Angband: The Fortress of a Dark God
Posted: 2008-08-20 10:15am
Here is my first piece of creative writing officially posted on SD.Net and I've spent several months (on and off) typing it out and polishing it off.
While not a story per se it a my fanboy speculation on what Morgoth's infamous stronghold, Angband, was actually like in the later events of The Silmarillion when humans were mainly under the rule of Morgoth and the Elves were in a stalemate against his realm. I put much thought into what made Angband so hellish, powerful, and unassailable, and why it supposedlly made Minus Tirth, Isenguard and even Mordor look like sand castles in comparison.
Here it is:
ANGBAND - THE FORTRESS OF A DARK GOD
The monolithic Thangorodrim chain rises above the wide, dismal planes of Dor Daedeloth like three shark fins, jagged and harsh against a dull red sky. Rivers of grinding ice flow down the angular faces of the three dread mountains, artificially raised by Morgoth from the ground as impregnable shields for the dense honeycombed layers of caverns, avenues, vaults, hallways, and chambers of Morgoth‘s realm, Angband, set several miles within the bowls of the earth.
Grey towers of granite block and iron frame bristle in their hundreds from the lower down slopes of the three black summits; most of the towers are actually hollow, great ventilation turrets sucking in (with the help of spinning steel fans, driven by primitive but reliable water powered motors) breathable air down into immensely deep shafts, bored 4 to 6 km down into the depths of Angband from the base of the towers. The inhabited towers that are not used as look out points for Orcs are the great roosts for the swarms of vermin Fell Beasts and entry points for the far more majestic Fire Drakes. It is rumoured that one tower is used by Sauron as his secret study, laboratory, and workshop. At the three white icy crowns of Thangorodrim, nearly 35, 000 ft above sea level, hollow iron chimneys (half the height and width as Barad-Dur) belch out dense columns of pollutant smoke from the great mines, and steaming foundries from far, far below in Angband proper, occasionally spreading out impenetrable dark clouds that blanket the sky for many leagues around, blotting out the light of Aule‘s celestial creations.
The Great Gates of Angband (ponderously moving superstructures of polished solid iron eight dozen feet thick) is set in a deep archway carved into the rock face and is half a kilometre wide at ground level; the Great Avenue leading up to the Gates is twice as wide still and goes on for eight kilometres from the threshold of the Great Gates down the full length of the violently steep edged entry canyon, which widens out up to six kilometres at the far end. There is a black chasm on either side of the Great Avenue, and the Great Avenue itself is kept clear of mountain snow and industrial ash all year round by strange horseless carriages that have cast iron ploughs mounted on their prows. The thousands of narrow arrow holes and shuttered portholes for artillery pieces of a mechanical kind carved raw into the lower walls of the reddish black canyon, in conjunction with the higher up stone battlements (two to four chariots wide) built onto carved ledges, render a good third of the Great Avenue into a lethal kill zone impassable to any Noldor host.
Of course Angband has many other smaller entrances of a secondary or secret kind scattered widely around the geographical crevices of Thangorodrim itself, and also in the dark valleys and ragged foothills of the surrounding Iron Mountains. The secondary entrances into Angband are cavernous tunnels that can accommodate the bulk of a typical Cold Drake, and are barred by square, wheeled doors of solid granite, five metres thick, and set onto iron hinges; the granite doors can be closed airtight, and secured by iron slide bolts as thick as tree trunks (the procedure to open and shut them is carried out by two or so Trolls). For military defence the doors are located some way into the tunnels (roughly 40 to 100 metres), with numerous arrow slits carved into the tunnel walls, and roof holes that can deploy boiling lead, more arrows, cast iron balls or other nasty stuff. Also the tunnel mouths are equipped with iron portcullises. The smaller secret entrances that can only accommodate normal sized humanoids are blocked by flat circular boulders that can be rolled aside from the inside with the help of bronze geared machinery. In the event of enemy infiltration, the secret passages can be permanently sealed off by collapsing the tunnel with blasting powder vessels.
