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Moria (Sindarin for "Black Chasm") was the name given by the Eldar to an enormous underground complex in north-western Middle-earth, comprising a vast network of tunnels, chambers, mines and huge halls or 'mansions', that ran under and ultimately through the Misty Mountains. There, for many thousands of years, lived the Dwarf clan known as the Longbeards. The city and one-time centre of dwarven industry was also called Hadhodrond by the Sindar, Casarrondo by the Noldor and Phurunargian in the Common Speech, all meaning the Dwarrowdelf. For over a thousand years of the Third Age it was widely known as Moria, "Black Chasm" or "Black Pit", from Sindarin mor="black" and iâ="void, abyss, pit". It is located in Rhovanion, adjacent to Eregion and Lothlórien.


Durin's Bane-1.jpg

The Dwarrowdelf was founded by Durin 'the Deathless' in the far distant past, long before the creation of the Sun and Moon. Durin had awoken at Mount Gundabad not long after the Elves first awoke, and as eldest amongst the Fathers of the Dwarves was acknowledged as preeminent amongst them, a status subsequently inherited by his descendants, the kings of the Longbeards.

From Gundabad, Durin's growing clan spread southward down the vales of the Anduin, all the while under attack from the orcs of Morgoth. According to legend, Durin ultimately found "a glen of shadows between two great arms of the mountains, above which three white peaks were shining". Within this heavily wooded valley, a long series of short water falls led down to a long, oval lake, which appeared to have a magical quality: "There, like jewels sunk in the deep shone glinting stars, though sunlight was in the sky above". Perceiving these stars as a crown glittering above his head, Durin took this as an auspicious sign, and named the lake Kheled-zâram, the Mirrormere.

The three peaks overshadowing the lake he named Barazinbar 'the Redhorn', Zirakzigil 'the Silvertine' and Bundushathûr, 'Cloudyhead'. The icy cold springs feeding it he called 'Kibil-Nâla', of unknown meaning, although to the valley itself he gave the name 'Azanulbizar', The Dimrill Dale. Durin chose the caves above Kheled-zâram as the earliest beginnings of his stronghold: Khazad-dûm, 'the Dwarrowdelf'.

All of these places became revered amongst Durin's people in later days. His descendants erected a rune-carved stone monolith at the site whereupon he had first looked into the Mirrormere, and although it had become indecipherably weatherworn by the end of the Third Age — broken, cracked and faded — the influence of Durin I, the founding king of Khazad-dûm, was never forgotten. Khazad-dûm waxed continuously in size and population in Durin's long lifetime, until it became the "greatest of all the mansions of the Dwarves", even before the return of the Noldor to Middle-earth. By that time, Khazad-dûm was already "a name and a rumour from the words of the Dwarves of the Blue Mountains" to all the Eldar of Beleriand.

After his death, the reputation of Durin's realm continued to grow, not merely due to his spiritual ascendancy over the other Fathers of the Dwarves as the eldest amongst them, or the Dwarrowdelf's growing size, but to its great wealth, which was founded upon the uniquely precious metal mithril, which was universally prized yet found nowhere else in Middle-earth.


Durin's Way

Settlements, Areas and Landmarks of Durin's Way
Settlements: The Chamber of the CrossroadsThe Door to the CloudsThe Tharâkh Bazân campJazârgundThe Fanged Pit camp
Areas: The Fanged Pit
Landmarks: Buzun-ghârDâr-rukhThe Door to the CloudsDurin's CrossingFehem-dûmGhâr-khafushThe Glass-hallGloku-ruGríshurbhrumHadâd-dûmHadudbâbThe Hall of the High StairJundulbâbJundul-dûmKhulturgManarbulMekeb-fahamMekeb-farakMokûrzmûlMudmulzarâkThe Mustering HallNinknakh FaltorThe Peaceful PathSalab NurjundulSkoiruzgSulnul-dûmTharâkh BazânTith-maudhûlUflûmp-murZabâd-dûmZarârgharâfZigilnâbZurr-thurkh

The Great Delving

Settlements and Landmarks of The Great Delving
Settlements: The Dolven-viewDurin's ThresholdLamâb-dûm
Landmarks: The Chamber of Deep ThoughtThe Chamber of KnowledgeThe Chamber of WisdomThe Cooling ChamberThe Deep WayDurin's Threshold: North WingDurin's Threshold: South WingThe Dwarf-lords' GateGazatmurKatûb-zaharThe Palace of NáinShemeldurjSnaga-maudhûlThe Stone CouncilThe Vault of Durin

The Flaming Deeps

Settlements and Landmarks of the Flaming Deeps
Settlements: Anazârmekhem
Landmarks: Ânghumu-ruBhraf-ruThe Burning StairThe Crossroads of AshDurin's CourtFil GashanThe Forges of Khazad-dûmGate of the Seven FathersHadâd-mezerHalls of CraftingHudnul-medenHurmulkezerTanunshushUmukh-ghâr

The Foundations of Stone

Settlements, Areas and Landmarks of The Foundations of Stone
Settlements: The Shadowed Refuge
Areas: The Shadowed Cave
Landmarks: Dalgum-ruDark DelvingsThe Endless StairDâr NarbugudGwathrendathSkûmfilThe Bridge-shardTunzelgundZabad-fakâk


