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Other Minds Content

Magazine Main Features


Issue 4 2 Editorial – Baruk Khazâd – Khazâd ai-mênu
July 2008 3 Whither MERPCon
Publisher Hawke Robinson
Other Minds Volunteers 6 The Problem of Dwarven Women
Neville Percy
Editors Assistant Editors 11 A Brief History of the Dwarven Mansions
Hawke Robinson Chris Seeman Thomas Morwinsky
Thomas Morwinsky Chris Wade 22 A Dwarven Runic Cryptogram
Neville Percy
Proofreaders Art Director 24 Swept Off By Your Feet...
Hawke Robinson Hawke Robinson Thomas Morwinsky
Oliver Schick 25 Outer Names for the Western Dwarves
Production Staff Neville Percy
Thomas Morwinsky 28 The Giant Armoured Moldewarp
Hawke Robinson Neville Percy
30 The Sword of Aulë
Tom Davie

Other Features
OTHER MINDS, ISSUE #5 33 Fine print
34 Creative Commons license
will have no specific theme.
37 Appendix:
You may submit any topic. Maps for “A Brief History of Dwarven
Mansions”
submission deadline is:
October 1st 2008

Unless otherwise noted, every contribution in this magazine is published under the
CreativeCommons Attribution-NonCommercial-ShareAlike license (b n a))
The exact license of a given contribution can be found at the beginning of each contribution.
OTHER MINDS MAGAZINE —————————————————————————————————

Editorial: Baruk Khazâd –


Khazâd ai-mênu
Finally the Dwarves have come upon you in sions. In broad strokes it depicts their develop- as an adventure idea with no specific plot
Other Minds as well. Fortunately for you this ment throughout the ages. Its survey-like na- makes it very easy to use and/or adapt to your
time not in war-gear and with sharp axes ready ture leaves ample room for further details de- own needs.
to chop off heads, but in civilized essays, maps, veloped by “Other Minds” to build upon. Now, beside all the content-related topics,
adventures and the like. This issue of Other Neville Percy’s prolific output on all things we thought that a little survey of Middle-
Minds is dedicated to an often under-repre- Middle-earth is astounding. He seems to be a earth-gaming related websites available out
sented theme in role-playing – the proud real fan of the Naugrim – looking at the num- there are on the net might be helpful. Of
“Children of Aulë“ and adopted children of Ilú- ber of contributions of any kind he has to of- course we are aware that there can be no com-
vatar. fer! Beside the above-mentioned treatise on plete or even representative answer to that (es-
Since the great events reported in The Sil- the Dwarven women he serves us with not pecially due to the rapidly changing nature of
marillion and The Lord of the Rings are centered two but really three short and very “gameable” the Internet). Do note however, that we will
upon the deeds and histories of Elves and Men, contributions on top of the first. The first of copy this list in coming weeks to the Other
Dwarves play only a minor rôle there. The the three portrays a Dwarvish rune-cryp- Minds website in the “links” section, and that all
only exception in Tolkien’s works where togram that may be encountered in any size- registered users (it's free, private, and safe) can
Dwarves play a central rôle is The Hobbit. Un- able Dwarf-hold. It might be an interesting contribute links as well. In the past weeks and
fortunately, this is often seen as “only a chil- hint for an adventure. Then he provides us months there have been some new sites – in
dren’s book” and consequently the Dwarves with a very useful list of names for the western addition to the established ones – that definite-
are marginalized with it too. Dwarves (both male and female) that might be ly deserve attention. Enjoy our findings and do
This lack of focus is unfortunately augment- used in your campaign. The final icing on the not hesitate to send us any new pearls you have
ed by a lack of first-hand writings about the cake is his description of a subterranean mon- stumbled upon!
Naugrim. The Lord of the Rings (mainly the ap- ster, the Giant Moldewarp, that could be a real Oh yes - you will encounter several text
pendices),The Hobbit,The Silmarillion and the challenge to any Dwarven mining in great boxes whose content is unrelated to the con-
History of Middle-earth series all offer some deeps. tribution it is placed within. These are several
guidance, but compared to the wealth of infor- Tom Davies' contribution is a true gaming tidbits of knowledge about Tolkien's Dwarves,
mation provided about Elves, Men and Hob- piece that deals with a legendary item made in that is interesting, but not big enough for a
bits, the passages that deal with the Dwarves the distant past for the Dwarves and which separate essay. Neville Percy, our prolific
are quite limited in number and extent. may be introduced in a campaign. Its structure "Dwarven" writer found them and according-
Nonetheless, this is our chance to stand up ly the credits go to him.
and develop our own interpretations. Whether In addition to our own "categorization" lo-
closely based on Tolkien's – few – notes or gos (core, optional and house), we introduce
more orientated towards liberal interpreta- the logos of the specific games a contribution
tions, we have the chance to further develop has statistics for. These logos remain the sole
the original material by Tolkien and the various copyright of the respective companies of
RPG publications into something solid that course.
gives the Naugrim what they deserve: a firm
and broad base to stand upon for further de- Thomas Morwinsky
velopments! July 2008
So far, so good. But what do we have for you
this time? Again, a wide mix of contributions
that sheds light on many aspects of the Nau-
grim. First there is Neville Percy’s fine analysis
about the Dwarven women. Its well-balanced
mix of scholarly research and “gameable” ex-
trapolations makes it an excellent piece of in-
formation for the scholarly-minded as well as
the gamer.
Second comes a contribution by myself that
deals with the history of the Dwarven man-

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Whither MERPCon
Hail and well met! MerpCon V. That is the kind of “problem” that
Thank you Thomas for the great summary would be good to have.
editorial, and all your hard work in getting ev-
eryone to follow through with their submis-
sions. As always your efforts are invaluable to
keeping this magazine rolling!
This issue has a strong tie-in with this year's
MerpCon IV, especially the theme of Dwarves
(as Thomas has already greatly detailed).
I thought I would quickly post some other
information about MerpCon that is only 9 days Prof Chris Seeman (and son) speaking at MerpCon III (2007)
away, as I write this editorial, and some other
topics. Many of these points I will be covering
Virtual Attendance Dr.Thomas Morwinsky post-Q&A session at MerpCon III (2007)
in more detail in my opening speech at the
event, but thought I would at least get a sum- For those who can not make it to this year's
mary into this issue before it's final editing and Total Attendees
being sent off to the presses. Forgive me if this
All 3 “Physical”
article is a little rambling and tangential, time Convention Year days Peak “Virtual” Guest Speakers
is short for getting both the magazine, and
MerpCon I 2005 7 13 0 1 – Prof. Chris Seeman
MerpCon ready in time.
MerpCon II 2006 5 7 0 1 – Michael Martinez
MerpCon III 2007 12 15 8 1 – Dr. Thomas Morwinsky
MerpCon History, Status and Future 2 – Prof Chris Seeman
3 – Michael Martinez
MerpCon ( http://www.merpcon.org ) 4 – Joe Mandala
has been held in Spokane, WA, USA on the last 5 – Cason Snow
weekend of July each year. It has to date been a MerpCon IV 2008 12-15 15-24 ? 1 – John D. Rateliff
completely free, volunteer-run gathering of 2 – Michael Martinez
Tolkien scholars, enthusiasts and role-playing
gamers from around the world. Though it is MerpCon, we will be doing as we did last year. MerpCon IV Guest Speakers
still a small event, it is incrementally growing There will be live streaming audio and video This year we have two guest speakers at
as word spreads and people begin to arrange of the event, with a live interactive chatroom MerpCon. We welcome the return of the pro-
their summer schedules around attempting to where “virtual attendees” can post questions to lific Tolkien essayist Michael Martinez, as well
attend. MerpCon IV is looking to trump Mer- the guest speakers and the speakers can re- as the debut at MerpCon of John D. Rateliff,
pCon III in attendance (yay!). So far we have spond in real time during the Q&A sessions. author of the The History of the Hobbit release
around 15 people firmly RSVP'd, with another For those in time zones that make even this just last year. Below are some short biogra-
dozen probables/possibles. Attendance will be virtual live attendance problematic (there are phies of each.
anywhere from 12 to 25 people this year. See many), we will make the audio and video
the table above for a summary of attendance archives available on the MerpCon website ( John D. Rateliff
for previous years. http://www.merpcon.org ) shortly after the
event is over. I will even be trying an experi-
It is great that the attendance numbers are ment with “stream ripping” to try to make the
growing. The original plan was that I would audio portion available almost immediately for
keep covering the costs and efforts for making download (albeit unedited), so that those who
this gathering happen annually, completely out maybe just miss the session by a few minutes
of my own pocket for at least 5 years. If it did or hours, will not have to wait days (or weeks
not grow by the end of that five years, then I or months) to listen to the guest speakers.
would discontinue the effort. It looks promis-
ing that I will be able to continue this annually There will be at least 2 web cams running
and indefinitely. Down the road we will proba- during the entire event, giving an overview of
bly have to start charging for the event to just the event. This year's location is a bit more
cover costs (and register it as a non-profit), “cozy” than last year, but just large enough to
but for now I am happy to keep covering the make it work.
costs and helping make it as accessible to ev- If the growth pattern continues, I will defi-
eryone for as long as possible. nitely have to look into a larger venue for John D. Rateliff, Ph.D.
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OTHER MINDS MAGAZINE —————————————————————————————————
John D. Rateliff discovered gaming in Febru- his research into Tolkien's chief literary cre- RPG Research Project
ary 1980 and the work of J. R. R. Tolkien in ation, this versatile author has garnered re- Many thanks to CAR-PGa (Committee for
September 1973. This gaming interest led him spect and acknowledgement in more than one the Advancement or Role-Playing Games) for
to work at TSR, Wizards of the Coast, and field.” (From Mr. Martinez’s website at last year sending Cason Snow as a guest speak-
Hasbro, as well as freelancing for companies www.michael-martinez.com). er encouraging RPGers to get RPG content
like Decipher, Green Ronin, White Wolf, Michael Martinez is the author of: accepted at local libraries. This year, unfortu-
Guardians of Order, and Chaosium. Among nately we were unable to get a representative
the projects he's edited are The Complete ➢ Visualizing Middle-earth
from this group, but it is already planned that
Book of Gnomes & Halflings, Night Below, ➢ Parma Endorion: Essays on Middle-earth the founder fo this organization will be attend-
Return to the Tomb of Horrors, and the third ing next year.
edition Player's Handbook and Dungeon Mas- ➢ Understanding Middle-earth, published by
ter's Guide (which established the core d20 Vivisphere in 2003. Something that has been mentioned in pass-
rules); he also contributed to Decipher's Lord Most of Michael's early professional career ing at previous MerpCons and in some articles
of the Rings core rulebook and the d20 Call of was devoted to the family of Business Basic in this magazine, is related to the slowly devel-
Cthulhu project, along with dozens of other ti- programming languages which were devel- oping RPG Research Project (
tles over the years. His favorite role-playing oped for mini-computers in the late 1960s and http://www.rpgresearch.com ).
games are Dungeons & Dragons (particularly early 1970s, and then ported to UNIX and PC The purpose of this project is twofold.
1st edition AD&D), Call of Cthulhu, and Pen- operating systems in the 1980s. A former em- 1. To develop a body of scientific work de-
dragon. In addition to being a longtime gamer, ployee of Basis International, one of the lead- tailing the causal ramifications of role-
John is also a Tolkien scholar, who has helped ing vendors of Business Basic, Michael has playing gaming.
organize several Tolkien conferences and sym- written numerous technical papers and arti-
posiums. He spent many hours working with cles on programming techniques and method- 2. To develop a clear therapeutic modality
the Tolkien manuscripts at Marquette, where ologies. He has worked as a consultant, IT using role-playing gaming.
he got his Ph.D. His major contribution to manager, programmer, and teacher for many This project is expected to span at least 10
Tolkien studies is probably his edition of the companies. years, and potentially longer. There have been
original manuscripts of The Hobbit, with ex- You can view a list of his works and contribu- approximately 70-80 correlative studies done
tensive commentary, in a two volume set pub- tions related to J.R.R. Tolkien and/or role- on the impact of role-playing gaming in vari-
lished last year by Harper-Collins: The History playing gaming in his setting at ous circumstances (see Other Minds Magazine
of The Hobbit (Vol. I: Mr. Baggins; Vol. II: Re- http://www.michael-martinez.com/articles- Issue 1 “The Battle Over Role-playing Gaming” for
turn to Bag-End). He is currently engaged in a and-essays.html " some examples), but very few causal studies,
piece on Tolkien's writer's block but having a perhaps around 3-4 very small scale, short
hard time finishing it . . . term, and very narrow population focu with
Demographics sometimes contradictory and inconclusive re-
We have a nice range of age demographics sults.
this year at MerpCon. Ranging from 8 years The hope of the RPG Research project is to
old to 16 at the “Youth Table” and from 17 to test many different variables across a longitu-
the 40's range at the other tables. And there dinal study with a diverse population and de-
are actually (gasp) some female participants at termine the causal effects of role playing gam-
each table as well, strangely rare (but wel- ing.
come) in role-playing gaming circles these
days. We don't appear to have anyone from This study will eventually hopefully span
outside of the USA attending this year as we more than 10 years, with over 1,000 test sub-
did last year (Thomas Morwinsky from Ger- jects (thus the need for significant
many), but attendees are from various parts of grant/foundation funding), with various con-
Volunteers creating Characters in preparation for MerpCon III the country, and we hope to have a number trol groups, across age demographics spanning
from other countries “attending virtually” via 10 years old on up, and be triple blind so as to
the web. Hopefully more will budget time and increase the acceptance of the veracity of the
resources to make the journey out here in data by the scientific community. Hopefully
Michael M. Martinez this project will build a body of work to
“Recognized around the coming years to keep this a truly international
event. counter the decades long negative press (part
world as one of the of the legacy of B.A.D.D. - Bothered About
leading authorities on Attendees range widely in profession and Dungeons & Dragons), with irrefutable scien-
the works of J.R.R. other demographics. This just illustrates the tific data (and hopefully the positive press to
Tolkien, Michael Mar- universality of both Tolkien and role-playing go with it).
tinez has shared his gaming. Which leads me to the next topic: The
knowledge and insights RPG Research Project. The early stages are already underway. I have
on Middle-earth with other fans in the online consulted with the heads of various doctors
world for many years. His books and essays and the heads of various psychology depart-
have been translated into Polish, Spanish, Ital- ments at universities in helping develop the
ian, Hungarian, Greek, Hebrew, Portuguese, thesis documents and taking the necessary
and Finnish. But though he is best known for preparations in submitting grant proposals.

4 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008
Some pre-core-project tasks are underway, • Eä RPG (currently Eä d20 is furthest ary 1st. We look forward with great excitement
one that was mentioned last year, and is get- along, but the Eä RPGS is progressing) and anticipation to everyone's future contribu-
ting closer to fruition, is a demographics sur- http://earpg.com/ tions.
vey of existing role playing gamers. Currently MerpCon III adventure modules will soon
more than 100 people have agreed to partici- be released in portions on the Númenor
pate, and hopefully these numbers will in- Artwork
Project website: http://www.numenorprojec-
crease as the functionality and promotion t.com . My apologies for all the delays in get- We desperately need more artwork. So
comes online. Expect to see updates in coming ting the previous modules tied to this zine please, if you have any artwork you think
issues of this magazine. The project will likely available as well. Hopefully by the time this is- would be relevant to any future issues of OM,
be using Tolkien-based RPGing as one of the sue is released the more complete versions please submit it as well, it really helps to have
testing mechanisms. will already be available for download. the community artwork to liven up the pages.
There are also some efforts at introducing On another note. There is currently a Many thanks to the vast array of people
role-playing gaming in ASL (American Sign project underway to put together an “online helping support all these efforts, it is the com-
Language) locally to include the Deaf and university” of sorts, focused on Tolkien schol- munity that is not only keeping alive the joy of
Hard of Hearing community in these efforts. I arship. Expect far more details in the next is- role-playing in J.R.R. Tolkien's universe, but
have been studying ASL for over two years sue, and watch the various Tolkien email lists actually helping it to grow.
now, and running a weekly study group to and website for announcements on this excit-
keep improving both the skills, and the con- ing development. The Future of MerpCon
nection with the approximately 900 members
of the Deaf community in the greater Spokane, Some possible ideas for next year's Merp-
WA and Couer d'Alene, ID area. Game Systems. Con V that we will be endeavoring to make
Last year we ran with 4 different Game happen.
Other details will be posted on the RPG Re-
search website. Masters using different systems for different Live music by a Tolkien-music related group.
sessions at two tables simultaneously (until the The list is long (see Chris Seeman's Tolkien
The overarching goal of all this, is of course final session when the two groups were Music list at http://tolkien-music.com/ ) of
to try to turn around the negative, or com- merged for the “finale”). These systems includ- possible candidates. Announcements will be
pletely blank response, that people have on the ed ICE MERP 2nd Edition, Rolemaster / made on the MerpCon website as we arrange
topic of role-playing gaming, and introduce a MERP hybrid, ICE HARP adapted to Middle- for who can actually attend.
whole new generation to the joys of this won- earth, D&D 3.5 (Eä d20). No one actually
derfully rewarding, social, non-competitive Additionally, we hope that either (or both!)
wanted to use the Decipher Lord of the Rings the Ambarquenta or Hither-lands RPG devel-
recreational activity. Role Playing Game System even though we opers will be able to host a table here next
had prepared to use it. year.
Thanks and Other Notes For MerpCon IV, it is panning out that we We do not yet have any specific guest speak-
Many thanks to the Middle-earth Radio peo- will be running 3 simultaneous tables with 4 ers besides the representative from CARPGa
ple ( http://www.middle-earthradio.com ) different GMs (including John Rateliff) using lined up for next year, but are open to sugges-
for helping provide the audio streaming for the following systems: tions from anyone. We would love to have pre-
MerpCon IV. • Ea d20 (D&D 3.5 adapted to Middle- vious speakers attend again as well, so if you
Many thanks to the Kung Fu For Life people earth) have been, or would like to be a guest speaker,
for freely providing the facilities to run Merp- or know someone who you think would be in-
• Rolemaster (MERP-ified)
Con IV terested, please email us as soon as you can so
• Decipher LotR RPG we can make preparations. Keep in mind we
( http://www.spokanekungfu.com ).
can't afford to actually pay anyone to attend,
The Merp.com Chat Room is back up and but we can help alleviate some of the costs of
running according to an announcement just Contributions and Future of the
room, board, or in some instances even travel.
released this week. See the advertisement in a Magazine
Meanwhile, many thanks to everyone for
separate insert in this issue for more details. We would REALLY like to get some more supporting this magazine, MerpCon, and the
Though unable to attend this year, be sure to adventure submissions from everyone. Of many other community efforts out there en-
check out the ever developing Role playing course we want all kinds of content submis- couraging the development and enjoyment of
gaming systems focused on J.R.R. Tolkien's sions of any kind. Issue 5 of Other Minds Maga- Tolkien-based scholarship and role-playing
setting. Hopefully the creators, or their min- zine will not be themed, but will likely be a gaming.
ions, will be able to host a table with their sys- mix of responses to previous issues as well as
other content. So please do start sending in Namárië,
tem(s) next year. There are currently three
systems being actively developed: your submissions as soon as able. Even if it's Hawke Robinson
just a “pet idea”, let us know. Send an email to July 2008
• Ambarquenta (see advertisement in this submissions@omzine.org with your ideas
magazine issue) and/or drafts.
http://www.ambarquenta.com/
• Hither-lands
This magazine is now officially on a quarter-
http://www.hither-lands.com/ ly release cycle, so we expect the next issues
to be available on October 1st and then Febru-

