Moria (S. "Black
right angle to the handle. Dwarf-warriors often carry a
Chasm"), the Black Pit, and the Mines of Moria. Khazad-
mattock as their primary melee weapon.
dum stands as citadel, mansion, and city-hold of Durin's
Folk, the noblest of the Seven Tribes of the Dwarves. Mithril: (S. "Grey Brilliance") The Sindarin term for
Founded in the early First Age in caves beneath the Misty "True-silver."
Mountains, it overlooks and incorporates the holy vale Mir The Sindarin term for jewel.
called Azanulbizar. Khazad-dum has since been expanded Moria: (S. "Black Chasm") See Khazad-dum above.
to include seven principal levels which stretch the width
of the mountain range and extend under the three moun- Naragul: (Kh. "Blackwater") Known as the "Mornen" by
tains Caradhras, Fanuidhol, and Celebdil. Early in the the Elves of Lorien, this great stream serves as the
Second Age, the Dwarves discovered Mithril (S. "Grey- principal source of the Kheled-zaram (W. "Mirrormere").
flame"; W. "True-silver") here, and many from the Blue It flows around the northern flank of the Silvertine and
Mountains migrated to Durin's home. Khazad-dum was drops over a series of small falls before entering Azanulbizar.
abandoned in T.A. 1982, two years after the release of the Naugrim: (S. "Dwarf-host"; Q. "Naukar") The Sinda
Balrog. As a realm, it includes the Azanulbizar and all the term for Dwarves (Kh. "Khazad").
passages and chambers within the mountains. Obsidian: A dark, volcanic rock resembling glass.
Kheled-zaram: (Kh. "Glass-lake"; W. "Mirrormere") Paer: The Sindarin term for copper.
Dark and smooth as glass, this small but deep lake is Porphyry: An extremely hard, purplish-red, igneous rock
revered as a holy place by the Dwarves. It was at this place embedded with crystals.
that Durin the Deathless (Durin I) saw a vision which
Sirannon: (S. "Gate-stream") Stream running west out
confirmed him as King and led to the founding of
of the Misty Mountains just above Moria's West-gate. It
Khazad-dum (Moria). Legend says that during the First
joins the River Glanduin near the ancient Elven site of
Age, Durin gazed into the waters and saw the reflection of
Ost-in-Edhil. A pool in the Sirannon guards the entry to
seven stars. Even though it was daylight, they formed a
Khazad-dum, for it lies close to the door and is inhabited
"crown" above his head. Today an obelisk lies where
by the evil freshwater Kraken called the "Watcher in the
Durin stood, and the stars can always be seen in the water,
Water." It has been said that the Watcher dammed the
regardless of the lighting; however, no one's face is ever
river.
reflected in the waters of the Mirrormere. The lake lies in
the vale called Azanulbizar. Shaped like a spear-head Tier: The seven Levels and seven Deeps comprise the
whose point cuts northwestward into the mountains, fourteen tiers of Khazad-dum.
Kheled-zaram is fed by a waterfall which is the lowest of West-gate: The western entry into Khazad-dum; also
a series of small cataracts born in the Cirith Caradhras. In called Durin's Gate, the Doors of Durin, the West-door,
turn, it gives birth to the River Celebrant. and the Elven Door. Composed of the mithril-based
Khuzdul: (Kh. "Dwarvish") The true or "hidden" lan- Ithildin (S. "Moon-star"), it is only visible in starlight or
guage of the Naugrim. moonlight and, even then, must be touched by one who
utters the proper phrase. In order to gain passage, the
Opening-word mellon (S. "friend") must be spoken. The
West-gate looks out upon a small pool in the River 20.4.2 TRAPS
Sirannon and faces Eregion. Although built by the Dwarf Traps have two components best summarized by two
Narvi, the Elf-smith Celebrimbor, King of Eregion, drew questions: I) how difficult is it to detect and disarm the
the words of its Gate-inscription. It reads: trap? and 2) what are the results of triggering the trap?