The non secret secondary entrances often have semi-permanent troop encampments or even walled towns built around them (some of which have perimeters wider than Isenguard’s). The townlet compounds are mainly used as surface loading depots for the majority of ingoing stock such as plundered war spoils, raw industrial materials, food, and… prisoners. In some of the warehouses and marshalling spaces of Angband’s surface towns, the ruthless processing of human, Elven, and Dwarfen prisoners takes place under the harsh supervision of Orc soldiers; some are selected to work in the industrial farms, shifting slag heaps, lumber yards, and open quarries found around the wide flats of Dor Daedeloth or at the foot of Thangorodrim and the rest of lower regions of the Iron Mountains, while most are filed off into the hellish bowls of Angband.
The walled towns themselves are built along street grid plans, with most of the dismal rectangle buildings built out of discoloured clay bricks, and roofed by flat sheets of iron, lead, or copper riveted together. The surrounding fortified walls (ranging from 30 to 40 ft high) are strengthened with squat circular towers, all of which are also built out of clay bricks that are compacted tightly together by dense mortar. The battlements (two thirds of a chariot wide) have glass shards (from Angband’s glass works) embedded in them to deter any attempt to scale them from the outside, and also set lower down inwards of the town walls to keep would be escapees in. Deep and wide moats are dug most of the way around the walls, with wide bridges of brick, stone, and earth set on a slight slant linking the main gates to the other side; dry moats are filled with sharp wooden pikes, while the deeper flooded moats have untreated sewage from the towns drained directly into them.
The border towns, outposts, and industrial farms of Angband are fed gallons of water by an elaborate and monumental network of aqueducts built from stone, bronze, or wood. In the upper valleys of the Iron Mountains, the fresh water of mountain streams threading down from melting glaciers or up from volcanic heated springs, are artificially channelled into brick lined reservoirs further down the valleys, that in turn are connected to the aforementioned aqueduct network that supplies the prosaic agricultural farmlands mainly situated around Dor Daedeloth. Water from many surface reservoirs are channelled down 120 ft tall reddish black stone aqueducts bored directly into the vertical granite walls of Thangorodrim, into the outer areas of the mammoth subterranean pits, chambers, and vaults of the Angband mega-complex. But Angband itself is somewhat self-sufficient by having underground piped access to flooded caverns with volumes bigger than most surface lakes, but the water can be more often than not be of dubious quality with writhing cephalopods of prodigious size, and unreliable loyalty lurking in the unlit depths, with Angband‘s endlessly grinding industrial workings, boiling furnaces, and its millions of denizens demand oceans of unsullied extra water.
The aqueducts leading into Angband’s water system were deemed by Morgoth’s chief of military architectural planning, Sauron, as an obvious point of potential sabotage or illicit entry for the Noldor and their human allies, so defensive counter measures were installed; eight layers of portcullis gates (meshed gates wrought from iron, sheathed with overlapping bronze sheets riveted together, mounted into grooves, and held aloft by iron chains) are ready to slam shut in each aqueduct channel connected to Angband’s internal reservoir chambers (with water safety valves fitted into place). Meanwhile sections of the aqueduct roofs going on for approximately 50 meters out from the rocky face of Thangorodrim are fortified by sharp parapets and four to seven guard turrets (housing the workings for most of the portcullis), with the parapet avenues accessed by smaller secondary entrances leading out from the chambers excavated separately from the primary reservoir network for Angband. However cruder parapet structures can be found elsewhere in other important sections of the aqueduct system stretching out across Dor Daedeloth, with the surface reservoirs back in the Iron Mountains’ valleys encircled by defensive walls similar to the fortifications encircling the towns.