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OTHER MINDS MAGAZINE —————————————————————————————————

The Problem of Dwarf-women


by Neville Percy © 2008 Origins telling of “the dwarves” as a people. The only
per the terms of the CC license: b n a 1 The historical and mythological tradition in individuals to receive significant attention are
which Tolkien’s inspiration takes root has the petty-dwarves, Mîm and his two sons.
dwarfs (the rare OE dweorgas; the more com- These three are the last survivors of a commu-
mon ON dvergar) as wizened bearded figures nity of ‘fallen’ dwarves, exiled from the true
associated with mining the wealth of the earth dwarf-holds, and finally set to die out when
and with crafting wondrous artefacts. The lack there were no dwarf-women left amongst
of female dwarfs may have been because these them.
professions were seen as typically male, or just Nor are dwarf-women mentioned any-
“It’s the beards” ...? because the whole tradition of the early where in The Hobbit. Thorin and the twelve
mediæval period was so male-dominated. relatives, advisors and supporters who follow
GIMLI: It’s true you don't see many dwarf wom- Whatever the reason, when Tolkien included him upon the Quest of Erebor receive close at-
en. And in fact, they are so alike in voice and ap- the dwarves in his own mythology, he too was tention but the female component of the ge-
pearance, that they are often mistaken for dwarf ‘blind on his distaff side’: his dwarves were nealogies linking them are not mentioned be-
men. yond the reference to Fili and Kili being
bearded and for decades exclusively male.
ARAGORN: [whispering] It’s the beards. Thorin’s “sister-sons”.
The dwarves of Tolkien’s legendarium are
GIMLI: And this in turn has given rise to the not beings of the spirit-world or creatures Dwarf-women are still not mentioned
belief that there are no dwarf women, and that born from and returning to the element of when Glóin returns in The Lord of the Rings,
dwarves just spring out of holes in the ground! stone. The dwarves were made by Aulë as in- accompanied by his son Gimli (mother un-
– Peter Jackson's cinematic interpretation of spired by his glimpses of the elves and men in mentioned), nor at any point in Gimli’s con-
The Two Towers. the Vision of Eru, and his making of them was versations with the others of the Fellowship.
ratified by Ilúvatar, who added the spark of Tolkien finally acknowledges the matter of
soul and free will. Like elves and men, dwarf-women only in the Appendix to LOTR
This light-hearted interlude is used by the film- dwarves reproduce by the physical union of bi- that discusses the dwarves as a race. At this
makers of The Two Towers to touch for just a few ological male and female , but the male bias is point it is apparent (if it had not already been
seconds on the knotty problem of what female there right from the tale of their creation in so since the tale of Mîm) that he was well
dwarves are like. If this is more than Tolkien ever of- The Silmarillion: it mentions only “the Seven aware of the significant omission of any refer-
fered us in the main text of LOTR, that is at least in Fathers of the Dwarves”! ence to dwarf-women. It was this passage in
part because he actually failed to establish to his
own satisfaction what they were like and why they Dwarf-women are not mentioned at all in Appendix A that was paraphrased by the film-
seem to be unknown to members of any other race. The Silmarillion, which mostly depicts warfare makers:
We have no definitive statement on the matter. But and history in broad strokes, It was said by Gimli that there are
gamers, if they ever want their stories to take them mentioning a few espe- few dwarf-women, probably no more
into the further deeps of a dwarf-hold, must decide cially notewor- than a third of the whole people.
whether dwarf-women are bearded or smooth-faced, thy indi- They seldom walk abroad except at
the equals of dwarf-men engaging in the same pur- vidu- als by great need. They are in voice and
suits or so cherished and protected as to be kept as name appearance, and in garb if they must
virtual prisoners in their own halls, all but unmen- but oth- go on a journey, so like to the dwarf-
tioned in dwarven history. erwise men that the eyes and ears of other
peoples cannot tell them apart. This
has given rise to the foolish opinion
among Men that there are no dwarf-
women, and that the Dwarves ‘grow
out of stone’.
– ‘Durin’s Folk’, LotR Appendix
A III, p. 1053
The more definite “It’s the beards”
comment given to the mischievous film-
Aragorn is not present in Tolkien’s ap-
pendix. The “in voice and appearance …
so like to the dwarf-men that … other
peoples cannot tell them apart,” that we
do have what would seem to imply that

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• ICE’s MERP had dwarf-men taller and heftier than dwarf-women, and suggested that the hoods of the dwarves’ travelling garb included flaps or a mask to
draw across the face, with the implication that no one could then tell whether a small dwarf was a bearded male or beardless female; Liz Danforth’s illustra-
tion of Dís presented her wearing something like a highwayman’s kerchief across her lower face.
• Decipher’s LOTR RPG said “their men grow thick, luxuriant beards in which they take great pride,” (emphasis mine) implying that their women did not,
without making a statement on the matter one way or the other.
• Most generic fantasy books, games, miniatures and illustrations depict female dwarves without beards.
• Turbine took the radical approach of having male and female dwarves indistinguishable, to the extent that the game of Lord of the Rings Online does not as-
sign dwarves a gender at all.

the appearance of dwarf-women includes of the Dwarves. Any gamer wishing to engage
beards no different from those of their men- closely with Dwarven characters or culture is
But it is said that to each Dwarf
folk. The implication is that half the reason no Ilúvatar added a mate of female kind, likely to need to make a decision in such mat-
one’s ever seen a female dwarf is that they’ve yet because he would not amend the ters.
simply never realised it even when they did see work of Aulë, and Aulë had yet made The influence of Peter Jackson’s film and
one. only things of male form, therefore the assumption in the majority of Tolkien’s
But bearded ladies have always been the the women of the Dwarves resemble own notes, despite his reservations about pub-
object of ridicule and prurient spectacle, and it their men more than all other [? lishing them, suggest that most people will
is understandable that people should be reluc- speaking] (sic) races. favour the interpretation that dwarf-women of
tant to put anything close to that idea at the – ‘Concerning the Dwarves’ Middle-earth are bearded.
centre of a role-playing game. Game compa- (1951), HoMe 11, p 211
nies’ interpretations have differed. Far from having the Seven Fathers of the The Role of Women in Dwarvish Society
But the published version of The Lord of the Dwarves be joined by corresponding Mothers
Rings, which is all the game companies were of the race, the Fathers are each given “a mate Dís was the daughter of Thráin II.
allowed to use under the copyright license, is of female kind” – even the phrase itself is She is the only dwarf-woman named
not the only record of Tolkien’s thoughts on in these histories.
painfully circumspect. Three of the five draft
– Durin’s Folk, Appendix A III,
the matter. Christopher Tolkien presents andd notes have the dwarf-women made by Aulë
analyses more of his father’s original notes in p. 1053
and only the one quoted attributes them to
‘The Later Quenta Silmarillion’ in TheWar of Ilúvatar, although one of those does say he If Tolkien intended dwarf-women’s beards to
the Jewels and ‘The Making of Appendix A’ in made them at Ilúvatar’s bidding. All have the be a reason why no one outside the dwarven
The Peoples of Middle earth. males made first with the females as additions, race had knowingly seen a female Dwarf, he
§5 […] no Man nor Elf has and in all of them it was Aulë himself who did not make it the only explanation. The key
ever seen a beardless Dwarf […] For made all his first dwarves male. passage in Appendix A also says that they are
the Naugrim have beards from the If Aulë’s design of the Dwarven form, few in number, and that they do not willingly
beginning of their lives, male and beard and all, honoured by even Ilúvatar him- leave the safety of the fortified dwarf-holds. It
female alike; nor indeed can their self not wishing to amend it, then it becomes says that dwarf-women dress similarly to
womenkind be discerned by those of almost a matter of religious observance. Stat- dwarf-men only when they must go on a jour-
other race, be it in feature or in gait ues and sculptures of bearded dwarves might ney. Within the dwarf-hold, therefore, dwarf-
or in voice… be more than decorative, but actually be state- women presumably do dress differently from
– ‘Concerningg The Dwarves’ ments of reverence for the form chosen by dwarf-men, but are still not seen by guests or
(1951), HoMe 11 (1994) p 205 Aulë, Mahal the Maker. visitors.
The first draft of the key passage in Ap- The danger of using material in the HoMe An alternative statement in WotJ puts it:
pendix A mostly survived into the final version books as a source is that its unpublished status […] nor indeed can their
… except for the statements that points to Tolkien’s own reservations about it. womenkind be discerned […] in any
they are never forced to wed against The beard references do not appear in Ap- wise save this: that they go not to war,
their will (which ‘would of course be pendix A, and were probably kept out of it and seldom save at direct need issue
impossible’), and that they have quite deliberately. The final wise words on the from their deep bowers and halls.
beards. matter go to his son Christopher: – ‘Concerning the Dwarves’
– ‘The Making of Appendix A’, In the final text, as printed in The (1951), HoMe 11, p 205
HoMe 12 (1996) p. 285 Silmarillion, my father evidently It seems likely that Dwarf-holds have dis-
Tolkien also gave considerable thought to abandoned the question of the origin tinct ‘married quarters’ areas where the
of the female Dwarves, finding it Dwarf-women live and the Dwarf-children are
the origins of the dwarf-women. Christopher
intractable and the solutions raised, in the deeper reaches of the mountain
describes him in HoMe 11 as being “much ex- unsatisfactory.
ercised about the details of the making of the (where, incidentally, Khuzdûl may be spoken
– ‘Concerning the Dwarves’, freely and inner names used) rather than in the
first Dwarves”. He presents no fewer than five HoMe 11, p 212
tentative and roughly-written draft notes, the trading town areas in which guests are wel-
most informative being this: So Tolkien may not have found a satisfactory come (where every dwarf must go by an outer
solution, but he had the luxury of being able to name). Note that “Dís” is a female Norse
simply avoid discussing the domestic existence name following the Longbeards’ tradition of
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using outer names derived from the speech of … the halls of Khazad-dûm were It is then said that the Dwarves
the Northmen of the Second Age. Whilst Dís too deep and strong and filled with a marry late, seldom before they are 90
was forced to travel abroad in Middle-earth, people too numerous and valiant for or more,18 that they have few children
dwarf-women who did not leave their holds Sauron forto conquer from without. (so many as four being rare). They
might not have had outer names at all; if so, Thus its wealth remained long are devoted to their children, often
this would reinforce the tendency for them unravished, though its people began rather fiercely: that is, they may treat
not to be named in histories or genealogies. to dwindle. them with apparent harshness
Reading further in the passages quoted – Durin’s Folk, Appendix A III, (especially in the desire to ensure that
above, we learn: p. 1046 they grow up tough, hardy,
unyielding), but they defend them
It is because of the fewness of Their slow population growth is a factor with all their power, and resent
women among them that the kind of again in the late Third Age (preceding TH), injuries to them even more than to
the Dwarves increases slowly, and is when it was explicitly linked with the fewness themselves. […]
in peril when they have no secure of women amongst that contingent. Finally there is a note on the
dwellings. For Dwarves take only one … at last they made a home in absence of record concerning the
wife or husband each in their lives, exile in the east of the Ered Luin women of the Dwarves:They are
and are jealous, as in all matters of beyond the Lune. … but they seldom named in genealogies. They
their rights. The number of dwarf- prospered after a fashion, and their join their husbands’ families. But if a
men that marry is actually less than numbers slowly increased.2 son is seen 110 or so years younger
one-third. For not all the women 2
They had very few women-folk. Dís than his father, this usually indicates
take husbands: some desire none, some Thráin’s daughter was there. She was the an elder daughter. Thorin’s sister Dís
desire one that they cannot get, and mother of Fíli and Kíli, who were born in is named simply because of the
so will have no other. As for the men, the Ered Luin. Thorin had no wife. gallant death of her sons Fili and
very many also do not desire – Durin’s Folk, Appendix A III, Kili in defence of Thorin II.
18
marriage, being engrossed of their p. 1050 In the genealogical table all the ‘kings
crafts. of Durin’s Folk’ from Náin I to Thorin
– Durin’s Folk, Appendix A III, Oakenshield were born either 101 or 102
(in one case 100) years after their
p. 1053 It is said, also, that their fathers.
Whilst “very many” dwarf-men are too en- womenkind are few, and that save – The Making of Appendix A,
their kings and chieftains few HoMe 12 p. 285
grossed of their crafts to be interested in mar-
Dwarves ever wed; wherefore their
riage, Dwarf-women are not included in this race multiplied slowly, and now is
statement. So even unmarried Dwarf-women
still do not pursue the traditional Dwarven
dwindling. The Holy Dwarven Family
– ‘Concerning the Dwarves’
professions of mining, crafting etc. (1951), HoMe 11, p 205 Durin was indeed held by the
Despite how few mentions of dwarf-women Dwarves to be the Deathless that had
there are, the conclusive statements are still For the race to multiply at all, however returned; for they have many strange
mostly negative ones about what they did not long-lived its individuals might be, more than tales and beliefs concerning
just the kings and chieftains must marry! But themselves and their fate in the
do. The only conclusive positive statements
this statement still suggests a trend for pros- world.
are concerned with the importance of dwarf-
perous ‘upper class’ dwarves to be more likely – Durin’s Folk, Appendix A III,
women to the demographics of the race.
to marry and raise children than the crafting- p. 1046
The broad sweep of Tolkien’s alternate his- and working classes. This in turn suggests that
tory sees the Elves fade into Faerie and Hob- The Dwarves are unique amongst the Free
in dwarvish society a suitor has to pay a hefty
bits disappear, but the Dwarves’ holds fall and Peoples in having been made directly by the
bride-price (rather than fathers paying dowries
their numbers dwindle. He may have con- Vala Aulë. When the Seven Fathers of the
for their daughters), or that child-care and ap-
ceived this as far back as the tale of Mîm the Dwarves (and in fact the six mothers!) were
prenticeship fees are particularly expensive.
petty-dwarf. In the Appendices to The Lord of accepted as ‘adopted Children of Eru’ and each
the Rings he certainly projected the start of the But the fact that Dwarven populations given the divine spark of a soul with its own
Dwarves’ dwindling back into the latter half of grow only slowly at best and are often prone free will, this was only a last addition to the
the Second Age: to dwindling does not mean that they are ob- work of Aulë. Even before they received these
sessed with breeding and treat their wom- souls like those of the other Free Peoples, they
enkind like brood mares. On the contrary, were animated by a portion of the soul of Aulë
they seem to have this problem precisely be- himself.
cause child-rearing is not a high priority for
Also unlike any of the other Free Peoples
them. We have already seen that the males are
they were directly taught by Aulë before they
often too busy crafting, that widows do not re-
were placed in Middle-earth. He designed
marry and that not all Dwarf-women marry at
their form, making them fittingly tough to re-
all. Further to that, when they do marry they
sist the forces of Morgoth, then dominant in
do so relatively late in life and have relatively
the world, and gave them the language,
small families despite the long years of vigour
Khuzdûl, which they have maintained un-
they still have.
changed ever since as an article of religious de-

