The lonely Mountain


Erebor - first level


Erebor - second Level


Erebor - third Level

Erebor, the Lonely Mountain, is a peak that stands alone in northeastern Rhovanion, near Dale and the edges of Mirkwood. In the late Third Age, it is the center of dwarven civilization in Middle-earth.

  • Type: System of Caverns
  • Inhabitants: N/A
  • Population: 0 (TA 2770-2941)
  • Origin: Natural formation, enlarged by Dwarves in Third Age.
  • Purpose: Dwelling place


After the fall of Khazad-Dum, King Thráin the Old led his people to Erebor and reestablished the kingdom of the Longbeards. Here he discovered the Arkenstone and many other riches besides, and his people prospered. Yet ten years after his death, his son, King Thorin I, learned that many of the Longbeards in exile were gathering in new holds in the Ered Mithrin, and moved his capital north to new halls.

Erebor remained a mining colony during the years that followed, but did not return to prominence again until the War of the Dwarves and Dragons, when King Dáin I was slain by a Cold-drake and the Dwarves fled the Ered Mithrin en masse. It was then that Dáin's son, King Thrór, moved the Longbeard capital back to the Lonely Mountain near the town of Dale in northern Rhovanion.


Within the Mountain

Erebor was a maze of halls and corridors, tunnels and cavernous chambers. The maps depict the basic overall layout of the Lonely Mountain interior. The rooms in Erebor were aligned on two levels, al- though there are small variat ions in altitude between various rooms on a given level.

Two grand, long and wide stairways joined the two main levels, and they are marked as "A" and "B" on the map. Only a fragment is shown in the plans below,for each bends back on itself at a landing before arriving at the other level. In addition, there is a stair up to the King's Halls, above the upper level. Of course, there is the long ramp from the Bottommost Hall to the secret entry on the side of the mountain. Several halls in the complex are given specific names (almost like roads). Most are self-explanatory, or merely poetic; however, a few are worthy of specific men Many tunnels and caverns lay underneath the Lonely Mountain. Legend holds that the depths of the mountain are haunted by malevolent spirits, but such tales do not deter prospectors greedy for the mineral wealth that lies therein.

  • The Back Door
  • The Chamber of Mazarbul under Erebor
  • Chambers of Winds
  • The Deeps
  • Dúrin's Walk
  • The Forge
  • Forges
  • The Front Gate
  • the Gear Room
  • Golden Way
  • Great Hall
  • Hall of Shields. Hung on the sides of this hallway are dozens of ornamental shields, representing the families living under the Mountain.
  • Hall of Writings Upon the walls of this passage are inscribed, in the runes of Daeron, the general history of Erebor, constantly updated.
  • Ice Terrace
  • Lower Halls
  • Mountain's Sides
  • old Treasuries
  • Ravenhill
  • Silver Way
  • South Road
  • Stángard
  • Thráin's Towers
  • Thrór's Walk
  • Tombs
  • Tomb of Thorin Oakenshield
  • Treasury
  • Walk of Carts This is the passage along which carts are drawn loaded with ore to be smelted and made into ingots, or forged into items. There are tracks set in the floor to guide the transports.
  • Walk of Iron
  • Walk of slow Waters There is a trough running along the side of this corridor, filled with slowly flowing water which runs down to Thráin's Hall below. The source of the water is probably a branch of the river which spills over a 21' waterfall near the exit above.
  • the Water-Room

  • Way of Crystal There is a trough running along the side of this corridor, filled with slowly flowing water which runs down to Thráin's Hall below. The source of the water is probably a branch of the river which spills over a 21' waterfall near the exit above.
  • Way of the Eastwind
  • Way of the Westwind
  • I-35. These large rooms have no specific name but are identified by numbers. Naturally, each of these halls is somewhat different from the next in layout or decoration.
  • 36. Pit Trap. These pit traps are controlled by a lever concealed in the wall nearby which is very hard (-20) to perceive. Extremely hard to disarm, the traps are of a standard design. Each is 30 fe et long and blocks the full 35 foot width of the corridor. They are normally set so that they are "off and the floor of the hall is safe. Pulling the lever sets the trap, and the next person who treads on the area must make an extremely hard maneuver to avoid falling seventy feet onto a bed of vicious spikes.
  • 37.Ceiling Trap. Very similar in setup to the pit traps, except that a section of the ceiling of the same size is rigged to fall. The lever can be made to set the trap to go off when someone steps on the designated area; or it can be used to trigger the trap immediately. It is very hard to perceive or disarm.The corridor is blocked in any case.
  • 38.Smelters and forging area.
  • 39.Guardroom.
  • 40.Residence.
  • 41.Storeroom.
  • 42.Recreation.
  • 43.Cell.
  • 44.Crafthall.
  • 45.Shop.
  • 46. Secret Entry. The tunnel to the exit in a vale on the side of the Mountain is two miles long and slopes down gently to meet the Bottommost Chamber. This entry is used by Bilbo & T.A. 2941.
  • 47.Bottommost Chamber. (Smaug's home after T.A.2770).
  • 48.Thráin's Hall. A vaulted chamber with many wells, this is the backup water supply for the Mountain, after the river on the upper level.
  • 49.Mines. Each of these three rooms has several tunnels, much more crude in constructi on than the rest of the city, running out from it and down. These are the access-ways to the mines far below.
  • 50.Chamber of Náin. A great hall in the center of the Lower Halls of Erebor, this room is one of the record- keeping areas. Many scrolls and books are held here, recounting the history of the Dwarven race, as well as histories of Erebor: financial records, mining tallies, official information and accounts of the King's policies, etc.
  • 51.Lower Vaults. Holding the majority of Erebor's treasure in terms of sheer mass of gold and silver, and more common items. Unquestionably there are millions of gold and gems hoarded here, a treasure too vast to detail on these pages.
  • 52.Armor stores. These areas hold most of the armor and weapons of the Army of the Mountain.
  • 53.Great Armor Stores. Truly marvelous items of warcraft or greater armor and weaponry—is housed here. These vaults are secured by three locked steel doors, each very hard to open, and of course guarded at all times.
  • 54.Chamber of Thror. Near the main entry, the Chamber of Thror is a vast hall used for feasting, and large councils. It is in decor one of the grandest rooms under the Mountain. There are several rooms adjacent to the Chamber: a. kitchen; b. pantry; c. caucus room; d. lounge; e. guardroom; f. secret passage to King's Library.
  • 55.Durin's Hall. A very holy place in the cluster of rooms which are the King's private apartments (see lay- out), it is his own chapel to the Valar.
  • 56.King's Bedroom.
  • 57.King's Library.
  • 58.King's Lounge.

Surrounding Lands

  • Dale
  • Eastern Spur
  • The Front Gate
  • Northern Slopes
  • Ravenhill
  • The River Running
  • Valley of Dale
  • Western Slopes


  • Iron Guard
  • King's Council (Erebor)
  • Smiths of Erebor
  • The Stone Guard

Inhabitants of Erebor