Ennyn Durin Aran Moria: pedo mellon a minno. MERP traps are partially described using the difficulty
Below there is a faint message: level of the maneuver required to detect or disarm the trap
Im Narvi hain echant: Celebrimboro Eregion teithant i thiw
(two separate maneuvers) together with a numerical modi-
hin. fier. The terms used are the same as those that describe
LOR maneuvers. To convert a MERP trap to a LOR trap,
The Sindarin translates as:
ignore the numerical MERP modifier and use the LOR
The Doors of Durin, Lord of Moria. (Say) Speak, friend, and number assigned to the difficulty level (shown above).
enter; and: I, Narvi, made them. Celebrimbor of Hollin drew What happens if a trap is triggered by the adventurers?
these signs. Sometimes the result can be described without game
system stats—for example, perhaps the trap simply sounds
20.4 LOR CONVERSION NOTES an alarm in an adjacent guard hall, in which case the guards
The LOR tables in Sections 20.4.1,20.4.2, and 20.4.3 are alerted to the presence of intruders. More often, the
provide you with all the statistical info you need on non- trap triggers an automated weapon attack (such as that
player characters, beasts, and military forces. However, delivered by a spring-loaded crossbow) or a spell.
the adventures that comprise Moria also contain stats for If the trap triggers a weapon attack, the MERP attack is
locks, traps, and magical items. The conversion instruc- described by weapon type and an offensive bonus. To
tions below will enable you to translate MERP locks into covert the MERP OB to a LOR offensive bonus, simply
LOR locks, MERP traps into LOR traps, and MERP items divide the modifier by 5. Then use the result on the LOR
into LOR items. Combat Table (page 17 of The Guidelines') as
usual.
20.4.1 LOCKS If the trap triggers a spell, then the name of the MERP
MERP locks are described using the difficulty level of spell and the MERP spell list where that spell appears are
the maneuver required to pick the lock together with a given. To convert the MERP spell into a LOR spell, look
numerical modifier. The terms used are the same as those up the MERP spell list on the chart below which gives the
that describe LOR maneuvers. To convert a MERP lock to corresponding LOR spell. (Rarely, the trap triggers a
a LOR lock, simply ignore the numerical MERP modifier custom spell that exists in neither MERP nor LOR; in such
and use the LOR numbers assigned to the difficulty level cases, a specific description of its effects, independent of
on page 5 of the The Guidelines. This information is any system, is given in the text to provide all you need to
reproduced below: know to GM the play.)
Difficulty Minimum OPEN ESSENCE SPELLS
Level for Success MERP List LOR Spell
Routine....................................A4 Physical Enhancement............................Balance
Very Easy..................................A5 Essence's Ways............................Concentration
Easy ......................................A6 Unbarring Ways....................................... Speed
Light .....................................A7 Essence Hand....................................... ....Shield
Medium ...................................A8 Spell Ways .................... Protection from Magic
Hard......................................A9 Essence Perceptions.....................Concentration
Very Hard .................................Al1 Illusions .......................................... Camouflage
Extremely Hard .............................AI3 Spirit Mastery ........................................... Calm
Sheer Folly .................................AI5 MAGE SPELLS
Absurd ....................................AI8 MERP List LOR Spell
Fire Law ...............................................Fire Bolt
Ice Law ................................................Fire Bolt
Earth Law .................................... Item Analysis
Light Law.............................................Fire Bolt
Wind Law..................... Protection from Magic
Water Law .................................................Luck
Lofty Bridge............................................. Speed
Living Change...................................... Strength
BARD SPELLS 20.4.3 MAGIC ITEMS
MERPList LOR Spell Most of the treasure found in Middle-earth falls into
Lore ..................................................... Concentration three broad catagories: weapons, armor, or spell casting
Controlling Songs.............................................. Calm enhancement. MERP describes the capabilities of such
Sound Control................................................. ...Luck items with terms having specific game system definitions.
Item Lore...............................................Item Analysis Below, we present these terms with definitions adapted
OPEN CHANNELING SPELLS for the LOR system.
MERPList LOR Spell WEAPONS Additional
Nature's Lore....................................... Concentration Criticals: In MERP combat, serious
Nature's Movement .......................................... Speed wounds are represented by critical damage. Normal
Spell Defense ......................... Protection from Magic weapons wielded skillfully can deliver critical
Surface Ways ................................................. Healing damage. Magical weapons sometimes deliver an
Protections........................................................ Shield additional critical: a cold critical, an electrical
Detection Mastery ............................... Concentration critical, a grappling critical, a heat critical, an impact
Sound/Light Ways ...................................... Fire Bolt critical, a slashing critical, or an unbalancing critical.
Calm Spirits .................................................... ....Calm In LOR, normal criticals are represented by the U
ANIMIST SPELLS and K results on the LOR Combat Table. The GM
MERPList LOR Spell need only referee normal LOR combat.