8 ——————————————————————————————————————————
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votion. What further wisdom he gave them, The crucial statement that the eyes and ears of other races cannot tell them male and female Dwarves
they share with none of other race. apart indicates that sexual dimorphism – the differences in physical form (and, incidentally, vocal quali-
One possibility is that the Dwarves believe ty) between male and female – is minimal.
they each bear a tiny part of the soul of Aulë. Whilst other Dwarves are not necessarily fooled, Dwarvish ‘male impersonators’ or ‘female imper-
The elves have drawn unflattering parallels be- sonators’ would presumably still have better chances of success than their Mannish, Elvish or Hobbitish
tween the dwarves and the trolls and dragons counterparts.
of Morgoth, both being creations of a Vala Given the rigidity of Dwarvish society, it might be thought that spirited dwarf-women might be
rather than of Ilúvatar. If there is any truth in strongly tempted to try and pass themselves off as dwarf-men and travel beyond the hold of their birth,
the parallel, then that portion of the soul of pursue quests or even go to war. But the attentive upbringing of the parents and the whole strength of
Aulë may persist in the race of the Dwarves. dwarvish tradition would indoctrinate them against such behaviour, and the same rigid society would
Even if the soul is diluted down the genera- impose particularly stern penalties for transgression.
tions, it is refreshed at those points when
Durin is reborn to the Dwarves (and quite the children (or women) on journeys away Notes
possibly the same for the other Fathers). from them. 1
http://creativecommons.org/licenses/by-
There may further be a particular signifi- nc-sa/3.0/
For an injury to a father a Dwarf cance to the protection of the dwarf-hold that
may spend a life-time in achieving
dictates against leaving it. On one hand the
revenge. Since the ‘kings’ or heads of
lines are regarded as ‘parents’ of the women and children never leave the hold, and
whole group, it will be understood dwarf-men may risk journeying abroad whilst
how it was that the whole of Durin’s always maintaining their ties. On the other
Race gathered and marshalled itself hand we have the example of the petty-
to avenge Thrór. dwarves of The Silmarillion.
– The Making of Appendix A,
HoMe 12 p. 285
…Dwarves that were banished in
It is plausible that the dwarves do not talk of ancient days from the great Dwarf-
‘Fathers of the Dwarves’ or regard their ‘kings’ cities of the east […] they became
as ‘parents’ simply as a poetic turn of language. diminished in stature and in smith-
It more probably reflects a genuine sense of craft, and they took to lives of stealth,
family that joins the entire race in general, and walking with bowed shoulders and
particularly the dwarves within each of the furtive steps.
Seven Houses. Bifur, Bofur and Bombur differ Of Turin Turambar,The
from the other dwarves in the company as be- Silmarillion ch. 21, p. 245
ing descended from Moria dwarves, but not of
Durin’s line. This suggests that the Seven
Houses retained their separate identities and The great Dwarves despised the
did not interbreed even in the thousands of Petty-dwarves, who were (it is said)
years in which the Broadbeams and Firebeards the descendants of Dwarves who had
cohabited with the Longbeards in Khazad- left or been driven out from the
dûm. Communities, being deformed or
undersized, or slothful and rebellious.
Where they have a king (or more cautious- But they still acknowledged their
ly ‘king’, in inverted commasquotes, in the kinship and resented any injuries
above), these kings are never despots or done to them.
tyrants of their people. Even the lifelong pos- – Elvish names for the
session of one of the Seven only makes them Dwarves, HoMe 11, p. 389
mildly possessive in their last years. Similarly,
the Dwarves are not described as having a so- These passages confirm that even those
ciety of feudal ranks like dukes or barons who whom the Dwarves have cast out are still seen
might place their own interests before those of as being of the Dwarven family, and also sug-
society in general; the king’s closest relatives gest that being exiled from the ‘Communities’
tend to serve as advisors, ambassadors and or ‘Dwarf-cities’ caused the loss of stature,
companions. lore and moral fibre. It is almost as though the
Dwarf-hold, under the protection and rightful
To a dwarvish couple, having and raising authority of a king, is like a hallowed place to
dwarf-children, bearers of a portion of the the Dwarves. Perhaps we should not see
soul of Aulë, could therefore be seen as an al- Dwarf-women as unusual in not travelling
most religious duty – not something to be un- forth from their holds, but see all Dwarves as
dertaken lightly. In contrast to the elves who remaining in their holds unless high deeds such
simply choose not to have children in times of as war or the winning of gold require it.
doubt or strife, the Dwarves trust in the secu-
rity of their fortified mansions, but never take
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OTHER MINDS MAGAZINE —————————————————————————————————

Ambarquenta is a role-playing game specifically designed for J.R.R. Tolkien’s legendary land of Middle-earth. In this effort, it is our goal to
produce a game system that is all at once enjoyable, flexible, balanced, and playable, but we also strive to remain true to Tolkien’s shining literary
examples. Ambarquenta (meaning ‘Tale of Fate’ in Quenya or High-elvish) aims at experienced role-players who desire a complex, yet intuitively
comprehensible set of rules which provides hooks for the Turambar (i.e., the Gamemaster) to develop his stories, instead of distracting from them.
At the time being, preview release 5.0 is available for download from our website, located at www.ambarquenta.com.
It comes as a 214-page PDF-document, containing all chapters on character creation. To open and print this eBook and future preview releases,
you’ll need to type the password, ‘ambarmeldor’ (meaning ‘Friends of Fate’ in Quenya).
The current preview version of Ambarquenta features a brief Introduction to the game’s mechanics, and chapters on Your Character’s Tale (1),
Attributes (2), Races and Cultures (3), Skills (4), Abilities and Flaws (5), Weapons and Gear (6), Finishing Touches (7), Character Improvement (8)
and Adventuring (9). In addition, Appendix A introduces you to the optional concept of everyday Occupations.
With a little creativity to fill in the gaps and the convenient Microsoft-Excel-based character sheet (also available for download from
www.ambarquenta.com), an experienced group of gamers should well be able to start a game of Ambarquenta; in any case you’ll get an excellent
impression of the game’s mechanics and features from the preview. Expect detailed chapters dealing with Combat (10), Magic (11), prominent
(NPC) Lords of Middle-earth (12), a Bestiary (13), and appendices on various topics such as herbs and poisons and creature design in future
versions of Ambarquenta.
We’d greatly appreciate to learn what you think about the published material, and, of course, about your ideas for improving the game’s existing
chapters and completing its missing chapters. The best way to get in touch with us and our friends who are involved in the design process of
Ambarquenta is to discuss your ideas and suggestions in the Heren Turambarion’s forum, located at http://ambarquenta.tt.cx.

Design Principles

While downloading the rulebook, you might be interested to learn a little more about our design principles: First, Ambarquenta is a fairly
‘realistic’ game. Of course there will be magic spells (as well as other forms of magic) and everything else a fair Middle-earth RPG requires, but
certain conditions of real world physics are still represented by the system. Hence, it isn’t the kind of game in which you can create ridiculously
overpowered starting characters, or ever hope to become a cinematic superhero.
The second principle is playability, and this frequently overrules realism. The most accurate combat system isn’t worth a penny if it makes a
simple encounter last for hours, or (and this was even more important to us when we decided to write an RPG ourselves) if the Turambar has to
keep too many details in mind. Thus, realism governs the character creation and improvement process, while playability dominates the actual game
play. So prepare for fast-moving play-rules that are far more realistic and satisfying than those you may know from many other major role-playing
games.
Another important element is flexibility. A character has the opportunity to learn or practise almost any skill or ability, without the usual
limitations by abstract concepts such as levels, character classes, or character points. Nevertheless, by the system’s inherent mechanics, your
character will show a unique pattern from the beginning on, a personal aptitude towards being whatever you want him to be...
THE HEREN TURAMBARION
Creators of Ambarquenta

eMail olorwe@gmx.at
Home www.ambarquenta.com
Forum http://ambarquenta.tt.cx

10 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008

A Brief History
of the Dwarven Mansions
by Thomas Morwinsky A note on naming publications (both commercial and fan-made)
(tolwen@gmx.de) © 2008 All of the names used below are either that deal with the Naugrim. In the section on
per the terms of the CC license: b n a 1 Khuzdûl (mostly the mansions) or the mannish sources at the end of this essay I list all of them
northern style language we are acquainted and where to find them on the net (if
This essay is an attempt to present a concise anal- available).
with through the convention in Durin’s folk of
using northern names. Since the Naugrim take The Lord of the Rings provides us with some
‘outer names’ in the languages of the people useful passages about the Dwarves of Durin’s
around them (generally men), these original Folk. HoMe 12 contains further desperately
‘outer names’ are specific to the region in needed information about the early history of
which the house in question resides. Thus we the Dwarves. In addition, The Silmarillion is a
ysis of the Dwarven mansions and the most likely good source for all the events of Beleriand, all
would expect the ‘outer names’ of the
distribution of their locations across Middle-earth. while it has to be checked with the original
It is based on a textual analysis of what Tolkien Dwarves beyond the Northwest of Middle-
earth to have different origins than those of sources (e.g. the HoMe 11) for greater accura-
wrote on the matter (unfortunately not much). Us-
Durin’s tribe. cy.
ing this as a starting-point, further investigations
can establish a sound basis for further developments Owing to the way in which they have been The HoMe 12 with its important essay Of
in this area.While the houses of the Ered Luin and reported in the West, however, the ‘outer Dwarves and Men is one of the most important
Durin’s house are documented reasonably well by names’ of all the Naugrim are given according sources for many aspects of Dwarven history.
Tolkien, the eastern houses are not and it is especial- to the “Durinic” adoption of names in the lan- It gives descriptive names for all seven tribes,
ly here where there is room for further development guage of the Second-Age-Northmen. Although for instance. In the table below this informa-
of the placement of cities and their demography. In this does not authentically represent the tion is combined with relevant parts of the
light of the latter, I hope to give a usable demo- Dwarves’ outer names near their homelands, RPG sources mentioned above.
graphic framework that can be used for further it shows those names under which these
work. Dwarves are known in the West (if they come
Past RPG developments
I constrain myself to outlining the broad details there). These may be either names that Durin’s
of the mansions and their histories. Smaller settle- house uses when addressing their eastern rela- The Dwarves, their history and mansions
ments used only for mining or exploration cannot be tives in conversation with men (or elves) from have – naturally – attracted the imagination of
covered here.You may notice a distinct neglect of the West, or names taken by individuals from many writers. Both RPG companies that have
mannish names or communities with whom the the eastern houses when they dwell in the published information on the Dwarves. While
Dwarves likely had relations.This is intentional to Northwest of Middle-earth. the output of DEC has been quite limited, ICE
avoid collision with later and more in-depth essays produced more; the most comprehensive be-
on the matter. ing Lords of Middle-earth,Vol. 3 – Hobbits,
I hope to give food for thought and inspiration for The sources Dwarves, Ents, Orcs & Trolls (LoMe III). Here the
anyone working out the Dwarven communities and This essay strives to provide useful gaming authors give us some information on their vi-
histories in more detail. material that is as close as possible to what sion of these matters. The material on the
Tolkien has written about the Dwarves and es- Dwarves however, is somewhat problematic,
pecially their mansions and their wanderings. since it is often fragmentary and incoherent.
On the other hand, we have several gaming Even worse, its internal structure is quite dis-

Tribe # Number of Name of father/founder according to Descriptive name by region


Awakening Place Tolkien ICE* Decipher* Tolkien
1 1 Durin Durin Durin Longbeards Northwest
2 2 unknown Dwalin Úri Firebeards Northwest
3 2 unknown Thrár Linnar Broadbeams Northwest
4 3 unknown Thelór Sindri Ironfists East
5 3 unknown Bávor Thulin Stiffbeards East
6 4 unknown Drúin Var Blacklocks East
7 4 unknown Barin Vigdi Stonefoots East
* The correspondence of the ICE tribes to Decipher tribes is somewhat problematic. The Decipher version accords
better to Tolkien descriptions but it is not easy, and sometimes arbitrary, to assign the ICE tribes to them. Therefore,
the table should not be seen as more authoritative than other interpretations.
Table of Awakening Places and Dwarven tribes
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organised and the information scattered ran- remnant; the second had been Mount the evils of the North, and now
domly throughout the ages of Middle-earth Gundabad (in origin a Khuzdul the remnant, having long multiplied
and with little or no internal context. name), ...The other two places in the dark, were coming forth once
With respect to the theme of this essay – the were eastward, at distances as more and roaming far and wide.
Dwarven mansions – the value of LoMe III is great or greater than that between ‘There are fell beasts,’ they said,‘in
also limited since it is in my opinion mostly in- the Blue Mountains and Gundabad: the land east of the mountains, and
compatible with the HoMe 12. The blame for the arising of the Ironfists and your ancient kindred that dwell there
this cannot be placed with the authors, since Stiffbeards, and that of the Blacklocks are flying from the plains to the hills.’
LoMe III was published in 1989, well before the and Stonefoots.Though these four
HoMe 12 (1996). It is important to note, how- points were far sundered the – The Silmarillion.Of the
ever, that in ICE’s version, the mansions of the Dwarves of different kindreds were in Sindar (my emphasis)
Dwarves were scattered all over Middle-earth. communication, and in the early ages
Both these hints, the toughness of the
This was done without doubt to give each re- often held assemblies of delegates at
Mount Gundabad. In times of great dwarves and their placement close to the old
gion its Dwarven tribe, in order to serve the domain of Melkor, can be seen as an indicator
‘classic’ RPG clichés in every corner of the need even the most distant would
send help to any of their people; as of a special purpose: That they might form a
continent. Again, while suitable for the time, first line of defence for the northern part of
was the case in the greatWar against
with the current knowledge and textual situa- Middle-earth denying Melkor’s evils easy ac-
the Orks (Third Age 2793 to 2799).
tion, a critical review of this interpretation is – HoMe 12.Of Dwarves and cess to good strongholds from which to assail
necessary. the more southerly and lower lying parts of
Men (my emphasis)
In The Silmarillion, there is the following pas- Middle-earth. It must be borne in mind
sage that deals with the Places of Awakening This quote is of course important and points though, that this is far from a close and forti-
(see below): the way, but it also lacks precise locations. In fied border (e.g. like the Roman limes or the
my opinion its most important piece of infor- Great Wall of China). It would be more of a
Then Aulë took the Seven Fathers mation is the inference that the Places of buffer and a hindrance for an overly easy ac-
of the Dwarves, and laid them to rest Awakening were not randomly distributed cess. If we follow this reasoning, Aulë might
in far-sundered places; and he among the mountain ranges of Middle-earth, have chosen the sites of Awakening also strate-
returned toValinor, and waited while but deliberately placed in the north of the con- gically to deny the best mountain locations to
the long years lengthened. tinent. Here I take the phrase “...were east-
– The Silmarillion.Of Aulë and Melkor’s evil creatures.
ward [of the known ones] ...” as the central
Yavanna The following paragraphs contain what is
point. It is not said that they were “south-east-
known in more detail about the specific tribes
ICE could have considered this. Instead, ward”, “south” or anything else but eastward.
as well as some reasonable further inferences
they chose to base all tribes at Khazad-dûm, Of course this leaves some room for interpre-
that can be used for the purpose of this essay.
whereas there was evidence, even at this time tation, and the passage does not indicate a per-
(1989), in favour of separating the places of fect correspondence in latitude. It does mean,
awakening. however that the principal direction is indeed The Ered Luin tribes
eastward, and deviations to the north or south The mansions of the western tribes are nat-
are very likely considerably smaller than the urally the easiest to locate. From The Silmaril-
Places of Awakening distance eastward. lion, we know the great cities of Nogrod and
Lots of discussions have taken place about We might also want to consider that the Belegost in the Ered Luin. The above quote
the places of the Dwarven awakenings. Since Dwarves were from the beginning designed as from the HoMe 12 implies (as noted there by
they are pivotal for the further placement of resilient: Christopher Tolkien), that the Firebeards and
mansions and the locations of Dwarven terri- Broadbeams are to be identified with the twin
tories in later times, this is an important mat- Since they were to come in the
days of the power of Melkor, Aulë cities of Nogrod and Belegost. These two
ter indeed. The central quote about it can be tribes had a lot of dealings with the Eldar of
found in the HoMe 12: made the Dwarves strong to endure. –
The Silmarillion.Of Aulë and Beleriand and their impact on the history of
In the Dwarvish traditions of the Yavanna the First Age is not to be underestimated. The
Third Age the names of the places main quote above shows us that these man-
where each of the Seven Ancestors had One might imagine that the Dwarves were sions were not the places of their birth. Proba-
‘awakened’ were remembered; but only deliberately placed in some kind of “picket bly some time after the awakening, they trav-
two of them were known to Elves and line” in the northern part of Middle-earth. eled southward and founded Nogrod (Kh.
Men of theWest: the most westerly, the Aulë was well aware that the Utter North had “Tumunzahar”) and Belegost (Kh. “Gabilgath-
awakening place of the ancestors of been Melkor’s domain in the days of Utumno. ol”). The exact location of these cities is not
the Firebeards and the Broadbeams; This is indirectly supported by the following entirely clear when we look at the develop-
and that of the ancestor of the quote: ment as outlined in the HoMe 11, but the ver-
Longbeards,(24) the eldest in making sion which is printed in The Silmarillion is suffi-
and awakening.The first had been in But as the third age of the
captivity of Melkor drew on, the cient for our purposes.
the north of the Ered Lindon, the
great eastern wall of Beleriand, of Dwarves became troubled, and they Tolkien tells us that these tribes were largely
which the Blue Mountains of the spoke to King Thingol, saying that absorbed by Durin’s people in Khazad-dûm
Second and later ages were the theValar had not rooted out utterly (continued on next page):