The Great Gates of Angband, the aforementioned grand entrance of Morgoth’s sprawling subterranean fortress, leads directly into the vast, vaulted Great Corridor, a monumental passage as wide as the Great Avenue, 1500 meters high, and two kilometres long, terminating at a pair of inner Great Gates approximately equal in size to the exterior Great Gates. The floor of the vaulted corridor is paved with tiles of polished black obsidian, with the walls and vaulted roof of the Great Corridor carved into the living rock by armies of imprisoned Dwarfen artisans. Of course the Great Corridor is heavily fortified, with defensive architecture designed to work against anyone or anything that somehow made it past the endless open gauntlet of the Great Avenue, and inexplicably pierced through the immensely thick iron of the Great Gates - many cohorts of Cold Drakes with iron claws, flightless Fire Drakes, elite Orcs, Trolls in full armour, and writhing Vampires, captained by minor Balrogs, permanently lurk at ready behind the sixty granite doors that regimentally line the polished granite walls of the Great Corridor, and set deep into semi-circular alcoves barred by iron portcullises.
However, like the Great Avenue, the Great Corridor has many arrow ports and portholes for artillery carved into the walls, above and between the side entrances, in addition to intimidating looking gargoyle shaped spouts that can release molten fire into deep narrow gutters (covered by bronze grills) ingrained into the obsidian tiles as a vast lattice pattern that stretches across the entire floor space of the Great Corridor. Shuttered hatchways set into the vaulted roof, far above the obsidian floor, are egress points for the swarms of Fell Beasts (mounted by Orcs) to swoop out of, either down to any attacker found within the Great Corridor or through the opened Great Greats in tight formation, taking to the open skies once out into the roofless space of the Great Avenue. The second set of Great Gates set at the end of the Great Corridor are the only gates that open inwards towards the heart of Angband, however the titanic hinges of the inner Great Gates (four times thicker than the hinges for the outer Great Gates) are located on the inside, with machinery to open or close and then secure them being operated on the inside as well, for obvious defensive reasons. The inner Great Gates at the end of the Great Corridor open up into the biggest interior space in Middle-Earth: the Great Hall, a incomprehensibly vast domed vault with an immensely deep basin floor that goes down further than the lofty roof at it’s highest, five kilometres from the curve in the vault down to the curve of the bowl, and thirteen kilometres wide.
While not a story per se it a my fanboy speculation on what Morgoth's infamous stronghold, Angband, was actually like in the later events of The Silmarillion when humans were mainly under the rule of Morgoth and the Elves were in a stalemate against his realm. I put much thought into what made Angband so hellish, powerful, and unassailable, and why it supposedlly made Minus Tirth, Isenguard and even Mordor look like sand castles in comparison.
Here it is:
ANGBAND - THE FORTRESS OF A DARK GOD
The monolithic Thangorodrim chain rises above the wide, dismal planes of Dor Daedeloth like three shark fins, jagged and harsh against a dull red sky. Rivers of grinding ice flow down the angular faces of the three dread mountains, artificially raised by Morgoth from the ground as impregnable shields for the dense honeycombed layers of caverns, avenues, vaults, hallways, and chambers of Morgoth‘s realm, Angband, set several miles within the bowls of the earth.
Grey towers of granite block and iron frame bristle in their hundreds from the lower down slopes of the three black summits; most of the towers are actually hollow, great ventilation turrets sucking in (with the help of spinning steel fans, driven by primitive but reliable water powered motors) breathable air down into immensely deep shafts, bored 4 to 6 km down into the depths of Angband from the base of the towers. The inhabited towers that are not used as look out points for Orcs are the great roosts for the swarms of vermin Fell Beasts and entry points for the far more majestic Fire Drakes. It is rumoured that one tower is used by Sauron as his secret study, laboratory, and workshop. At the three white icy crowns of Thangorodrim, nearly 35, 000 ft above sea level, hollow iron chimneys (half the height and width as Barad-Dur) belch out dense columns of pollutant smoke from the great mines, and steaming foundries from far, far below in Angband proper, occasionally spreading out impenetrable dark clouds that blanket the sky for many leagues around, blotting out the light of Aule‘s celestial creations.