Direct Channeling ..................................Clairvoyance Additional criticals—excepting grappling,
Blood Ways ................................................... Healing slashing, and unbalancing—are handled thusly in
Bone/Muscle Ways........................................Healing LOR combat: upon a U or K result, for each
Organ Ways....................................................Healing additional critical a weapon is capable of delivering,
Animal Mastery ...................................Charm Animal roll one D6 die and apply the result to the damage
Plant Mastery .......................................... Camouflage delivered to the target. If the additional critical is
Purifications........................................................Luck labeled as being "equal in severity," roll one die—
Creations....................................................Sustenance the result is the number of dice that are rolled to
determine the extra damage delivered.
RANGER SPELLS
MERPList LOR Spell Grappling criticals: Upon a U or K result, when
Path Mastery........................................ Concentration hit by a weapon that does grappling criticals,
Moving Ways ....................................................Speed the target must roll the dice (2D6) and add
Nature's Guises........................................ Camouflage his Agility bonus; if the result is equal to or
Nature's Ways .....................................Charm Animal higher than the total attack roll, the target is
Fire Wagon not entangled and may act normally; if
the result is lower than the total attack
roll, the target is entangled and may take
no action for the number of rounds
equal to the difference between the
attacker's total attack roll and the target's
Agility maneuver.
For example, Jos Haurl the Easterling throws his Holy/Unholy weapons: These are weapons possessing
enchanted bola at Ulfilas the Northman who is fleeing. the special favor of a Vala or a Maia (pure or
Hand's Missile OB is +3. His hola has an OB of +2 fallen). Most have a reputation and are known on
and delivers grappling criticals. Haurl's player rolls the sight by their wielders' enemies. Holy weapons act
dice for a result of 6. His total attack roll is 3 + 2 + as weapons Of Slaying versus all beings aligned with
6= I I . Sauron or Morgoth. Unholy weapons act as
Ulfilas' defense bonus is +2. Additionally, he wears weapons Of Slaying versus all beings m emnity to
a helmet (see below), which means that U results on the Sauron or his evil master. (This bonus is cumulative
Combat Table do not knock him out. with any more specific slaying abilities, such as Of
Checking the Table, we see that Haurl has achieved Slaying undead.)
a U result. This means we must also check the result of
ARMOR
the grappling ability of the bola.
MERP armor is usually described as possessing a spe-
Ulfilas' player rolls the dice and gets a 9. The
cific defensive bonus. To convert this MERP DB into a
Northman has an Agility bonus of + /, so his total is
LOR defense bonus, simply divide it by 5. Sometimes
10, which is less than Haurl's 11. Thus Ulfilas is
armor has special capabilities, such as protecting its wearer
entangled and has taken 11 points of damage, but is not
from specific criticals. Such abilities are usually detailed in
unconscious.
words rather than numbers and can be readily applied to
Unbalancing criticals: Upon a U or K result, any game system.
when hit by a weapon that does unbalancing
Helmets: In LOR, combatants who wear helms have an
criticals, the target must roll the dice (2D6)
advantage over those who don't. Roll the dice (2D6)
and add his Agility bonus; if the result is equal
when a character wearing a helm receives a U result
to or higher than the total attack roll, the
on the Combat Table. If the roll is 8 or higher, the
target remains on his or her feet and may act
character receives damage equal to the attack roll, but
normally; if the result is lower than the total
remains conscious, unless the damage puts his or her
attack roll, the target is knocked to the ground
damage total higher than Endurance. Any bonus
and takes damage equal to one die roll.
from a magical helm should be added to the
Slashing criticals: Upon a U or K result, when determining dice roll.
hit by a weapon that does slashing criticals, the
target must roll one die (ID6); the result is the SPELL CASTING ENHANCEMENT
number of points of damage the target Many items that enhance spell casting do so by granting
receives at the end of each round due to their user specific spells. To convert the spells of such
bleeding. items from MERP spells to LOR spells, use the procedure
Of Slaying creatures: Some weapons are described as outlined under Traps above. Two special types of spell
being Of Slaying Orcs or Of Slaying Dragons or Of enhancing items are presented below. Spell adders:
Slaying Trolls, etc. Whenever such a weapon is used Spell adders are normally described as +1 adders or +2
to attack the creature designated by this description, adders or +3 adders. Characters with an adder may cast
add +2 to the attack roll on the Combat Table. any one learned spell once a day for every +1
This bonus is cumulative with any bonus present possessed by the adder. (A +2 adder bestows 2 spells;
due to Holy virtues (see below). The maximum a +3 adder 3 spells.) The caster takes no damage for
result is 12. spells cast using an adder. The caster may not carry
more than one adder on his or her person.
