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.
- Level: 50-60
- Factions: Iron Garrison Guards and Iron Garrison Miners
- Introduced: Mines of Moria Expansion, February 2009.
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.
Settlements, Areas and Landmarks of Durin's Way Settlements: The Chamber of the Crossroads • The Door to the Clouds • The Tharâkh Bazân camp • Jazârgund • The Fanged Pit camp Areas: The Fanged Pit Landmarks: Buzun-ghâr • Dâr-rukh • The Door to the Clouds • Durin's Crossing • Fehem-dûm • Ghâr-khafush • The Glass-hall • Gloku-ru • Gríshurbhrum • Hadâd-dûm • Hadudbâb • The Hall of the High Stair • Jundulbâb • Jundul-dûm • Khulturg • Manarbul • Mekeb-faham • Mekeb-farak • Mokûrzmûl • Mudmulzarâk • The Mustering Hall • Ninknakh Faltor • The Peaceful Path • Salab Nurjundul • Skoiruzg • Sulnul-dûm • Tharâkh Bazân • Tith-maudhûl • Uflûmp-mur • Zabâd-dûm • Zarârgharâf • Zigilnâb • Zurr-thurkh
Settlements and Landmarks of the Flaming Deeps Settlements: Anazârmekhem Landmarks: Ânghumu-ru • Bhraf-ru • The Burning Stair • The Crossroads of Ash • Durin's Court • Fil Gashan • The Forges of Khazad-dûm • Gate of the Seven Fathers • Hadâd-mezer • Halls of Crafting • Hudnul-meden • Hurmulkezer • Tanunshush • Umukh-ghâr
Settlements, Areas and Landmarks of The Foundations of Stone Settlements: The Shadowed Refuge Areas: The Shadowed Cave Landmarks: Dalgum-ru • Dark Delvings • The Endless Stair • Dâr Narbugud • Gwathrendath • Skûmfil • The Bridge-shard • Tunzelgund • Zabad-fakâk
Settlements, Areas and Landmarks of Nud-melek Settlements: None Areas: Second Hall Landmarks: Balin's Camp • The Bridge of Khazad-dûm • The Deep Crossroad • The First Hall • Khadar-zarâm • Khurjezer • Sigin-tharâkh • The Sixteenth Hall • Sudulthurkh • Zabadgathol
Settlements, Areas and Landmarks of The Redhorn Lodes Settlements: Auti's Camp • Gharâf-fehem • Knakk's Camp • The Orc-watch Areas: Grodbog Hive • Stazgnâkh Landmarks: Ashpar's Command • Budkhul-beken • The Burning Altar • The Chittering Hole • Claw Hollow • Fulz-zahar • The Gate of Ruin • Gharâf-fehem • The Grand Stair • The Great Hive • The Heart of Fire • Malmezel • Menem-mezel • Nud-heden • The Ore-house • The Tailing Pit • Tumun-ghâr • The Way of Smiths
Settlements and Landmarks of The Silvertine Lodes Settlements: The Deep Descent Landmarks: Forgotten Treasury • Gamil Filik • The Heart of Fire • Menem-berej • Menem-munz • The Old Silvertine City • The Stone Council • The Way of Smiths
Settlements and Landmarks of The Water-works Settlements: The Rotting Cellar • Hulwul-nefekh Landmarks: The Chamber of Dark Waters • The Chamber of Memory • The Chamber of the Pool • Chamber of Wheels • The Deep Way • The Drowned Deep • Durin's Beard • Filikul • Gabil-munz • The Great Wheel • Harâzgund • The Lost Palace • The Lost Treasury • Nalâ-dûm • Narag-kheleb • The Vile Maw
Settlements and Landmarks of Zirakzigil Settlements: None Landmarks: The Broken Cleft • Durin's Bane • The Mirror-halls of Lumul-nar • Mukhful Thurkh • The Peaceful Path • The Searchers' Eyrie
- A summary guide to Moria Deeds can be found in the wiki category Moria Deeds.
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.
|Durin's Way :|
|The Flaming Deeps :|
|Foundations of Stone :|
|Great Delving :|
|Redhorn Lodes :|
|Silvertine Lodes :|
|The Water-works :|
- See also Category:Moria Deeds.
- See also Crafting Instances - For some Info about the Moria Crafting Instances.
|Areas of Moria|
|Durin's Way • The Flaming Deeps • The Foundations of Stone • The Great Delving • Nud-melek • The Redhorn Lodes • The Silvertine Lodes • The Water-works • Zelem-melek • Zirak-zigil|
|Regions of Rhovanion|
|East Rohan (Wildermore) • The Great River • Lothlórien • Mirkwood • Moria • West 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. MoL
- 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.