The Great Gates of Angband (ponderously moving superstructures of polished solid iron eight dozen feet thick) is set in a deep archway carved into the rock face and is half a kilometre wide at ground level; the Great Avenue leading up to the Gates is twice as wide still and goes on for eight kilometres from the threshold of the Great Gates down the full length of the violently steep edged entry canyon, which widens out up to six kilometres at the far end. There is a black chasm on either side of the Great Avenue, and the Great Avenue itself is kept clear of mountain snow and industrial ash all year round by strange horseless carriages that have cast iron ploughs mounted on their prows. The thousands of narrow arrow holes and shuttered portholes for artillery pieces of a mechanical kind carved raw into the lower walls of the reddish black canyon, in conjunction with the higher up stone battlements (two to four chariots wide) built onto carved ledges, render a good third of the Great Avenue into a lethal kill zone impassable to any Noldor host.
Of course Angband has many other smaller entrances of a secondary or secret kind scattered widely around the geographical crevices of Thangorodrim itself, and also in the dark valleys and ragged foothills of the surrounding Iron Mountains. The secondary entrances into Angband are cavernous tunnels that can accommodate the bulk of a typical Cold Drake, and are barred by square, wheeled doors of solid granite, five metres thick, and set onto iron hinges; the granite doors can be closed airtight, and secured by iron slide bolts as thick as tree trunks (the procedure to open and shut them is carried out by two or so Trolls). For military defence the doors are located some way into the tunnels (roughly 40 to 100 metres), with numerous arrow slits carved into the tunnel walls, and roof holes that can deploy boiling lead, more arrows, cast iron balls or other nasty stuff. Also the tunnel mouths are equipped with iron portcullises. The smaller secret entrances that can only accommodate normal sized humanoids are blocked by flat circular boulders that can be rolled aside from the inside with the help of bronze geared machinery. In the event of enemy infiltration, the secret passages can be permanently sealed off by collapsing the tunnel with blasting powder vessels.
The non secret secondary entrances often have semi-permanent troop encampments or even walled towns built around them (some of which have perimeters wider than Isenguard’s). The townlet compounds are mainly used as surface loading depots for the majority of ingoing stock such as plundered war spoils, raw industrial materials, food, and… prisoners. In some of the warehouses and marshalling spaces of Angband’s surface towns, the ruthless processing of human, Elven, and Dwarfen prisoners takes place under the harsh supervision of Orc soldiers; some are selected to work in the industrial farms, shifting slag heaps, lumber yards, and open quarries found around the wide flats of Dor Daedeloth or at the foot of Thangorodrim and the rest of lower regions of the Iron Mountains, while most are filed off into the hellish bowls of Angband.
The walled towns themselves are built along street grid plans, with most of the dismal rectangle buildings built out of discoloured clay bricks, and roofed by flat sheets of iron, lead, or copper riveted together. The surrounding fortified walls (ranging from 30 to 40 ft high) are strengthened with squat circular towers, all of which are also built out of clay bricks that are compacted tightly together by dense mortar. The battlements (two thirds of a chariot wide) have glass shards (from Angband’s glass works) embedded in them to deter any attempt to scale them from the outside, and also set lower down inwards of the town walls to keep would be escapees in. Deep and wide moats are dug most of the way around the walls, with wide bridges of brick, stone, and earth set on a slight slant linking the main gates to the other side; dry moats are filled with sharp wooden pikes, while the deeper flooded moats have untreated sewage from the towns drained directly into them.