12 ——————————————————————————————————————————
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After the end of the First Age the (a Balrog, several dragons) is a good indicator to a separate lifestyle from the middle of the
power and wealth of Khazad-dûm of the maximum distance from their place of 25th century of the Third Age: The children and
was much increased; for it was awakening where Dwarves are willing to build women were sheltered in the ancestral home
enriched by many people and much permanent mansions. of Vigdís, while the men formed mercenary
lore and craft when the ancient cities companies in their quest to redeem their
This process [the early to mid-
of Nogrod and Belegost in the Blue Second Age alliance of Northmen and wrongs. This period lasted from T.A. 2458 to
Mountains were ruined at the Dwarves] began not in barter and T.A. 3019 when Sauron was finally van-
breaking of Thangorodrim. trade, but in war; for the Longbeards quished. During this time, Var’s people formed
– LotR.Appendix B (Durins had spread southward down the Vales seven mercenary companies that were away on
Folk) of Anduin and had made their chief their quest to fight the minions of Sauron.
‘mansion’ and stronghold at Moria; Whenever possible, one or two of them were
This is supported in another passage in the
and also eastward to the Iron Hills, at Baraz-lagil, returning booty and treasures
Lord of the Rings:
where the mines were their chief from the others back home. Thus six of them
c. 40 [Second Age] Many Dwarves source of iron-ore.They regarded the were away, fighting their own war against
leaving their old cities in Ered Luin Iron Hills, the Ered Mithrin, and the Sauron. Along this line, three or four of the
go to Moria and swell its numbers east dales of the Misty Mountains as temporary mansions (see below) were occu-
– LotR.Appendix A their own land. But they were under pied at the same time.
attack from the Orks of Morgoth. Compared to the other houses, both Thulin’s
A problem persists however. If these two
– HoMe12.Of Dwarves and and Sindri’s people never had a great number
tribes had completely merged with Durin’s
Men of mansions at any one time. The former – be-
people, there would have been no seven
Dwarven lords on whom Sauron could bestow ing smaller in number from the beginning –
a Ring of Power each. Therefore it is likely that kept closer together due to the harsh climate
‘Long and deadly was that war,
not all of these dwarves went into Moria, but of their home. The latter kept closer together
and it was fought for the most part in
that a substantial number stayed in the Ered dark places beneath the earth; and at around their primary mansion, preferring to
Luin – probably with their respective kings. the last the Dwarves had the victory, be stronger in a single place rather than scat-
This is also the thinking in Other Hands # 25, and in the Battle before the Gate of tered throughout a greater area. Their strategic
which deals with the Naugrim of the Blue Moria ten thousand Orcs were slain. position, especially in the First Age and the
Mountains. But the Dwarves suffered also first third of the Second Age, allowed them to
grievous loss and his folk were now so control much of the west- and eastbound traf-
Decipher followed this argumentation and
diminished that Thrain dared not to fic in this region. This did not earn them the
developed a two-fold solution: On the one
enter Moria, and his people were gratitude of their mannish neighbours, in turn
hand, there remained independent cities of
dispersed again.’ reinforcing the need for a more centralised
these two tribes (though small by Khazad-
– HoMe 12.The Making of settlement pattern.
dûm’s standards), while on the other hand the
majority of these people took shelter in Khaz- Appendix A (Durins folk) The late Third Age, when Var’s people led a
ad-dûm. Only later, when even the smaller in- The HoMe 12 presents to us what Tolkien personal war of vengeance against the Dark
dependent cities failed and Sauron regained envisioned the Appendices (or part thereof), Lord and his minions is marked by the exis-
the Seven (at least those not destroyed), did but had to cut short due to space considera- tence of several temporary mansions founded
the survivors relocate to Khazad-dûm as well. tions. It is one of the rare circumstances where by this tribe. These so-called “war-mansions”
In all respects they acknowledged Durin’s heir he tells us some precise numbers, too. That the are characterized by a total lack of women and
as their overlord, but they remained de iure in- Orcs in the decisive Battle of Nanduhirion lost children and their overall strict military orien-
dependent. This latter fact is emphasised by about 10,000 warriors is a very interesting tation (e.g. there is no mining beyond the nec-
fighting under their own house’s banners in piece of information that can be used to gauge essary minimum for the maintenace of the
war. the relative military (and indirectly overall de- war-gear). They are essentially semi-perma-
mographic) strength of Durin’s people near nent military camps and bases for the Axes of
the end of the Third Age. Nargubraz in their vendetta.
Durin’s folk
Please note that Var’s folk has no “war man-
For Durin’s people, the situation is similar sions” in the Northwest. Whenever a company
to that of the Ered Luin tribes. Their origin is The eastern tribes
of the Axes of Nargubraz happens to operate in
described in the HoMe 12 (see initial quote). Information by Tolkien about the eastern the Northwest, they are sheltered in a mansion
They later settled in Khazad-dûm (Moria), the tribes is very scarce. Apart from the initial of the western Dwarves. The same happens for
greatest and most famous of all Dwarven settle- quote about their places of awakening, there other regions in which other tribes have man-
ments. Similar to the Ered Luin tribes, they are only vague passages that deal with their re- sions.
left their original place, but remained within lation with other people. There is absolutely
the same mountain range. no further evidence about their mansions.2 Ac-
Since the information provided by Tolkien cordingly, we have to use a good deal of imagi-
about Durin’s folk is the most comprehensive nation, common sense and educated guess-
we have about the Dwarves, it is this model work to fill these lacunae.
that serves as the base for many of the later Following the interpretation adopted by De-
conclusions. The complex fate of Durin’s cipher in the Moria sourcebook, Var’s folk took
house and the massive external pressure on it
——————————————————————————————————————————— 13
OTHER MINDS MAGAZINE —————————————————————————————————
Methodology for the eastern places of colour House # founder mansion # name of dwelling notes
1st Durin 1 Gundabad/
awakening and further mansions Gunduzbad
It is of the utmost importance to gauge the 2 Khazad-dûm/Moria
wandering tendency of the Dwarves, since 3 Erebor
based on their supposed birthplaces, an esti- 4 Thakalgund Norr-dûm in the ICE canon
5 Barukkhizdín Azanulinbar-dûm in ICE canon
mate of their – claimed – territory can be
6 Gindabaz* unnamed (by Tolkien) dwelling in
made. At first, a passage from the HoMe 12 is Dunland
of great help: 7 Azelanduzur* unnamed (by Tolkien) halls of Thorin
(Hobbit, UT)
Though they were loth to migrate 8 Aglarond founded by Gimli in early Fourth Age
and make permanent dwellings or 2nd Úri 1 Buzdûm-Mazar* Awakening Place
‘mansions’ far from their original 3 Tumunzahar/
homes, except under great pressure Nogrod
from enemies or after some 4 Kalbarazûd*/ ICE name
catastrophe such as the ruin of Tumnogoth Iaur
Beleriand, they were great and hardy 3rd Linnar 1 Buzdûm-Mazar* unnamed awakening place and
travellers and skilled road-makers; intermediary home after ruin of
Belegost
also, all the kindreds shared a 2 Gabilgathol/
common language. Belegost
– HoMe12. Of Dwarves and 5 Barazbizar/
Men Carn Dûm
10 Baruk-zigil*/
So it is only under great duress that Mount Gram
Dwarves migrate. This is not surprising, given 2nd and/ Petty 6 Nulukkizdîn/
the low number of women and accordingly or 3rd Dwarves Nargothrond
their demographic vulnerability if they were to 7 Ruzandum*/
Amon Rûdh
lose a significant number of them in a war or 8 Narukgindín*/ ICE creation
natural disaster. Thus it is indeed reasonable to Cameth Brin
assume, that the people stay in their fortified 9 Tharâg*/ ICE creation
mansions whenever possible. The distinction Bar-en-Ibûn
between permanent and temporary man- 4th Sindri 1 Akgundîm* Awakening Place
sions makes it possible to locate “real” Dwar- 3 Gamil-nâla ruined after Akallabêth
4 Sigal-Nâra* second home; partly destroyed and
ven cities in limited areas while temporary occupied by dragons in mid-TA
dwellings can be found further away. A perma- 5 Nurunkhizdín OH (Inland Sea)
nent mansion may be defined by the presence 5th Thulin 1 Akgundîm* Awakening Place
of women, who where even less inclined to 2 Kibil-tarag occupied by dragon in mid-TA
wandering than the men, and who therefore 6 Buzan* modest base for trade and barter,
stay in the permanent residences. small community to support
dragonslayers
This sedentary lifestyle of the Dwarves is 6th Var 1 Baruzkhizdîn* Awakening Place
also stressed in another passage of the same es- 2 Nargubraz ancestral home; abandoned until
say: after fall of Sauron
4 Narindazdûm* colony in contact with Sindri
... for while the Dwarves still 5 Garaz-Khamil* colony in contact with Sindri
lived in populous mansions of their 9 Khalarazûm ICE name (originally a temple of an
own, such as Moria in particular, and eastern tribe)
went on journeys only to visit their 15 Námagalûz Fourth Age settlement for contact
with the West
own kin, they had little intercourse
10 Narad-dûm ICE name (from Bávor’s Folk)
with other peoples except immediate 11 Naragul ICE name/creation (Blackflame in
neighbours, ... Shadow in the South)
– HoMe12. Of Dwarves and 12 Akhuzdah ICE name (a name for an eastern
Men mansion)
13 Azagarbhun* ICE name (Thelór’s home in central
The information that even without any ex- M-e)
ternal threat or necessity, the Naugrim are no 14 Mablad-dûm ICE creation (see Greater Harad)
great wanderers, is also important. In this con- 7th Vigdís 1 Baruzkhizdîn* Awakening Place
text it is logical that both the tribes from the 3 Baraz-lagil ancestral home
6 Baruzdazar*
Ered Luin and Durin’s people only settled in
7 Kharukthalad*
the same mountain range where they awoke 8 Felbuzad*
(or the adjacent ones in the case of the Ered *: These names were generated randomly. They may be replaced by more genuine ones in the future
Mithrin and Emyn Engrin for the Longbeards). Table of major Dwarven mansions
Later in its history, Durin’s tribe was forced to
leave their homes three times: first the Balrog

14 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008
drove them out of Khazad-dûm and later way of reconstructing the location of the colour House #
Smaug the Dragon seized Erebor. Between mansions and the maximum area of 1st
these events, other dragons had struck the new wandering and secondary mansions, us- 2nd and 3rd
4th and 5th
mansions in the Ered Mithrin, killing king ing the maximum amount of evidence
6th and 7th
Dáin I and many more and forcing the Nau- available. Colour codes for mansions on the maps
grim from their homes in the Grey Mountains.
After each of these events the tribe was forced The maps depict Middle-earth during vari-
The mansions ous times from the First throughout the
to wander again, eventually settling in a new
home, but probably with ever-decreasing Unfortunately, we do not know much about Fourth Age.
grandeur and wealth. In my opinion all of this the mansions themselves. Khazad-dûm/Moria It is interesting that there were three pairs
exceptional misfortune (a Balrog and several is almost our exclusive source for some infor- of Dwarven fathers laid together and one
dragons) adds up to “great pressure” as ad- mation. In the Lord of the Rings, the West-gate placed alone. The evidence written by Tolkien
duced above. Apart from Sauron personally, of the city, which the Fellowship of the Ring suggests that the histories of those houses that
there are in my opinion hardly greater calami- used to enter the once proud Dwarven city, is awoke together were somewhat more inter-
ties imaginable than those which befell the described. We are also given some information twined (for good or bad) with each other than
Longbeards. on the East Gate in a note: with those of the other houses.3
Hence the following principles have been 8.They [the Runes; e.g. the ones In addition to the colour codes, you see sev-
applied in the development of the mansions as from Daeron or the Angerthas Moria] eral symbols on the maps. These are:
depicted on map 1. did not, however, appear in the
inscriptions on theWest Gate of Place of Awakening of one or two
1. Taking Durin’s people as an example, all Moria.The Dwarves said that it was tribes.
known major mansions of this people in courtesy to the Elves that the
have been marked on the map. An imag- Fëanorian letters were used on that Icon for a mansion of the first house
inary circle has been drawn with Gund- gate, since it opened into their from a given site of awakening.
abad (the place of awakening) at its cen- country and was chiefly used by them. Icon for a mansion of the second
tre to encompass all the mansions of But the East Gates, which perished in house from a given site of awakening.
Durin’s House. This imaginary circle is the war against the Orks, had opened
used to encompass the maximum area upon the wide world, and were less Icon for a Petty-Dwarven mansion
where a Dwarven house is made perma- friendly.They had borne Runic known in the West.
nent dwellings even under the most in- inscriptions in several tongues: spells Icon for a temporary mansion used
tense pressure. of prohibition and exclusion in by Var’s people from the 25th to the
2. If we apply the same radius to the two Khuzdûl, and commands that all
31st century of the Third Age.
tribes from the Ered Luin, we get an should depart who had not the leave
area that fits well the – admittedly of the Lord of Moria written in In the Appendix there are twelve maps ac-
scarce – textual evidence about the ac- Quenya, Sindarin, the Common companying this essay. Thwe following table
Speech, the languages of Rohan and lists their themes. For the abbreviations used,
tivities of these people.
of Dale and Dunland. see the next page, column to the right.
3. When we have a look at the northern – HoMe12. Of Dwarves and
end of the Ered Luin/Lindon and Gund- Men Map Theme
abad, we see that both lie at about the 1 Awakening Places of the Seven Houses on
Thus it is not improbable that every primary a map of the First Age. Circle of maximum
same latitude. distance of mansions from Place of
4. In applying the same latitude to the east- mansion of a tribe was similarly protected. Of Awakening are provided.
ern places; we must remember that the course we do not know the level of protection 2 Period of the First Age from Y.T 1100 to Y.S.
distance to the east has to be at least the these spells provided, but they surely helped to 590

distance between the Blue Mountains keep Durin's House safe for two and a half 3 Period around S.A. 1200

and Gundabad. Since there are no ages of the world. 4 Period around S.A. 2000
5 Period around S.A. 2600
mountains in the region (at about this
distance) on Tolkien's LotR map, we have The maps 6 Period around S.A. 3200
7 Period around T.A. 100
to assume that the first of these places The maps supplementing this essay can be 8 Period around T.A. 1300
was off the map provided in the Lord of found in the Appendix of this issue of Other 9 Period around T.A. 2000
the Rings and that the distance east must Minds.These maps contain several recurring el- 10 Period around T.A. 2810
have been “greater” than the distance ements that ease the navigation. 11 Period around T.A. 3000
from the Ered Luin to Gundabad.
First they contain elements in four colors. 12 Period around F.A. 100
5. When applying this latitude and mini- These represent the awakening order of the Temporal foci of the maps
mum distance to the Other Minds, Issue Dwarves. Since this is important throughout
#2 map, we end up with possible places These periods are not fixed, for most places
their history, the colours are retained for all a few years earlier or later the maps are still
for these sites as depicted on map 1. features pertaining to a tribe. The colours are valid.
6. Having determined these places, the assigned in the following way:
maximum radius of wandering (derived In addition to these “place-icons”, you can
from that of Durin’s people) is applied see some coloured circles on map 1. Their
to each. For me, this is the best possible colour corresponds to the respective place of