Of Slaying items: Some weapons are described as being
Of Slaying swords or Of Slaying weapons or Of Spell multipliers: Spell multipliers are normally
Slaying armor or Of Slaying shields, etc. Such described as x2, x3, x4, etc. Characters with a
weapons perform this destruction under conditions multiplier may reduce the damage taken due to
such as "targeting an opponent's weapon" or "if casting a spell as follows: divide the damage taken by
opponent parries" or some other parameters which the multiplier value. (A character must always take at
are explicitly presented. Whenever such a weapon is least I point of damage when casting a spell.)
used to attack the item designated by its description, For example, Fire Bolt results normally in 6
the attacker should roll on the +6 column of the points of damage taken. Eun the Dunnish Bard has a
Combat Table. The GM should move the column x3 multiplier. When she casts a Fire Bolt, she takes
used to the right for every +1 OB/DB possessed by only 2 points of damage ( 6 / 3 = 2).
the target item. If the result of the roll is a U or a K,
the target item is destroyed immediately. Any
number results are ignored.
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Strange portents in the great Seeing-stone of the Minas Tirith 2nd. Edition. This new printing of Minas Tirith™, will feature
give promise that one of the lost Palantiri of the North has returned brand new, expanded and improved 2 ft. x 3 ft. full color city map
to the lands of Men. Can your adventurers find this legendary insert! A new lay-out with some new interior art will make this
treasure and bring it to King Elassar? Rogues of the wilds, 224 page perfect bound book full of all the information you need
blizzards out of the Forodwaith, and the greed in Men's hearts all to take your campaign to the famous Guarded City of Minas Tirith
conspire against you in this 144 page supplement for use with No other city in western Middle-earth offers greater hope for the
MERP™. Meet the challenges posed in this extended series of defense of the Free Peoples. This printing of Minas Tirth will also
adventures—a campaign that culminates in the successful recov- include stats for the Lord of Rings Adventure Game™.
ery of a Palantir. Palantir Quest is suitable for players moving up 2002 MERP™ 2nd Edition Accessory Pack™/Boxed
from the Lord of the Rings Adventure Game™ to MERP or for Summer '94 $15.00
those discovering fantasy role playing for the first time with This boxed play aid for use with Middle-earth Role Playing
MERP 2nd Edition rules. The quest is also suitable for the 2nd Edition rulesbook gives players everything they need for
experienced GM who wants exciting, detailed, linked scenarios deluxe set-up of their role playing events! An ideal accessory
that require no extra set-up work. Palantir Quest is also usable with for newcomers and veterans alike! Contents are: one 16 page
Rolemaster™, ICE's advanced FRPG. All the NPCs and sites B&W book of displays & floorplans for adventure material in
involved are fully described, and the course of the adventure is the MERP™ 2nd Edition rulesbook, one 32 page B&W book
completely charted. with an additional introductory adventure, one new 16 page color
2008 Middle-earth Role Playing book of displays for use with the 32 page adventure, color
Poster Maps™ $15.00 cardboard characters (with some new characters added) & stands,
dice and plastic hex sheet overlays. Bring your MERP
Finally, ICE's original map of Middle-earth is available again in
campaign to life (Note: some of these materials were
poster format! This 2' x 3' poster map includes the wild lands—
previously published a contents of ST#8100, MERP Boxed
north, south, and east—and does not have a grid overlay. This map
Set). This is not a complet game—MERP rules required.
will also be on heavier paper than the gridded map included in
ICE's Middle-earth Campaign Guide (ST#2003). Also included in
this finely packaged tubed set is ICE's second major map, North-
western Middle-earth, that first appeared in the second guidebook
and is currently available in ICE's Northwestern Middle-earth
Gazetteer (ST#4002). This map focuses on the most well known
areas of Middle-earth where the action really is—from Arnor to
Mordor and from Angmar to Gondor—this map presents a more
close up view of the settings for many of ICE's campaign supple-
ments than the original Middle-earth map. The Northwestern
Middle-earth map is 22" x 34" and will also be on heavier paper
without a grid overlay. These two acclaimed maps in poster
format—NO CREASES!—are sure to be a must for any Middle-
earth gamer or enthusiast.