The border towns, outposts, and industrial farms of Angband are fed gallons of water by an elaborate and monumental network of aqueducts built from stone, bronze, or wood. In the upper valleys of the Iron Mountains, the fresh water of mountain streams threading down from melting glaciers or up from volcanic heated springs, are artificially channelled into brick lined reservoirs further down the valleys, that in turn are connected to the aforementioned aqueduct network that supplies the prosaic agricultural farmlands mainly situated around Dor Daedeloth. Water from many surface reservoirs are channelled down 120 ft tall reddish black stone aqueducts bored directly into the vertical granite walls of Thangorodrim, into the outer areas of the mammoth subterranean pits, chambers, and vaults of the Angband mega-complex. But Angband itself is somewhat self-sufficient by having underground piped access to flooded caverns with volumes bigger than most surface lakes, but the water can be more often than not be of dubious quality with writhing cephalopods of prodigious size, and unreliable loyalty lurking in the unlit depths, with Angband‘s endlessly grinding industrial workings, boiling furnaces, and its millions of denizens demand oceans of unsullied extra water.
The aqueducts leading into Angband’s water system were deemed by Morgoth’s chief of military architectural planning, Sauron, as an obvious point of potential sabotage or illicit entry for the Noldor and their human allies, so defensive counter measures were installed; eight layers of portcullis gates (meshed gates wrought from iron, sheathed with overlapping bronze sheets riveted together, mounted into grooves, and held aloft by iron chains) are ready to slam shut in each aqueduct channel connected to Angband’s internal reservoir chambers (with water safety valves fitted into place). Meanwhile sections of the aqueduct roofs going on for approximately 50 meters out from the rocky face of Thangorodrim are fortified by sharp parapets and four to seven guard turrets (housing the workings for most of the portcullis), with the parapet avenues accessed by smaller secondary entrances leading out from the chambers excavated separately from the primary reservoir network for Angband. However cruder parapet structures can be found elsewhere in other important sections of the aqueduct system stretching out across Dor Daedeloth, with the surface reservoirs back in the Iron Mountains’ valleys encircled by defensive walls similar to the fortifications encircling the towns.
The Great Gates of Angband, the aforementioned grand entrance of Morgoth’s sprawling subterranean fortress, leads directly into the vast, vaulted Great Corridor, a monumental passage as wide as the Great Avenue, 1500 meters high, and two kilometres long, terminating at a pair of inner Great Gates approximately equal in size to the exterior Great Gates. The floor of the vaulted corridor is paved with tiles of polished black obsidian, with the walls and vaulted roof of the Great Corridor carved into the living rock by armies of imprisoned Dwarfen artisans. Of course the Great Corridor is heavily fortified, with defensive architecture designed to work against anyone or anything that somehow made it past the endless open gauntlet of the Great Avenue, and inexplicably pierced through the immensely thick iron of the Great Gates - many cohorts of Cold Drakes with iron claws, flightless Fire Drakes, elite Orcs, Trolls in full armour, and writhing Vampires, captained by minor Balrogs, permanently lurk at ready behind the sixty granite doors that regimentally line the polished granite walls of the Great Corridor, and set deep into semi-circular alcoves barred by iron portcullises.
However, like the Great Avenue, the Great Corridor has many arrow ports and portholes for artillery carved into the walls, above and between the side entrances, in addition to intimidating looking gargoyle shaped spouts that can release molten fire into deep narrow gutters (covered by bronze grills) ingrained into the obsidian tiles as a vast lattice pattern that stretches across the entire floor space of the Great Corridor. Shuttered hatchways set into the vaulted roof, far above the obsidian floor, are egress points for the swarms of Fell Beasts (mounted by Orcs) to swoop out of, either down to any attacker found within the Great Corridor or through the opened Great Greats in tight formation, taking to the open skies once out into the roofless space of the Great Avenue. The second set of Great Gates set at the end of the Great Corridor are the only gates that open inwards towards the heart of Angband, however the titanic hinges of the inner Great Gates (four times thicker than the hinges for the outer Great Gates) are located on the inside, with machinery to open or close and then secure them being operated on the inside as well, for obvious defensive reasons. The inner Great Gates at the end of the Great Corridor open up into the biggest interior space in Middle-Earth: the Great Hall, a incomprehensibly vast domed vault with an immensely deep basin floor that goes down further than the lofty roof at it’s highest, five kilometres from the curve in the vault down to the curve of the bowl, and thirteen kilometres wide.