——————————————————————————————————————————— 15
OTHER MINDS MAGAZINE —————————————————————————————————
awakening and they are centered on this place. Trees Telperion and Laurelin. They lasted until securely sheltered or placed in regions were
These circles represent the maximum radius the year 1500 when the sun and moon were the battle was less violent (perhaps inspired
where we can expect permanent Dwarven created and rose into the heavens. Thus, this subconsciously by Eru in his choice for these
mansions from the given house. The methodol- part of the First Age lasted about 14,373 Years places?).
ogy for choosing this radius has been detailed of the Sun.5 Anyone interested in more details However, Tolkien writes in a note, that the
above. Note that some of the coloured circles of the Valian Years and the count of time in Dwarves had been in Beleriand before the El-
overlap. This means that the radius of perma- their term should have a look at the HoMe 10. dar came there:
nent settlements is not exclusive, and that The ‘Year of the Sun’ column has negative val-
dwarves of different tribes may even settle ues for the first entries. This is a hypothetical
near each other. Therefore the circles around value that is calculated backward from the ris- Indeed it was one of their [the
the Places of Awakening must not be seen as ing of the sun based on the above mentioned Dwarves’] grievances against the
exclusive but as a guideline. context between both reckonings. Eldar that they had hunted and slain
The timing of the awakening of the Khazâd their lesser kin [the Petty-dwarves],
who had settled in Beleriand before
The mansions is no easy task and we have to use a lot of
the Elves came there.
guesswork here. At least Tolkien provides us
Only major mansions are shown here. – HoMe 11. Quendi and Eldar
with a few hints from which to start:
Smaller communities or settlements are omit-
ted. The placement of the tribes’ major abodes [Year of the Trees] 1250. §19. In In any case, in my opinion it is unlikely that
is a good indicator of where smaller settle- this year the Norn-folk came first the Naugrim awoke from the slumber before
ments could be located. over the mountains into Beleriand. the Battle of the Powers was won. Since
This people the Noldor after named Melkor was led to captivity in Valinor in the
The table to the right complements the the Naugrim, whom some Men call year 1100, I assume this year a convenient date
maps. The first column is the colour code used Dwarves.Their most ancient dwellings for the awakening of the Khazâd. Of course
on the map. It is intended to clearly differenti- were far to the East, but they had this leaves only very little time for a significant
ate the four Awakening Places of the Dwarves. delved for themselves great halls and multiplication of the Khazâd and the building
The second is for the house name (to differen- mansions, after the manner of their of mansions, but in my opinion leaves these
tiate between those houses that awoke in the kind, on the east-side of Eryd Luin, events possible.
same place). The fourth column numbers the north and south of Mount Dolmed, in
mansions (from 1 to x in each colour code), Major events for all the houses are men-
those places which the Eldar named
while the fifth column gives the Khuzdul name tioned, but the focus of the time line are still
Belegost and Nogrod (Gabilgathol
of the specific mansion. and Tumunzahar).Thence they now those events connected to the Dwarves of the
came forth and made themselves Westlands (Durin’s, Linnar’s and Úri’s people
Please note that not all mansions do exist in respectively).
every age. Therefore the numberings on the known to the Elves; and the Elves
maps do not always contain all numbers for a were amazed, for they had deemed The following abbreviations are used:
themselves to be the only living
given house. This is intentional to ease the YT – the “Years of the Trees” in the
things in Middle-earth that spoke
numbering scheme. First Age
with words or wrought with hands;
A number of mansions have been marked and that all others were beasts and YS – the “Years of the Sun” in the
with asterisks (*). These names have been cre- birds only. First Age
ated randomly and may need checking for – HoMe 11.The Grey Annals S.A. – Second Age
more authentic names. T.A. – Third Age
The passage above implies that in the year F.A. – Fourth Age
The map for the First Age depicts all the 1250 the tribes of the Ered Luin had already
places of the First Age until the War of Wrath. established their cities after migrating south-
The later maps assume the situation as it was at First Age
wards from their birthplace. This means that
the precise date. Y.T. Y.S. Event
they must have multiplied to such an extent
1100 -3833 Awakening of Durin (1st house).
that they were able to build considerable man-
-3832 Awakening of Linnar and Úri (2nd and
Timeline sions (Nogrod and Belegost) and subsequently 3rd house).
felt secure enough to venture forth and con- -3830 Awakening of Var and Vigdís (6th and
This time line uses two ways of measuring tact the Sindar. Since the Quendi awoke in the 7th house).
time in the First Age: From the founding of year 1050, there are only 200 Years of the -3824 Awakening of Sindri and Thulin (4th
Valinor until the rising of the sun4, ‘Valian Trees left for the Awakening of the Naugrim. and 5th house).
Years’ are used. These are synonymous in 1106 -3775 The Bond of Blood and the ordering of
Taking into account the problems mentioned the houses.
length with the ‘Years of the Trees’ (YT). It is above (increasing numbers and establishing 1108 -3756 Durin comes to Kheled-zarâm and
not entirely clear and without doubt how these “cities”), the Awakening of the Naugrim should founds Khazad-dûm.
two methods (Valian/Tree Years and Sun Years) not be placed too long after that of the Quen- 1110 -3737 Linnar and Úri wander south and found
the twin cities of Belegost and Nogrod.
of reckoning should be synchronised, but the di. We face another problem in the Battle of -3732 The ancestors of the Petty-dwarves are
most comprehensive and best-documented the Powers: This titanic clash between the expelled from the mansions in the Ered
version equates one ‘Valian/Tree Year’ with forces of Melkor and the Valar was fought pri- Luin and begin to wander in Beleriand.
9.582 ‘Years of the Sun’. 1111 -3727 Gamil-nâla founded by Sindri.
marily in the North, the region of the
1112 -3718 Kibil-tarag founded by Thulin.
The ‘Years of the Trees’ began with the foun- Dwarves’ awakening. Surely Aulë must have
dation of Valinor and the growing of the Two taken precautions that his Children were either 1115 -3689 The march of the Eldar reaches
Beleriand.

16 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008
Y.T. Y.S. Event Y.T. Y.S. Event Second Age
-3685 Nargubraz founded by Var. 52 Finrod begins the building of Year Event
Nargothrond in the abandoned halls of
1116 -3679 Baraz-lagil founded by Vigdís. Nulukizzdîn. 36-45 Many of Linnar's and Úri's people leave
their old cities which have been shattered
1134 -3507 Death of Linnar. 150 Úri's and Linnar's people first
beyond repair by the War of Wrath. This
encounter the Noldor (Caranthir's
-3503 Death of Sindri. exodus swells Durin's people in Khazad-
people). Relations are cool, but they
dûm whose craft and wealth is increased
1135 -3497 Death of Var. make alliance in the face of the
by the new arrivals.
common enemy. The Naugrim learn
-3492 Death of Vigdís and Thulin. much craft from the Noldor. 40 Second Union of the Khazâd convoked.
Gundabad retaken from the Orcs.
1136 -3488 Death of Úri. 468 The Union of Maedhros is being
Alliance of Dwarves and Northmen
formed. Úri's and Linnar's people join it
1141 -3440 Foundation of Nulukkizdîn (later called founded in Rhovanion.
both with troops and supplies of
Nargothrond) by the Petty-dwarves. weapons and armour. 72 Barukkhizdín founded in the Iron Hills.
1152 -3335 Elwë awakes from his trance. He 473 Nirnaeth Arnoediad. The Dwarves of 120 Thakalgund founded by Durin's people in
gathers the Sindar and becomes the Belegost win renown by holding the the Ered Mithrin.
king of Beleriand and is subsequently rearguard. Azaghâl, the lord of Linnar's 724 Mithril discovered in Khazad-dûm.
called Thingol. people is killed by Glaurung after
1164 -3220 The Sindar are first attacked by the wounding the great dragon. 750 Noldorin realm of Eregion on the western
Petty-dwarves; always from ambush. 489 Ruzandum/Amon Rûdh abandoned. side of Khazad-dûm founded.
They hunt them, mistaking them for 1020 Founding of Narindazdûm by Var's
vicious animals or creatures of Melkor. 502 Thingol commissions the insertion of people.
1171 -3152 the Silmaril into the Nauglamír. Quarrel 1196 Kharukthalad founded by the folk of
of Nogrod's smiths with Thingol who is Vigdís.
1181 -3056 Death of Durin I. "the Deathless". slain.
1200-1550 Sauron in Eregion; crafting of the Rings
1220 -2683 Founding of Garaz-khamil. 503 The host of Nogrod sacks Menegroth. of Power (the Nine and the Seven)
On the return the host is destroyed by
1250 -2396 First contact between the Sindar and an army led by Beren at Sarn Athrad. 1600 Sauron finishes his Ruling Ring.
Úri's and Linnar's people. Grievances The lord of Úri's people is killed. Celebrimbor discovers the plot of Sauron
concerning the Petty-dwarves are set Linnar's people are dismayed by the to enslave the Eldar. He seeks
aside. ruthlessness of the Nogrodians. Galadriel’s counsel.
1289 -2022 Daeron first devises his runes. They 529 Gundabad is taken by Morgoth's Orcs 1693 Durin III. receives the First of the Seven
are later eagerly adopted by the in an attempt to secure his from Celebrimbor and is asked to keep it
Dwarves for carvings in stone. southeastern flank for further in his and his heirs' care. The Dwarf-king
campaigns after the final defeat of the agrees and takes Celebrimbor's counsel
1300 -1916 Melian counsels Thingol to build a
Eldar and Edain. not to use his Ring as long as Sauron
fortress against the looming threat from
holds the One.
the remnants of Melkor's realm. 560 Establishment of Narukgindín/Cameth
Excavation of Menegroth is begun with Brin in Eriador by Ibûn's Petty- 1699 Gundabad taken by Orcs. End of the
the aid of Linnar's people. dwarves. Dwarf-Northman alliance in Wilderland.
1308 -1840 Telchar is born in Nogrod. 590 End of the War of Wrath. Morgoth is 1700 Narukgindín/Cameth Brin abandoned in
defeated and Angband broken. Most of the wake of the war in Eriador.
1310 -1821 The building of Menegroth is finished. 1701 Sauron defeated in the War with the
Beleriand begins to sink beneath the
1311 -1811 Baruzdazar founded by the folk of waves of the Belegaer. Elves and driven out of Eriador. He has
Vigdís. gained posession of the remaining of the
Seven and all of the Nine however.
1318 -1744 Linnar's and Úri's people are troubled
again by creatures bred by Melkor that 1734 Tharâg/Bar-en-Ibûn founded in the Rast
multiply again. They take counsel with Vorn.
Thingol. 1901 Durin III. dies.
1320 -1725 Thingol is arming his realm because of 1932 Third Union of the Khazâd. Gundabad
the threat of Melkor's creatures. Úri's retaken.
and Linnar's people teach the Sindar
c. Sauron bestows the remaining six of the
about crafting weapons and armour.
2100-2150 Seven to the remaining Dwarven kings.
1330 -1629 Thingol drives off Melkor's creatures
2324 Beginning of the feud between Var's and
and Beleriand has peace again.
Vigdís's people.
1337 -1562 Telchar dies.
2772 Gindabaz founded by Thrór in Dunland.
1350 -1437 Denethor comes to Beleriand. He and
2797 Sindri's people expel their king and other
his folk settle in Ossiriand. Beginning of
Dwarves who side with Sauron. These
the Golden Age of Beleriand with bliss
exiles found Nurunkhizdín.
and peace.
2911 Linnar's people found Barazbizar (Carn
1369 -1255 The Petty-dwarves abandon
Dûm) in later Angmar.
Nulukizzdîn.
2979 Foundation of Baruk-zigil/Mount Gram by
1371 -1236 Ruzandum/Amon Rûdh founded.
Linnar's people.
1377 -1179 Daeron improves his runes 3113 Felbuzad founded by the folk of Vigdís.
considerably; now called Cirth.
3400 All of Var's and many of Sindri's people
1450 -479 The Petty-dwarves found Amon Rûdh
seduced into open alliance with Mordor.
as their last mansion in Beleriand.
Abandonment of Garaz-khamil by Var's
1495 -48 Melkor/Morgoth returns to Middle- people.
earth. He begins the re-building of
3434 Dwarves fight (on both sides) at
Angband and the breeding of foul
Dagorlad. Only few fight on Sauron’s
things. End of the Golden Age of
behalf however.
Beleriand.
1497 -29 First assault of Morgoth upon
Beleriand. His eastern army is utterly
defeated by Thingol and Denethor. The
rescapees are waylaid and routed by
Linnar's and Úri’s people.
1500 1 Rising of the Sun, awakening of men in
Hildórien.

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OTHER MINDS MAGAZINE —————————————————————————————————
Third Age Year Event place of awakening. The number’s colour refers
Year Event 2770 Smaug desolates Erebor and Dale. to the same colour in the maps.
1-40 Abandonment of Gamil-nâla by Sindri's 2772 Gindabaz founded by Thrór in Dunland.
people. Durin’s people
13 Sigil-Nâra founded as the new primary 2778 Thrór and Thráin II. settle in Dunland.
mansion of Sindri's people. Gindabaz founded. Gundabad/Gunduzbad (1)
2790 Thrór slain by Azog.
58 An unknown evil befalls Nurunkhizdín, and The Place of Awakening for Durin. Most of
news of the renegades ceases. Sindri's ring 2793 Sixth Union of the Khazâd. War of the
passes out of all knowledge.
its history it is inhabited by his house. It is oc-
Dwarves and Orcs begins.
280 Tharâg/Bar-en-Ibûn is deserted when the 2795 Gundabad retaken by the Union.
cupied by Orcs only briefly in the early and
last of its inhabitants die. around the middle of the Second Age and since
1280 Felbuzad deserted by the folk of Vigdís. 2799 Battle of Dimrill Dale (Nanduhirion). Dáin
Ironfoot becomes Lord of the Iron Hills. the beginning of the second millennium of the
1289 Scatha the Dragon sacks Makalkukhizdín. 2800 Narad-dûm founded by the Axes of Third Age. Its status as the birthplace of the
1302 Gundabad taken by Orcs under the Nargubraz. most ancient revered “founding father” makes
command of the Witch-king. 2801 Thráin II. abandons Gundabad and settles in
the Blue Mountains.
it a special place for all Naugrim. For instance,
1305 Baruk-zigil/Carn Dûm taken by the Witch-
king's forces. 2802 Second occupation of Khalarazûm by the it was the place of many and regular diplomat-
1307 Witch-king occupies Angmar and captures Axes of Nargubraz. ic meetings between embassies of all the seven
Barazbizar. Linnar's ring comes into 2810 Azelanduzur founded by Thorin II. in the houses.
Sauron's possession. Blue Mountains.
1480 Buzdûm-Mazar abandoned by Linnar's 2815 Gindabaz abandoned by Thorin II. The term ‘Gunduzbad’ is the original Dwar-
people. 2841 Thráin II. sets out to reclaim Erebor. His ven name, but time has altered the spelling (in
c. 1650 The Dragon wars begin. party is shadowed and harassed by Sauron's the Dwarven neighbours’ tongues), so that
minions.
1660 Feud between the peoples of Var and Vigdís ‘Gundabad’ prevailed as the most widely used
formally set aside. 2842 Orcs under Bolg retake Gundabad.
Akhuzdah closed by the Axes of Nargubraz. form.
1712 Thulin's ring and heir devoured by a worm.
Loss of Kibil-tarag to the dragons. Legacy of 2845 Thráin II. captured in Mirkwood and taken to During its eventful history, it changed hands
the Dragonslayers born. Dol Guldur. Sauron recovers the last of the
1720 Buzan founded by Thulin's folk. Seven from him. several times. It was first taken by Morgoth’s
2850 Gandalf discovers Thráin II. in Dol Guldur Orcs In the Year of the Sun 529. In S.A. 40 the
1722 Akgundîm occupied by a dragon. and obtains the map and key to Erebor
before the Dwarf dies. Naragul founded by
Second Union of the Khazâd re-took the an-
1723 Sigil-nâra attacked and occupied by a great cient halls. In the wake of the War of the Elves
worm. the Axes of Nargubraz.
1729 Fourth Union of the Khazâd. The advance of 2905 Azagarbhun founded as a war-mansion by with Sauron, Gundabad is again taken by the
the worms is halted, though both Kibil-tarag the Axes of Nargubraz. Orcs in S.A. 1699 though. It took 133 years
and Akgundîm remain lost. 2915 Narad-dûm abandoned by the Axes of
Nargubraz.
until the Third Union of the Khazâd was able
1852 Baruzdazar falls to the dragons.
2941 Quest of Erebor. Battle of Five Armies. Dáin to expel them again. In the year 1302 of the
1855 Baruzkhizdîn falls to the dragons. II. becomes King under the Mountain. Third Age, the future Witch-king conquered
1871 Narindazdûm sacked by a dragon. 2989 Balin attempts to re-colonise Moria. the ancient Dwarven citadel in his quest to
1873 Fifth Union of the Khazâd. Further progress 3005 Azagarbhun closed by the Axes of found a realm in the North. The Dwarves are
of the worms is halted again, but no territory Nargubraz.
unable to dislodge him again and it is only dur-
can be won back. 3018 The War of the Ring begins.
1981 The Balrog conquers Moria. Durin's people
ing the Sixth Union of the Khazâd that Gund-
3020 Khalarazûm abandoned the second time.
go into exile. Naragul and Mablad-dûm left by the Axes of
abad again comes under Dwarfish rule in T.A.
1999 Thráin I. founds Erebor Nargubraz. 2795. However, since the strength of the
c. 2000 Fram the Northman slays Scatha but falls Dwarves is insufficient, it is deserted by Dur-
victim to Dwarf-malice. Fourth Age in’s people in T.A. 2802. Forty years later the
2063 Sauron flees Dol Guldur into the East, where
he takes refuge at Nargubraz. War with
Year Event Orcs under Bolg are able to breach the protec-
Vigdís's people erupts again. 1 Nargubraz re-occupied by Var's people. tive measures that the dwarves used to secure
2460 Saruman helps Var and Vigdís's people to 2 Barukhizdîn re-taken from the dragons. Gundabad and another era of Orcish rule be-
expel Sauron from Nargubraz. The feud gins. It is during Elessar’s reign, in F.A. 89,
between the two houses set right once and 7 Aglarond founded by Gimli.
for all. 10 Felbuzad re-opened on a modest scale.
that a union of Durin’s house (including the
c. 2480 Sauron begins to colonise the upper levels of remnants of Linnar’s and Úri’s houses), the
Moria with his minions. 23 Akgundîm re-taken from the worms.
Elves and Dúnedain finally expels the Orcs
2480 Khalarazûm is founded by the Axes of 31 Námagalûz founded by Var's people.
Nargubraz in the Red Mountains. from this site for good.
c. 2570 Time of Afflictions begins for Durin's people. 61 Khalarazûm re-opened again for trading. It
Dragons capture the Dwarf holds of the Grey remains a temporary outpost though, since Khazad-dûm/Moria (2)
Mountains. no families dwell there.
There is no need to describe this most fa-
2589 Dáin I. and Frór slain by Skell. Kúri - lord of 70 Gundabad re-taken from the Orcs in a great
Úri's people - perishes while holding the union of the Free Peoples of the West. mous Dwarven dwelling in much detail here.
Pass of Nuril-lagil in a heroic rearguard Both Tolkien’s books as well as the RPG inter-
action.
Listing and short pretations of ICE and Decipher offer ample
2590 Thrór returns to Erebor. Grór goes to the descriptions and accounts of its history.
settlements of the Iron Hills. descriptions of mansions
c. 2600 Golden Age of Erebor begins. Dale founded.
The mansions are listed in the same manner Erebor (3)
2614 War mansion of Mablad-dûm founded. as in the table above, i.e. according to the or- This mansion does not require much by way
2675 Khalarazûm closed for the first time. der of the Dwarven houses. The numbers in of an introduction owing to being featured in
2705 Akhuzdah as a war mansion founded by the parenthesis refer to the mansion’s number in The Lord of the Rings and especially The Hobbit.
Axes of Nargubraz. the table above in reference to the houses’ Though adjactent to the territory of the Long-

