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Carasamarth5

Location of Amarthrynd (lower left, labeled Caras Amarth) within Mirkwood (MERP)

Amarthrynd in Third Age 1640-1650:

  • Type: Ruined Elven halls
  • Inhabitants: N/A
  • Population: 0
  • Origin: Built by King Oropher, circa SA 2255.
  • Purpose: Former royal palace of the Woodland Realm.
  • Symbol: The Beech Leaf.

After Oropher, the founder of the Woodland Realm, had removed himself from Galadhrynd to northern Mirkwood, he built a marvelous subterranean palace. Constructed during the late Second Age, the complex was called Amarthrynd (S. "Caves [of] Doom", lit. "Doom-vaults"). These halls comprised the second capital of the Forest-folk.
During the time of the Great Plague and subsequent reduction in general population, fewer travelers came near these once light and airy caverns. The cavern vaults became noisome and unvisited entirely as the few travelers became even more sparse. Thranduil moved his palace north to the Aradhrynd when he grew fearful of the dark power in Dol Guldur. With its abandonment, the caves became the abode of Giant Spiders.
The well-preserved ruins of the palace were situated three miles north of the Râd Annon (S. "Gate Path") and only fifty miles east of the western edge of the wood. Here, the rising land dividing the Anduin Valley from the valley of the Forest River reached its highest point. A stream linking Amarthrynd to the Avar Tombs (40 miles to the northeast) at one time ran by the citadel and eventually flowed into the Forest River. Elves made occasional forays to clear out the spiders, though the dark and lightless depths remained uncleansed.

Description[]

Carasamarth

Amarthrynd - level 1

Carasamarth2

Amarthrynd - level 2

Carasamarth3

Amarthrynd - level 3

Carasamarth4

Amarthrynd - level 4

Similar to the Aradhrynd, the palace was literally a maze of caverns hollowed out of a hillside deep within the forest, interconnected rooms and tunnels which wound, spiraled, and turned back on themselves. Floors and corridors sloped and bent, and the footing was often uncertain. For those unacquainted with the plan of the palace, the way was dangerous.
Although these halls were cold and damp, they were once warm and filled with light. Bright lamps and tapestries hung all about, and there were soft carpets spread about many of the rooms. Countless cushions and other furnishings adorned the passages chambers, appointments as fine as those found in most any king's hall.

Refer to the floor-plans at right:

  1. Great Gates. Across a long stone bridge spanning the rocky riverbed of the old Avar Stream, up a steep stair, and across a grassy court were the stone doors which guarded the entry to Oropher's halls. The gates themselves were fifteen feet high and thirty wide, sliding apart on cunningly designed tracks in the floor and ceiling. They were very hard to open. A foot thick, and wrought with many enchantments, they provided a formidable defense.
  2. Guardroom. Once manned at all times by Elven guards, this chamber accommodated Oropher's soldiers.
  3. Stable. These chambers once housed the light steeds of the King and his warriors. The three dozen fine horses were used for hunting trips and to bear couriers.
  4. Oropher's Hall. The main feast-hall and grandest chamber in all the complex, this was where Oropher held court. Sitting in his throne carved and wood-inlaid, he wore a crown of leaves reflecting the season and bore a staff of carved oak. The walls were hung with lamps and tapestries depicting rich forest scenes; additional lamps hung from the ceiling or flickered from the natural limestone pillars.
  5. Feast Halls. These rooms were multi-purpose in nature. In addition to serving as drinking and dining rooms, these chambers were natural gathering places for the residents to sing, and play musical instruments (the harp and lute were favorites). Here they created beautiful items of cloth and wood, or told tales during the Wood-elves' frequent revels.
  6. Kitchens.
  7. Spiral Stair. These were smooth, evenly-stepped stairways curving around under themselves, usually in several turns.
  8. Living Quarters. These areas were still subdivided by heavy tapestries and wooden screens for added privacy. The Elves utilized the floor-level changes and myriad stalactites and stalagmites as natural room dividers. The clever Quendi worked around them to create individualized spaces.
  9. Storage.
  10. Oropher's Quarters. The most elegant quarters in the complex, the King's chambers were filled with the most beautiful rugs and tapestries, as well as many gold and crystal lamps, flooding the area with warm light.
  11. Library. The main records area of the caverns, this chamber once contained shelves of both wood and carved stone holding dozens of books and scrolls telling of Elven history, as well as many songs and other lore. These tomes had since been moved eastward to the Aradhrynd.
  12. Council Chamber. Within this secure room Oropher once consulted with his closest advisors regarding matters of import to the Woodland Realm. Here, the Wood-elves planned their campaign prior to the assault on Mordor at the end of the Second Age.
  13. Cell. These were "holding areas" to confine prisoners of the King. All were closed with heavy oaken doors with strong steel locks.
  14. Oropher's Vaults. These rooms once guarded Oropher's treasury. While hardly large by the standards of the Elf-lords of Beleriand long ago, this hoard was still one of considerable wealth, including much gold, as well as many gems and items magical in nature. Great Elven blades forged in the Undying Lands in ages past, long bows of superior quality, and magical items of all kinds were once kept here.
  15. Cellar. The many barrels of food and drink used by the populace of the Halls were stored in these rooms. Contents included apples, butter, and of course fine wines.
  16. Underground Stream. This narrow watercourse flowed to meet the Forest River eighty miles to the northeast.
  17. Exit Chamber. A trapdoor dominated the floor of this chamber. This aperture gave the Wood-elves access to the underground stream below.
  18. Portcullis. An open wood grating, it allowed water to pass freely while protecting the underside of Amarthrynd from attack. The rope to raise the portcullis was at 18a.

Notes[]

  • Original form of name in MERP: Caras AmarthAmarthrynd. However, the Sindarin term caras refers to "circular earth-wall with dike, built fort or dwelling surrounded by bulwarks", "city (built above ground)"; therefore, the name has here been changed to a more appropriate Sindarin term (Amarthrynd).

References[]

  • MERP #4010: Mirkwood The Wilds of Rhovanion
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