Settlements, Areas and Landmarks of Nud-melek
Settlements: None
Areas: Second Hall
Landmarks: Balin's CampThe Bridge of Khazad-dûmThe Deep CrossroadThe First HallKhadar-zarâmKhurjezerSigin-tharâkhThe Sixteenth HallSudulthurkhZabadgathol

The Redhorn Lodes

Settlements, Areas and Landmarks of The Redhorn Lodes
Settlements: Auti's CampGharâf-fehemKnakk's CampThe Orc-watch
Areas: Grodbog HiveStazgnâkh
Landmarks: Ashpar's CommandBudkhul-bekenThe Burning AltarThe Chittering HoleClaw HollowFulz-zaharThe Gate of RuinGharâf-fehemThe Grand StairThe Great HiveThe Heart of FireMalmezelMenem-mezelNud-hedenThe Ore-houseThe Tailing PitTumun-ghârThe Way of Smiths‎

The Silvertine Lodes

Settlements and Landmarks of The Silvertine Lodes
Settlements: The Deep Descent
Landmarks: Forgotten TreasuryGamil FilikThe Heart of FireMenem-berejMenem-munzThe Old Silvertine CityThe Stone CouncilThe Way of Smiths

The Waterworks

Settlements and Landmarks of The Water-works
Settlements: The Rotting CellarHulwul-nefekh
Landmarks: The Chamber of Dark WatersThe Chamber of MemoryThe Chamber of the PoolChamber of WheelsThe Deep WayThe Drowned DeepDurin's BeardFilikulGabil-munzThe Great WheelHarâzgundThe Lost PalaceThe Lost TreasuryNalâ-dûmNarag-khelebThe Vile Maw


Settlements and Landmarks of Zelem-melek
Settlements: Twenty-first Hall
Landmarks: Auctioneer's BunkerBaiúrz-murThe Broad WaysBudkhul-tharâkhBult-kârThe Chamber of LeadershipChamber of MazarbulCrafting BunkerGabil-hulGabil-mamachGazatu-ruThe Great Hall of DurinHall of Flowing WaterKhufdul-tharâkhThe Lonely SpanMezer-serejMudmul-charâfSejer-tharâkhSkrithûrz-ulímaThe Twenty-first Hall: East ArchThe Twenty-first Hall: North ArchThe Twenty-first Hall: South ArchThe Twenty-first Hall: West ArchUzbad-bakânVault-keeper's BunkerThe Wide Halls


Settlements and Landmarks of Zirakzigil
Settlements: None
Landmarks: The Broken CleftDurin's BaneThe Mirror-halls of Lumul-narMukhful ThurkhThe Peaceful PathThe Searchers' Eyrie

Moria Deeds

  • A summary guide to Moria Deeds can be found in the wiki category Moria Deeds.

Connected to

Named Creatures Flake Collectors List

Each of these creatures is the rare, signature, tougher, named version and all have a high change to drop a rare shard used in crafting.


Map of Moria

Related Topics

Areas of Moria
Durin's WayThe Flaming DeepsThe Foundations of StoneThe Great DelvingNud-melekThe Redhorn LodesThe Silvertine LodesThe Water-worksZelem-melekZirak-zigil
Regions of Rhovanion
East Rohan (Wildermore) • The Great RiverLothlórienMirkwoodMoriaWest Rohan (Entwood) • Vales of Anduin


  • Snowlock: Berephon once said that the dwarven expedition to Moria in LOTRO was a temporary endeavor that would one day be resolved... Still true?
A post by MadeOfLions on 15 January 2015 explains:
I don't think you should expect the Iron Garrison to get wiped out, if that's what you mean. Rather, I'd say that the excursion into Moria is a pretty tenuous one, and they can't rightly be said to have reclaimed it yet -- and won't for many, many years. They'll have successes and they'll have failures, but I wouldn't expect a version of Moria free of dwarves.
  • Snowlock: Bummer. Understandable, but I always wanted to see how Berephon was going to pull off that trick. Iirc, and maybe I don't, but I seem to remember him being fairly specific, that the expedition would fail and it was a story they'd tell.
I'm of two minds about this subject.
Here's the first: 'in the Professor's Middle-earth, of course the Iron Garrison didn't exist. Moria remained closed-off after the passage of the Fellowship, and the dwarves didn't try to go back until well after the War of the Ring.' In this world, if we *do* allow players into Moria with the Iron Garrison, it only makes sense for the dwarves to fail utterly, because that's how we restore the status quo. This story is likely quite depressing, but it does let us hit the Undo button on sending players into Moria. This is the Strict Constructionist approach.
Here's the second: 'A Middle-earth game that doesn't let you into Moria is leaving out not just one of the most iconic locations in all of literature, but also one of the most crucial parts of the narrative. Of course we need to find a way to allow players to experience it.' The creation of the Iron Garrison allows us a fairly reasonable way to see inside Moria without stepping all over the Fellowship on their way through. Since dwarves will eventually reclaim Moria, it makes a certain amount of sense to say that the Iron Garrison will serve as the baby-steps foundation of this effort. This is the Loose Constructionist approach.
As you might expect, our team was divided on which approach was best, which I think is healthy -- it means we really had to debate the finer points of each in order to come up with a solution. Nothing goes into the game without thought.