18 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008
beards (see quote on page 12), it was not set- Durin’s tribe were bound in the Iron Hills, in T.A. 2815.
tled as a Dwarven mansion until T.A. 1999 Gundabad and Khazad-dûm with unearthing
when Thráin I. founded the Kingdom under vast riches; reducing the grey Mountains to a Azelanduzur (7)
the Mountain. From then, it was continually minor status with very limited resources. It Founded by Thráin II. in T.A. 2810. It was
inhabited until T.A. 2770 when Smaug took it was only much later in the Third Age, when occupied into the Fourth Age, serving as a base
as his own. After the death of Smaug in T.A. the Misty Mountains were lost for the Long- for Durin’s people in the west of Eriador.
2941 again it once became the main mansion beards, that they considered a more thorough
Aglarond (8)
of Durin’s folk. exploration of this neglected area and were
This settlement was founded by Gimli early
pleased by the resource that they found.
Thakalgund (4) in the Fourth Age (year 7). It remained the
This settlement is the primary Dwarven In addition, we might use a combination of outpost of Durin’s Folk within the Reunited
mansion in the Iron Hills. It was founded in two genuine Tolkien sources as a further expla- Kingdom for many years thereafter.
S.A. 120 after the foundation of Barukkhizdín nation: First, the quote above says that the
to secure communication between the Misty Grey Mountains were only little explored. Linnar’s and Úri’s Peoples
Mountains and the Iron Hills. During the time This leaves room for a bit of exploration that
Buzdûm-Mazar (1)
when the Longbeards were marking their brought forth satisfying results. This can easily
be achieved by adding Thakalgund as an early The awakening place of Linnar and Úri and
claims in the mountain ranges in the vicinity of consequently sacred to both tribes for many
Gundabad. Throughout the remainder of the small colony that explored its surroundings a
bit, but never much: The abundance of wealth millennia. After the ruin of Belegost and
First, Second and much of the Third Age it re- Nogrod, Linnar’s heir built new halls directly
mained an important but modest settlement in found elsewhere in those happy ancient days
made the Ered Mithrin a low-priority area for adjacent to the old ones. This new part of the
size. It was only after T.A. 2210 when Thorin I. mansion then served as his residence for a long
relocated his throne to Thakalgund, that a mas- Durin’s folk (at least in terms of extensive
mining). With the relocation of the tribe after time. In the year 2900 of the Second Age, the
sive expansion took place, transforming the lord of Linnar’s people left it for the new man-
small old dwelling into a veritable and splen- their expulsion from Khazad-dûm, the Grey
Mountains came into the focus of its folk. The sion at Barazbizar. Buzdûm-Mazar remained
did mansion. It was given up in T.A. 2589 occupied. It was not until T.A. 1480 that the
when the dragons were starting to press relative long time since the appearance of the
Balrog and the final abandonment of the place mansion was finally abandoned. The remaining
against Durin’s people harder and harder. population resettled to Khazad-dûm. This was
by the Dwarves suggests some kind of orga-
A controversy remains however. In the Ap- nized evacuation. This is likely to include pre- also the end for Linnar’s people as an indepen-
pendix A of The Lord of the Rings,Tolkien tells us cious items and minerals/metals too (of dent house. From then on, their fate was inter-
that the Grey Mountains were explored little course in such an extent that was feasible to twined with that of Durin’s people.
in the late Third Age: move around). Thus Durin’s folk was perhaps The abandoned halls of this mansion are the
But Thorin I (d.T.A. 2289) his not driven out from Moria in poverty. Here ‘old dwarf-mines’ where Arvedui, last king of
son removed and went into the far comes the second original source into play: Arthedain, took refuge after his flight before
North to the Grey Mountains, where The Ring Of Power still possessed by the Angmar’s victory in T.A. 1974:
most of Durin's folk were now heir of Durin might have been used to com- ‘For a while Arvedui hid in the
gathering; for those mountains were pensate the lost treasures by locating and min- tunnels of the old dwarf-mines near
rich and little explored. ing new ones. Usage of the Ring is only effi- the far end of the Mountains, but he
– The Lord of the Rings. cient when its owner already has riches; the was driven at last by hunger to seek
Appendix A Ring needing “gold to breed gold” in Thrór’s the help of the Lossoth, the Snowmen
On the other hand the HoMe 12 tells us: words. Fortunately for the Dwarves, their re- of Forochel.’
maining funds were great enough to effectively – LotR.Appendix A
They [the Longbeards] regarded use the Ring. Now the Grey Mountains sud-
the Iron Hills, the Ered Mithrin, and denly became very important: Their apparent It is likely that the Dwarves protected the
the east dales of the Misty Mountains wealth of minerals was a tempting target for abandoned halls from unwanted intruders
as their own land [in the early through several means. Therefore Arvedui’s
re-gaining wealth lost in Khazad-dûm and thus
Second Age]. company probably is therefore likely to have
Durin’s heir decided to move his seat here.
– HoMe12. Of Dwarves and only seen the upper, meagre, halls.
Men Barukkhizdín (5) Tumunzahar/Nogrod (3)
In my opinion these seemingly contradictory This is the Longbeards’ primary mansion in This city is well-known from The Silmaril-
passages can be reconciled. The Grey Moun- the Iron Hills. It was founded early in the Sec- lion. It was founded in YT 1110. It was desert-
tains were claimed by Durin’s People and ex- ond Age after the influx of immigrants from ed by the Naugrim following its ruin in the
plored in a limited area very early, but their Nogrod and Belegost both swelled the tribes’ sinking of Beleriand.
primary value was their strategic location be- numbers and increased its skill. The increase in
tween the Iron Hills and the Hithaeglir (see population led to an era of expansion for the Kalbarazûd/Tumnogoth Iaur (4)
the quote at the beginning of the chapter Dwarves of Durin. In the course of this expan- This mansion was founded in S.A. 28 by the
about Durin’s people). Thus they served as a sion, Barukkhizdín was founded in S.A. 72. king of Úri’s folk after the ruin of Nogrod in
relay and a link between the two areas: The the War of Wrath. It was continually occupied
Gindabaz (6) until T.A. 2610 when Úri’s line failed and its
Iron Hills as the primary source of iron ore Founded in T.A. 2772 by Thrór after Smaug
and the Misty Mountains as the tribe’s popula- last inhabitants attached themselves to the
occupied Erebor. Finally abandoned by Thorin mansions of the Longbeards (though keeping
tion centre. In these times, the resources of
——————————————————————————————————————————— 19
OTHER MINDS MAGAZINE —————————————————————————————————
themselves as a house apart there). Narukgindín/Cameth Brin (8) into oblivion.
This last great mansion of the Petty-dwarves
Gabilgathol/Belegost (2) was founded by Ibûn in YS 560 after decade- Kibil-tarag (2)
Being a sister city to to long wanderings in the wilds of Middle-earth. This primary mansion of Thulin’s people
Tumunzahar/Nogrod, both its foundation date It was occupied by the last remnants of this was founded in YT 1112 by Thulin. It was
and the time of its ruin are the same as that of people until S.A. 1700 when it was sacked habited by his house until T.A. 1712 when it
the great mansion of Úri’s folk. during Sauron’s invasion of Eriador and its last fell during the dragon wars.
Barazbizar/Carn Dûm (5) inhabitants were either killed or driven away. Buzan (6)
This hold of Linnar’s folk was founded in The few remaining survivors re-located to the This modest mansion was a temporary
S.A. 2911. Soon thereafter, it became the Rast Vorn peninsula where they founded the refuge to Thulin’s tribe after its expulsion from
house’s primary mansion and flourished into a last Petty-Dwarven community in the West- Kibil-tarag and was founded in T.A. 1720. It is
reminiscence of lost Nogrod. Made strong and lands. not a real ‘mansion’, but a trading post with
rich by the Ring of Power granted to Linnar’s Tharâg/Bar-en-Ibûn (9) the outside world and a resupply opportunity
folk by Sauron, the Broadbeams prospered This last Petty-Dwarven refuge was founded for the scattered families. Thus it is staffed
here and created great works. Barazbizar was in S.A. 1734 after the abandonment of with only a small number of people (compared
lost in T.A. 1307 to the forces of the Witch- Narukgindín. It continued to serve the last to a real mansion). This “garrison” is rotated
king in his quest to found his realm (which was Petty-dwarves as a humble home until T.A. regularly between all the families of the tribe,
later called ‘Angmar’). 280 when its last inhabitants died and with so that every single clan has the opportunity of
Normally the Hithaeglir were regarded as them the legacy of the Petty-dwarves. pursuing the ultimate goal of Thulins house:
Longbeard territory by Durin’s house, but hunting down dragons. Buzan remained occu-
they came to an agreement with Linnar’s folk Thulin’s and Sindri’s Peoples pied until the Fourth Age. It is intentionally
that the latter might settle and build on the devoid of any typical Dwarven riches. It stocks
Akgundîm (1) only simple supplies, no gold or other trea-
two northeastern spurs if they confined their This is the place of awakening of Thúlin’s
activities to these regions alone. Thereafter, sures that a dragon might covet which the
and Sindri’s peoples (the 4th and 5th houses). It Dwarves hope may prevent the worms from
this agreement was mostly respected by both continued to be inhabitated until T.A. 1765
sides and hostilities on these issues occurred becoming interested in Buzan .
when it fell in the dragon wars. It was cleansed
only occasionally. of the occupying worm in F.A. 23. Var’s and Vigdis’s peoples
Baruk-zigil/Mount Gram (10) Gamil-nâla (3) Baruzkhizdîn (1)
This was the second mansion of Linnar’s This first and greatest mansion of Sindri’s This place saw the awakening of the fathers
folk in the Misty Mountains. It was their pri- folk was founded in YT 1111. After the end of of the 6th and 7th tribes (Vár and Vigdís respec-
mary settlement in the southern spur of what the First Age its fortunes already began to tively). It served as their primary place of rev-
would be later called the mountains of dwindle, since its strategic position which had erence throughout the ages until T.A. 1855
Angmar. Founded in S.A. 2979, it continued allowed it to exact heavy tribute from the men when it was sacked by the worms in the drag-
to be inhabited by the Naugrim until T.A. crossing the area began to fail due to the slow on-wars. In F.A. 2 it was re-taken from the
1305 when it fell to the invading forces of the recession of the Sea of Helcar. Though not de- dragons.
Witch-king. It’s population had been consider- stroyed outright, its many mines failed and
ably reduced by this time however and there with them the source of its wealth. With this Nargubraz (2)
was no serious hope of resistance. The sur- came an ever-increasing evil reputation. Con- The ancestral home of Var’s people, Nar-
vivors fled to Barazbizar where they swelled sequently, it was gradually abandoned over the gubraz was founded in YT 1115 and stood fast
the numbers of the defenders. first four decades of the Third Age. and unconquered from the outside right into
the Fourth Age. After T.A. 2460 when the
Nulukkizdîn/Nargothrond (6) Sigal-Nâra (4) Necromancer was expelled from its halls, Var’s
This ancient site of the Petty-dwarves was This, the second home of Sindri’s folk was house willingly left their home, vowing only to
founded early in the First Age in the Year of the founded in T.A. 13 and finally replaced Gamil- return after Sauron had been defeated and the
Trees 1141. In YT 1369, the halls were aban- nâla as the tribe’s principal home. It served in tribe’s shame being redeemed. After Sauron’s
doned by the Petty-dwarves; most likely be- this role until T.A. 1723 when Sindri’s people fall, Var’s people officially re-located their roy-
cause of population decline. Much later, 60 were driven from it during the dragon wars. al home to Nargubraz in the first year of the
years after the rising of the sun, it was occu- Fourth Age.
pied by Finrod Felagund and enlarged into the Nurunkhizdín (5)
famous underground city-fortress of Nar- This mansion was founded by the exiled Narindazdûm (4)
gothrond. king of Sindri’s people in S.A. 2797, when the This mansion was built in S.A. 1020 in the
majority of the house would not have any central mountains of Middle-earth; near Sin-
Ruzandum/Amon Rûdh (7) more dealings with him and his followers due dri’s mansion of Gamil-nâla. It served as a
This was the last known refuge of the Bele- to the latter’s open friendship with Sauron. It trading outpost as well as strengthening ties
riandic Petty-dwarves. Its fate is told in the continued to serve in the royal seat (though with Sindri’s people. At times (especially after
legends of the Children of Húrin. It was offi- not the population centre) of Sindri’s people the distribution of the Rings), Var’s people
cially built in YT 1371 and abandoned in YS until T.A. 58 when all contact with the man- were helped by Sindri’s house in its feud with
489 when it was sacked by Orcs. The last sur- sion was lost. The remainder of the house did Vigdís’ tribe. Here Narindazdûm served as the
vivor – Mîm – then left for ruined Nar- not investigate why and Nurunkhizdín passed perfect link. Since the beginning of the Third
gothrond.

20 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008
Age, its wealth and mines began to decline. It T.A. 2905 to 3005. Tolkien, J.R.R. (edited by C. Tolkien) – The War
was finally sacked and occupied by the dragons of the Jewels: The History of Middle-earth,
in T.A. 1871; the last dwarf-hold to be lost to Mablad-dûm (14) Volume 11. HarperCollinsPublishers 1994
the worms during the dragon-wars. This war-mansion in the central Yellow
Tolkien, J.R.R. (edited by C. Tolkien) – The Peo-
Mountains was the main base of operations in
ples of Middle-earth: The History of Mid-
Garaz-khamil (5) this area. It was opened in T.A. 2614 and con-
dle-earth, Volume 12. HarperCollinsPub-
This early settlement was founded in YT tinually occupied until T.A. 3020.
lishers 1996
1220. Its rich mines served Var’s people well
until they were flooded and ruined after the Baraz-lagil (3) In the Yahoo fan-sourcebooks group you can
Akallabêth flooded much of these. Conse- The ancestral home of Vigdís’ folk was find the comparison between the ICE and De-
quently, Garaz-khamil was gradually aban- founded in YT 1116. It remained occupied by cipher interpretations of the Dwarves. The
doned until S.A. 3400, when the last Dwarves his folk until the Fourth Age; the only ancestral group can be accessed at:
left. mansion in which its founding tribe was able http://games.groups.yahoo.com/group/
to remain undisturbed. fan-modules/
Khalarazûm (9)
One of the war-mansions used by the Axes Baruzdazar (6) The random names from a number of the
of Nargubraz in their self-imposed revenge This mansion of Vigdís’s people was founded mansions were created with the help of the
against Sauron. It was founded in T.A. 2480 in YT 1311 in the First Age. The profitable and Everchanging Book of Names (EboN) software.You
and occupied until T.A. 2675. A second occu- rich colony thrived until it fell in T.A. 1852 can find this fine roleplaying aid at:
pation took place from 2802 until 3020. In the during the dragon wars. http://ebon.pyorre.net/
Fourth Age it was again opened as a trading
Kharukthalad (7)
outpost in the year 61.
This colony of Vigdís’s people was founded Notes
Námagalûz (15) in S.A. 1196 in the valley were later a branch 1
of the Talathrant would flow. The richness of http://creativecommons.org/licenses/by-
This mansion of Var’s people was founded nc-sa/3.0/
relatively close to the old place of the surrounding hills and (later) the access for 2
trade by river made this mansion a very suc- Which is not surprising, since Tolkien did
Narindazdûm. Even though the dragon occu- not even detail the ‘East’ in any way beyond
pying it had been killed by a Dragonslayer in cessful one. It continued to be habited into the
Fourth Age. vague sketches.
T.A. 2954, the memories of the sack and occu- 3
This is of course based on the sole example
pation of Narindazdûm together with their of the Dwarves of Nogrod and Belegost.
Felbuzad (8)
memories of their past questionable deeds led 4
The First Age is not only the time from the
This final settlement of Vigdís’s people was
Var’s people to the establishment of this new rising of the sun and moon, but also the
founded in S.A. 3113 and served as the princi-
mansion rather than moving back into the old years before these events. See the HoMe 10
pal point of contact with the men of the east-
halls. In addition, the location of Námagalûz is for more details of the chronology of events
ern plains. It was abandoned in T.A. 1280 due
strategically ideal to establish contacts with the of the earlier First Age.
to growing hostility in this Sauron-dominated
West through its location on a river that leads 5
Before that, the Valian Years from the entry
area. In the year 10 of the Fourth Age it was
to the Sea of Rhûn. The mansion was founded of the Valar into Arda until their retreat to
re-opened with a modest number of people
in Fourth Age 31. Though modest in size Aman following the destruction of Almaren
and again served its ancient purpose.
(compared to Nargubraz), it served Var’s peo- numbered 3500. The total span of the First
ple well in this period. Age from the very beginning until the
Sources death of the Two Trees was therefore 5000
Narad-dûm (10)
This war-mansion in the Yellow Mountains The following books/publications were par- Valian Years (equates to 33,537 Years of the
served for the Axes of Nargubraz from T.A. ticularly useful when researching this essay. Sun). To this come the 590 years after the
2800 to 2915. After that, it was sealed and not The most important are of course Tolkien’s rising of the sun, bringing the whole First
re-opened again. books and the various official RPG publica- Age to the equivalent of 34,127 Years of the
tions, but fan-made material as well as auxil- Sun.
Naragul (11) iary software was helpful as well.
This war-mansion in the uttermost south-
west of Middle-earth was home to a company
Colburn, R. Mark et al. - Lords of Middle-earth
of the Axes of Nargubraz from T.A. 2850 to
Vol. III – Hobbits, Ents, Orcs & Trolls. Iron
3020. Thereafter it was sealed and left alone.
Crown Enterprises 1989
Akhuzdah (12) Mearls, Mike; Seeman, Chris – Moria. Decipher
Another war-mansion of the Axes of Nar- Inc. 2003
gubraz. These halls were opened in T.A. 2705 Tolkien. J.R.R. - The Hobbit. George Allen &
and closed in 2842. Unwin 1937
Azagarbhun (13) Tolkien. J.R.R. - The Lord of the Rings (2nd edi-
This war-mansion served as a link between tion). George Allen & Unwin 1966
the war-mansions in the south as well as a base Tolkien, J.R.R. (edited by C. Tolkien) - Mor-
for operations in central Middle-earth. It was goth’s Ring: The History of Middle-earth,
occupied by the warriors of Var’s people from Volume 10. HarperCollinsPublishers 1994
——————————————————————————————————————————— 21
OTHER MINDS MAGAZINE —————————————————————————————————

A Dwarven Runic Cryptogramm


by Neville Percy © 2008 The runes on the image below read as fol- faces in which the number of strands in the left
per the terms of the CC license: b n a 1 lows: half of the beard direct the code-breaker to
: Th e • sh ee l d • w a l l • o v • b a v e r n : th row 1, 2 or 3 of the futhark or Norse rune-
e y • f e l l • i n • kh a z a d d u m • th a t • th e rows, and the number of strands in the right
• t r e zh u r e • e n t r u s t e d • t o • th e y r • half give the individual rune within that row.
h ou s e • sh u d • r e m aa n • t o • th e • kh a z This cryptogram extends that principle
a d • ee v e n • a z • s oo • m u ch • e l s e • w o somewhat artificially to the columns in which
z • m u s t n ee d z • h i d d e n • s ee k r e t • a the runes of the Angerthas Moria are arranged
nd • s aa f e : in Appendix F of The Lord of the Rings: the left
The Shield Wall of Bavern. They fell in Khaz- half of the beard gives the column and the
You might encounter this small piece of informa- right half (with a ‘V’ strand of beard counting
tion anywhere in the abandoned abandoned halls of ad-dûm that the treasure entrusted to their
house should remain to the Khazâd even as so for 5 singles) gives the row.
Khazad-dûm. It is the key to further adventure and
treasures and may be placed in any place convenient much else was must needs hidden secret and The beards of the Dwarves in the Shield
for your campaign. safe. Wall of Bavern therefore spell out GIMLU-
The inscription purports to be a memorial NITÎR, (Khuzdul: “star’s kindler”2). This phrase
It is intended as a sidekick within an ongoing could be the command word – “the spell in the
campaign rather a campaign itself (though you to the memory of the retainers of Bavern, a
dwarven loremaster of great wisdom who had tongue of the dwarves” as Gandalf might have
might devise the bigger story behinfd this of course called it – for the treasure that this Bavern
to make it a campaign in its own right). a somewhat chequered relationship with Durin
VI in the years before the coming of Durin’s smuggled out of Moria as such great cost of
Bane. The inscription implies that they died so lives. Or a GM could use the same cryptogram
that a treasure in the keeping of the house of for any puzzle within their own game.
Bavern should remain in dwarven hands when
most of the treasures of Moria were being Notes
sealed up in their vaults as the Dwarves fled 1
into exile in Rhovanion. http://creativecommons.org/licenses/by-
nc-sa/3.0/
The inscription itself is of little significance, 2
Ardalambion:
except to establish the correct context for the http://www.uib.no/people/hnohf/
true message encrypted in the image of the khuzdul.htm
‘shield wall’ of dwarves itself.
In An Introduction to English Runes, R. I. Page
reproduces archaeological “cryptic rune types
found in Bergen”, including a row of bearded

22 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008

The world that iS


Eä:
“Ilúvatar called to them, and said:
'I know the desire of your minds that what ye have seen should verily be,
not only in your thought, but even as ye yourselves are, and yet other.
Therefore I say:
Eä! Let these things Be!
And I will send forth into theVoid, the Flame Imperishable,
and it shall be at the heart of theWorld, and theWorld shall Be;
and those of you that will may go down into it.'
And suddenly the Ainur saw afar off a light, as it were a cloud with a living heart of flame;
and they knew that this was no vision only, but that Ilúvatar had made a new thing:
Eä, the World that Is.”
--J.R.R. Tolkien, The Silmarillion, Ainulindalë (The Music of the Ainur).
The Eä RPG system is dedicated to role playing gaming in J.R.R. Tolkien's universe.
Eä d20 is currently well along in it's development with the “Races & Cultures” tome nearing completion. Eä d20 is the adaptation of the Open
D20 (D&D 3.5) role-playing gaming system modified to more accurately fit the “feel” of Tolkien's Middle-earth.
Tomes of lore include:

Races & Cultures (near completion)
● Magic in Middle-earth (core mechanics complete, conversino charts in progress)
● Destinies & Lore (Classes, Skills, Feats, etc. - in early stages)
● Creatures & Monsters (Ancalagon through Zigurim) (planned)
● Valar & Maiar (Includes Vala, Maia, Istari, Lords and Characters of Reknown) (planned)

Find details and downloads at: www.earpg.com

——————————————————————————————————————————— 23
OTHER MINDS MAGAZINE —————————————————————————————————

Swept off by your feet...


by Thomas Morwinsky © 2008 Fan-sourcebooks: This Yahoo group (for- in volume compared to earlier times) and
merly fan-modules) was founded in 2001 an exclusive fellowship one with access to
per the terms of the CC license: b n a 1
after the demise of Other Hands. very expensive but well-done miniatures
http://games.groups.yahoo.com/ for only this “club”. They also have a board
group/fan-modules/ which is mostly miniatures-centered but
some general Middle-earth related infor-
mation can be found as well.
Games Workshop: If you are interested in
miniatures made after the movies, then the http://www.mithril.ie/
Games Workshop miniature line (actually Forum:
tabletop accesoire) is for you: http://mithrilfigures.proboards19.com/
“It's a dangerous business, Frodo, http://www.games- index.cgi
going out of your door,” he [Bilbo] workshop.com/gws/catalog/
used to say.“You step into the Road, Notes
and if you don’t keep your feet, there The Hall of Fire: is an excellent resource if 1
is no knowing where you might be http://creativecommons.org/licenses/by-
you are looking for game-oriented material nc-sa/3.0/
swept off to...”
for Decipher’s Lord of the Rings Roleplaying
– The Lord of the Rings.Book I
Game (LotRRPG).They also have a wiki and
(A shortcut to mushrooms)
an extensive link section in their zine them-
selves.
There are many paths prone to take you http://www.halloffire.org/
somewhere if you are not careful and the in- Wiki:
ternet is certainly among them. Its vast reach- http://wiki.halloffire.org/Main_Page
es harbour numerous roads and paths – some
dangerous and some not – but it also has many
havens of lore and respite where the weary Lindëfirion: This site has quite a lot of inter-
traveller or loremaster seeking knowledge may esting information on several territories of
find what he is looking for. In order to ease the the Northwest. The imagery draws heavily
navigation, this new clumn of Other Minds from the movies and movie-inspired prod-
wants to give you a quick overview and orien- ucts (e.g. miniatures).
tation what might be an interesting Middle- http://wiki.lindefirion.net/
earth RPG-related link.
To each link we give you a short description MERP.COM: The site devoted to roleplaying
of its primary purpose and content to give you in Middle-earth (not just ICE’s MERP as
a overview for better judging its content com- the title may suggest). It contains a vast
pared to your needs. vault of useful of information and gaming
material.
The following list does not claim to be ex-
haustive or representative. All the content of http://www.merp.com/
these pages lies in the responsibility of their
operators. They are listed in alphabetical order, MERP printing edition reference: A
so there is no order of preference on our side great reference for all the editorial changes
within this selection. If you find any other sites and different printings of MERP 1st edition.
that may be fitting for this rubric, just drop us If you are interested in the various editions
a mail, and we will check and (likely) list it. of MERP 1st ed., this is for you for sure!
http://homepage.mac.com/guyf/MERP/
Chronicles of the North: A board that PrintingEditionReference.html
deals with Decipher’s (now defunct) Lord of
the Rings Roleplaying Game. It focuses on sev- Mithril miniatures: This company has been
eral campaigns (hence the name) that might around in the Middle-earth figurines busi-
prove inspirational for your own. ness since 1988; thus being one of the old-
http://rpg.avioc.org/boards/ est still in uninterrupted business. They
now have a general line (though diminished

24 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008

Outer names for the


Western Dwarves
by Neville Percy © 2008 Basics Roll Male I Male II Male III Male IV Female
per the terms of the CC license: b n a 1 It starts from a review of Norse names, and 09 Aldi Fathir Hegi Rúni Astrith
10 Áli Fati Helm Sandar Athisla
avoids: (1) those derived from or imitative of
11 Almar Feg Herni Sarth Auga
Christian, Celtic or Latin names; (2) names
too similar to their own modern survivals (e.g. 12 Alver Fegi Hersir Scagi Autha

Bjorn, Erik, Olaf); (3) names linking the indi- 13 Ambi Feti Hervi Scalli Bera

vidual with European places or nations (e.g. – 14 An Firir Hethin Scarthi Birla

iutr, –gautr, –finn, –dan: the Jute/from Jut- 15 Áni Flain Hildir Sefi Birna
land, the Gaut/from Götland), the Finn/from 16 Anki Flár Hior Selvi Bolla
Finland, the Dane, from Denmark); (4) names 17 Api Flóki Holfi Sibbi Borga
This list of dwarves’ outer names is presented as conspicuously composed of two common ele- 18 Ari Flosi Holti Sigar Busla
an expansion on the The Hobbit- and The Lord of ments, such as Aðalsteinn, “Noble stone”. 19 Arn Fóli Hugi Siggi Dageith
the Rings-derived (and therefore to many gamers These are common in Old Norse, if not so 20 Árni Forni Humli Sindri Dagný
not reusable) names often listed in game books. characteristic as they are of Old English, but 21 Asar Forsil Húni Sinir Dalla
none of the Norse names Tolkien used for 22 Asel Fraki Hursi Skáld Drífa
dwarves were in this style; (5) names using 23 Ási Frithi Ígal Skefil Dýrfa
Alf- referring to an elven quality(!); (6) names 24 Áskel Frosti Ingi Skeggi Eilíf
using Thór-, Frey-, -þórr etc. referring to the 25 Ásli Frothi Ívar Skithi Eirný
gods of northwestern Europe; (7) names re- 26 Ásmar Fugli Kabbi Skógi Embla
ferring to wolves (Ulf-, -ulfr) or dragons 27 Ásti Fúl Kafli Skúfi Erna
(Orm-, -ormr) which are consistently evil in 28 Aswith Fuldar Kál Skúli Ethla
M-e; (8) names based on ships and maritime 29 Ati Fúlnir Kani Skúti Ethný
references; (9) names that are too different in 30 Atli Fundin Kapi Slóra Eyfura
style from the simple forms of TH; (10) names 31 Aunn Fúsi Kári Slóthi Eyild
using consonant-combinations that are difficult 32 Authin Gadi Kárni Snari Falgerth
in the English language use to represent the 33 Autir Gagar Kárr Snerrir Fasta
Common Speech, such as Gj-, Gn- J-, Lj-, -kk- 34 Aver Gagi Karsi Snorri Fastný
Skj- Spj-, Sv-, Thjo- 35 Bagi Galandi Kasi Solgi Folka
For the remainder diaereses are mostly sim- 36 Baldi Galin Keli Solvi Fritha
plified to single vowels or the -ái- and -ói- 37 Bali Galli Ketil Staki Geira
vowel combinations Tolkien did use, and the 38 Balsi Galmi Kilfir Stáli Gerth
guttural ON ending –R is omitted. 39 Barki Galti Kobbi Stari Gilla
40 Barni Gamal Kofri Starr Ginna
Usage of the tables is pretty straightforward:
41 Barth Gamli Kolli Stigand Gísla
You either pick a name of your liking or you
42 Basi Gapi Kóri Stóri Grélath
roll 1d100 and then 1d4 to generate a male
43 Begi Garni Kúsi Stóthi Gróa
name or 1d100 only to generate a female
name. 44 Beli Garthar Láfi Stúrla Gudda
45 Belir Gási Lafsi Styrmir Gufa
46 Benir Geda Láki Styrr Gulla
Rolls 1-50
47 Bersi Gegnir Lefi Súlki Gynna
Roll Male I Male II Male III Male IV Female
48 Bili Geilir Lini Sútari Gyra
01 Abbi Erlend Hani Róin Ádís
49 Birgir Geir Lófi Syvurr Gytha
02 Afi Erli Hár Róki Aerin
50 Bisi Gelir Lothin Taf Gythríth
03 Agi Evi Hara Róki Áfrith
04 Agnar Fadi Harthi Rónar Alma
Rolls 51-100
05 Agni Fari Hári Rorik Arngerth
Roll Male I Male II Male III Male IV Female
06 Agwith Fastar Harri Roth Arnóra
51 Biur Getir Magni Tanni Halla
07 Áki Fasti Hávar Rother Ása
52 Blár Gildi Máni Tárr Hallbera
08 Alar Fathi Haver Rothi Ásný
53 Blási Gilfir Már Tassi Hálma

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OTHER MINDS MAGAZINE —————————————————————————————————
Roll Male I Male II Male III Male IV Female
54 Blesi Gili Miki Tati Heith The Dwarves of different communities (probably the Seven Houses) possessed systems
55 Bodi Gilir Morth Thialfi Hildiríth of sign-language that they called iglishmêk. They used them
56 Bófi Gipi Múli Thrain Hithindís
57 Bógi Girgir Munán Thrand Holma
“for secrecy and the exclusion of strangers. … The component sign-elements of any
such code were often so slight and so swift that they could hardly be detected, still less
58 Bói Gísi Mundi Thrassi Hulda
interpreted by uninitiated onlookers. … they could speak with their voices but at the
59 Bóla Gísli Nafni Tindr Ithun
same time by ‘gesture’ convey to their own folk modifications of what was being said. Or
60 Bóli Gizur Nagli Tiorvi Jódís
they could stand silent considering some proposition, and yet confer amongst themselves
61 Bondi Glaggi Naki Tófi Jóka meanwhile.” – The War of the Jewels p. 395
62 Bóndi Glethir Nani Tóki Jólinn
63 Bósi Glóthi Narfi Tóli Jóra
64 Bóti Glúm Nasi Torfi Jóreith
65 Bóvi Gorm Nefi Tósti Káta
66 Bragi Goti Nefi Tóti Kila
67 Bredi Grái Nem Trani Kisla
68 Bresi Gráni Nolar Trausti Kitta
69 Brísi Grefi Obbi Trion Kolla
70 Brodi Grein Ogur Tubbi Leikný
71 Brodir Grepi Óli Túni Leith
72 Brosa Gretir Olver Tyrvi Líf
73 Brúni Grími Omun Ubbi Lúta
74 Brúsi Grímsi Ónar Ubin Mábil
75 Brynki Grípi Onas Uffi Maer
76 Bryti Grís Öndur Uggi Máfa
77 Bugi Gróm Ongli Úlfar Molda
78 Buki Grubbi Orlog Uli Mungerth
79 Buldi Grúmi Ormi Unar Nauma
80 Bur Gubi Orn Unir Óleif
81 Burir Gufi Orri Unni Olrún
82 Bursti Gulli Ótta Vafri Refna
83 Butni Gumi Óttar Valdi Riúpa
84 Dali Gunar Ozur Váli Róta
85 Dari Gurthir Ragi Vani Rótha
86 Dómari Gusi Ragni Varin Sefa
87 Dómi Guthi Randi Varr Signý
88 Dóti Guti Rangi Vathi Sítha
89 Dreng Gutir Rani Vati Thruthi
90 Drosbo Habi Ranver Vékell Thyra
91 Dúfa Hadi Rathi Veni Tobba
92 Dúsi Haki Refi Vífi Tófa Notes
93 Dúthi Hákon Refli Vífill Tóka 1
http://creativecommons.org/licenses/by-
94 Dýri Hali Reinn Vígi Tóla
nc-sa/3.0/
95 Egil Hali Reithar Víkarr Tonna
96 Einar Halmi Rifli Víli Tóra
97 Eitri Halti Riger Vithar Torfa
98 Ekil Hamall Ríki Vithi Unna
99 Éldi Hamarr Rithir Víti Uth
100 Endrith Handi Róar Róin Valka

26 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008

“Then Ilúvatar said to them: 'Of the theme that I have declared to you,
I will now that ye make in harmony together a Great Music. And since I
have kindled you with the Flame Imperishable, ye shall show forth
your powers in adorning this theme, each with his own thoughts and
devices, if he will. But I will sit and hearken, and be glad that through
you great beauty has been wakened into song.'”
- Ainulindalë (The Music of the Ainur)
The Silmarillion
by J.R.R. Tolkien

Listen to music by the many musicians around the world


inspired by the works of J.R.R. Tolkien.

Middle-earth Radio make available four different Internet radio streams


dedicated to the audio and music inspired by the works of J.R.R.
Tolkien.

You can tune in 24 hours a day, 7 days a week from anywhere in the
world where you have an Internet connection, with your favorite
streaming media player.

And when you hear a piece of music you like, be sure to support the
musicians by purchasing their music (if applicable).

See the lengthy list of inspired music at the Tolkien Music website:
www.tolkien-music.com

Tune in today and listen at:

www.middle-earthradio.com

——————————————————————————————————————————— 27
OTHER MINDS MAGAZINE —————————————————————————————————

Bestiary of Middle-earth:
The Giant Armoured Moldewarp
by Neville Percy © 2008 and smell. It detects sound vibrations as much
per the terms of the CC license: b n a 1 Gandalf:“Far, far below the through its body and whiskers as with its ears,
deepest delvings of the Dwarves, the which are small and hidden within its fur. In
world is gnawed by nameless things. addition to its whiskers, which spread as wide
Even Sauron knows them not. They as its shoulders, the snout which projects for-
are older than he.” ward above its fanged mouth bears a striking
– The White Rider, LOTR, p. array of fleshy tentacles radiating from its nos-
491 trils.3 The legs are shorter than in many crea-
tures but stout and immensely powerful, with
scaled, shovel-like forefeet turned outward to
The evil of Melkor and the blight angle the strong claws for digging.
of his hatred flowed out … and
beasts became monsters of horn and These creatures are able of digging through
ivory and dyed the earth with blood rock like their lesser cousins through earth. It
– Of the Beginning of Days, takes longer of course, for the Moldewarp to
Silm. p. 41 dig through living rock.
In Middle-earth the mythic, the magical or the
monstrous may always be within a day’s march. But Whether once-natural beasts warped by the Where common moles are voracious, eat-
those who have read a lot of fantasy, and seasoned Mordo, the outpouring of Morgoth’s own cor- ing two to three times their own body weight a
gamers who’ve battled any number of different mon-
rupted soul-power into Middle-earth, or day, the giant moldewarp of the Underdeeps
sters, may think the bestiary of the Free Peoples’ foes can enter a state of hibernation-like torpor in
whether bred in the pits of Angband, the ori-
limited: there are clear details ‘only’ of orcs and which, as for the sleep of dragons, it is sus-
trolls, wolves, spiders, dragons and a smattering of gin of these monsters is lost in the deeps of
time. In the Common Speech they might be tained by its own dark spirit
more-or-less undead beings.
described as giant armoured moles, or where
At various points Tolkien offered less-than- the Common Speech is coloured by Northron Notes for Game-Play
glimpses of “dark shapes”, “dark things”,“fell beasts”, tongues, moldewarps.2
“great beasts”,“shadows” and “strange creatures”. The head, back and flanks of a Giant Molde-
Where Tolkien’s books were best served by chilling warp are covered with horny plates of armour,
hints, gamers in Middle-earth may wish for other Where the common mole does have tiny much-scarred by scraping through rock-tun-
minds to offer more specific details. eyes, the eyeless moldewarp is truly blind, and nels. Its short limbs mean its body remains
relies entirely on its excellent sense of sound close to the ground, making it difficult to land

28 ——————————————————————————————————————————
———————————————————————————————————— ISSUE 4, JULY 2008
a powerful blow on its furred-hide under-re-
gions. Seeking to stab an eye below the brow- Dwarves and Crossbows?
armour will prove vain. Tolkien never once uses the word “crossbow”, so despite most people now thinking the
To fight such a beast calls for a dragon- Dwarves’ mechanical bent suits their use of crossbows, Tolkien quite possibly never intended
slayer’s valour. Its most vulnerable point is its it.
snout, a blow to which will cause it to recoil in (Into Norman times, when crossbows became more common, “bow” and “archer” seem to
pain, or thrash about in a dangerous but unfo- have been used for crossbows and longbows alike; and note that Tolkien only uses “bow”, not
cussed fashion. But to attack its snout is to put “long bow” or “short bow”, either.)
oneself in the path of the two mighty
forepaws, the digging-like attacks of which are
likely to sweep a man off his feet and pound
him against the tunnel wall to left or right.
The sensing-tentacles are also coated with a
slime that will paralyse or at least slow a man-
sized victim if they contact exposed skin. A
stunned, pummelled senseless or paralysed
victim will be finished off with a stab of the
claw-points.

Game Statistics
Type Lvl #/Enc Size/Crit Speed Hits AT DB Primary/2ndary/etc Attack Notes
Great Moldewarp 7 1 (1-5) M MD/SL 150 Pl/18 25 40HBa×2/25LCl/30SSt (pois) Ravenous. Blind but other senses
compensate.
Huge Moldewarp 10 1 (1-5) L/La MD/SL 250 Pl/18 35 50HBa×2/40LCl/30SSt (pois) Adult Moldewarps might be the
Giant Moldewarp 13 1 (1-5) H/SL MD/SL 400 Pl/18 40 60HBa×2/40LCl/30SSt (pois) size of a bear, a cave bear, or a cave
drake.

Notes
1
http://creativecommons.org/licenses/by-
nc-sa/3.0/
2
OED2 says this exists in fully 136 variant
spellings, some of which are still in use in
Northern English dialects. Moldywarp is
attested from 1325, but the origin is Old
English:
Moldwarp etc., n. [OE. moldwerp: AS.
molde soil + weorpan to throw up…]
– Webster's Revised Unabridged
Dictionary (1913)

A popular term for the mole was the


“Moldwarp” or “Mouldiwarp,” so called
from the Anglo-Saxon, denoting turning
the mould [or earth].
– Folklore of Shakespeare, TF Thiselton
Dyer, p. 184
3
After the manner of a star-nosed mole.

——————————————————————————————————————————— 29
OTHER MINDS MAGAZINE —————————————————————————————————

The Sword of Aulë


by Tom Davie © 2008 The tale istence in the tome The Arcane Mysteries, and got
(tomdav2001@yahoo.com.au) One of the legends from the Elder Days tells his Noldor apprentice Rumil to swear an oath
per the terms of the CC license: b n a 1 how Melkor was made war upon by the other not to reveal the truth, and to pretend that all
Valar, captured and imprisoned due to the the tilkal had been used on the chain Angaino,
coming of the elves, known as The Tale of and thus most versions of the Tale of Melkor’s
Melkor’s Chains. According to the books Trans- Chains are copies of Rumil’s version. This oath
lations from the Elvish compiled by Bilbo Bag- Aulë took from Rumil applied only to the
gins and included in the Red Book ofWestmarch, First- and Secondborn, as he supplied this
the version of this legend told of how Melkor knowledge (even if only in legendary form) to
was bound by the chain Angainor that had been ‘his’ children – the Dwarves.
wrought by Aulë for this purpose. The tome The Arcane Mysteries was written by
This small campaign idea takes up motives and Rumil but the only surviving copies of it were
ideas from a broad range of Tolkien’s creativity. A hidden by him as part of his oath to Aulë to
secondary influence is from the various ICE (Iron Origins of the sword keep secret the Sword’s existence. This tome
Crown Enterprises) MERP (Middle-earth Role Play- Another version of this legend calls the includes the version of The Tale of Melkor’s
ing) modules and fan-created files and ideas found chain Angaino, and that Aulë created a new Chains mentioned above, and also goes into
on the Internet.You might notice that these ideas are substance called tilkal, being an alloy of six more detail about the Sword itself and the
in many places not compatible with other contribu- metals: gold, silver, iron, copper, tin & lead. pieces that make it up. Where copies of this
tions found in this issue of Other Minds.This is nei- The word tilkal represents the initials for the tome now lie is not known, as the knowledge
ther a fault nor an oversight on our part. It is the words for each metal, thus: tambë (copper), has been lost…
expression of our wish to provide a broad spectrum ilsa (silver), latúken (tin), kanu (lead), anga
of opinions and interpretations of Middle-earth. (iron), and laurë (gold). Tilkal had all the
This gives you – our readers – the best possible pool Properties and Appearance of the Sword
properties of the six metals used to make it,
of ideas to choose from for your own games or ideas and also its own properties: it was bright When remade the Sword in its scabbard
about Middle-earth. Perhaps you also feel inspired green in colour (or red in varying lights) and looks rather plain and ordinary. It is the size of
to make a contribution that is based on an earlier a normal elven longsword except that the
could not be broken, and only Aulë could
one found in these pages and thus enhance the co- blade when revealed is bright green, but the
forge it. According to this version, there was
herence over several issues. sword is blunt or like a ‘rebated’ weapon2, as
only enough tilkal for Aulë to add a little to
-- Editors each link of the chain. Aulë did not make it to inflict physical harm.
Physically it only does damage as a rebated
But there is another version of this legend
longsword would do, but if the sword strikes
that Bilbo was either not aware of or was not
an ‘evil’ object that has been crafted (i.e. of
able to translate at the time. In this version of
Aulë’s realm) the evil – the mordo – is expelled
the legend Aulë had often seen Melkor corrupt
from that object. Aulë named the sword Celeb-
his work, and indeed it was Aulë and his wife
vagor (‘Dark bane’).3
Yavanna who went to Manwë concerned at
there being any of Arda left unmarred when The sword was broken into seven pieces and
the Children of Illuvatar arose. So Aulë creat- transformed back into the original materials
ed a new substance called tilkal, being a mix- used to make it – i.e. gold, silver, iron, tin,
ture of the six metals, and from this new metal lead and copper for the tilkal, with the seventh
forged a sword that would hopefully remove piece being the enchanted blade runes and
evil corruption from Aulë’s works. It was at scabbard. The blade runes hold the sword to-
this point that a council was then called and gether and say ‘Celebvagor’.
the problem of how to capture Melkor was
mentioned. Aulë then used the remaining The Sword pieces
tilkal to forge the chain Angaino.
Now as there were seven pieces of the origi-
But with the Darkening of Valinor and the theft nal sword, Aulë gave one piece to each of the
of the Silmarils, Aulë realised that the sword it- seven Fathers of the Dwarves as a gift. All
self could also be perverted by Morgoth. But dwarves know of the legend of Aulë’s Sword,
Aulë did not destroy the Sword, as he foresaw but most regard it as a legend and a fairy tale
a time when it would be needed. So he broke for children. There is an ancient rhyme taught
the sword into pieces, transformed them and to all dwarves when they are young:
scattered them around Middle Earth. Trusting
to Iluvatar that the Sword ‘Seven is the number of the Khazâd tribes
And Seven are the Fathers of the Khazâd.
30 ——————————————————————————————————————————
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Seven is the number of the sacred halls (see ICE’s Shadow in the South).
‘useful arts’ taught to all dwarven children
And Seven are the useful arts. Blade runes & Scabbard – Leatherbound were: warcraft, smithcraft, stonecraft,
book, placed secretly by Aulë himself with outdoorcraft (survival), lore (included
Seven is the number of the rings given by
Durin the Deathless of the Longbeard religion and history), healing craft
the Deceiver
tribe, in a secret cave just beside the main (medicine) and leisure craft (music and
And Seven are the gifts given by Mahal”.4 chambers at Gundabad. tales etc.). The Deceiver is a Dwarven title
The number seven is a superstition shared In order to locate a piece of the sword, ei- for Sauron. Mahal is the Dwarven name for
by most dwarves, because of the rhyme they ther a copy of the tome The Arcane Mysteries Aulë.
are taught, and the coincidence that most of must be found as the tome will reveal the 5
ICE had the ‘Seven Hammers’ for each
the important things in Dwarvish history hap- command word to transform a piece back into tribe. GM’s should decide for their own
pen to number seven. The last line of the shard of the sword, or already have a shard of campaigns.
verse has been disputed by many historians, the Sword form. A piece of the sword will
both Dwarvish and non-Dwarvish. Some his- glow if near another piece, and will glow
torians argue that this line refers to the pieces brighter the closer to the other piece.
of Aulë’s sword, others argue that Aulë gave
seven gifts to each of the seven fathers.5
References
Now when Aulë gave the pieces to each
The Main References for this campaign/ad-
Dwarven father (except for Durin), he told
venture idea are:
them that they would ‘know’ when the metal
should be used. Aulë said that the metal was 1. The History of Middle-earth, Vol. I:
enchanted, and there would be enough metal The Book of Lost Tales, by
to achieve whatever purpose was required. J.R.R.Tolkien, pp 100-101 & p 268.
Thus a transformed piece of the sword can be 2. The History of Middle-earth, Vol. XII:
of any size or shape. The Peoples of Middle Earth, by
J.R.R.Tolkien, pp 301-302, 322.
The transformed pieces of the sword are:
3. Seven Tribes (CODA vs. ICE) by Eric
Gold – The uttermost spire of the golden Dubourg (on the Yahoo fan-modules
tower at The Great Oasis in Far Harad website).You have to register in the
(mentioned in the ICE Far Harad module). group to be able to download this file
The spire was constructed by the Fire- 4. The Inland Sea (in fan-modules
beards tribe of Belegost for Forlindaal the website; see above).
Last, in thanks for the smithcraft he taught 5. Lords of Middle Earth Vol. III –
them. After the fall of Beleriand, he took Hobbits, Dwarves, Ents, Orcs &
the spire with him into the South. Trolls (ICE, 1989), pp 42, 44, 56.
Silver – The Mirror of Aulë of the Stonefoot 6. Sea Lords of Gondor (ICE 1987), pp
tribe of the Far East (see ICE’s Lords Of 33-36.
Middle Earth III). Its current whereabouts 7. Shadow in the South (ICE, 1988), pp
are a mystery. 6, 9, 33, 39, 41-42, 61-62.
Iron – The Hammer of the North, of the Stiff- 8. The Northern Waste (ICE, 1997), pp
beards tribe from the hold of Kibil-tarag in 61,63,75,81,105.
the Far North (see Lords Of Middle Earth III). 9. Far Harad (ICE, 1988)
Where the Hammer rests is also a mystery. 10. Moria (incl. Dwarves of Middle
Earth, pp 12-27. Khazad-Dûm p 24,
Tin – A special circular room made out of tin,
2003)
the room was originally constructed by
Runin the Headstrong when he led a small
portion of the Ironfist tribe to the Moun- Notes
tains of Rhun to found the mansion of Nu-
1
runkhizdin. http://creativecommons.org/licenses/by-
Lead – Tomb of Beren on the central island of nc-sa/3.0/
2
the Isles of the Dead that Live, made by Rebated weapons were commonly used in
some of the Broadbeams tribe of Nogrod, late Medieval Europe for tournaments, and
as restitution for the sack of Menegroth. these weapons were the normal weapons
The location of Beren’s tomb has never but with the edge and points ‘rebated’ or
been found, largely because of the fearsome blunted so as to minimise damage. I
reputation the islands have with sailors assume that this technique would have been
Copper – Rune key made by the Blacklocks known to Aulë.
3
tribe for Imrazor I of Mirëdor for the maze This is the Sindarin form of the name – the
below the Watch at Unulló, in thanks for Quenya form will vary.
4
Imrazor saving the life of the Dwarven Heir The ‘sacred halls’ are the original halls
delved by the Fathers of each tribe. The
——————————————————————————————————————————— 31
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The Tolkien Email List


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This Tolkien discussion group has existed since the
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36 ——————————————————————————————————————————
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Appendix:
Maps for “A Brief History of the Dwarven Mansions”

——————————————————————————————————————————— 37

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