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Middle-earth

] Middle-earth is the name for the lands on J. R. R. Tolkien's fictional ancient Earth where most of the tales of his legendarium take place. The term can apply generally to the entire world (Arda) depicted in The Hobbit, The Lord of the Rings and The Silmarillion, or in a narrow sense relating only to the main continent (also properly called Endor).

Although Middle-earth's setting is often thought to be another world, it is actually a fictional period in Earth's own history - set 6000 to 7000 years ago. Tolkien empathically insisted that Middle-earth is our Earth in several of his letters. The action of the books is largely confined to the north-west of the continent, corresponding to modern-day Europe. Little is known about the east and south of Middle-earth.

The history of Middle-earth is divided into several Ages — The Hobbit and The Lord of The Rings deal exclusively with events towards the end of the Third Age, while the Silmarillion deals mainly with the First Age. Its world was originally flat but was made round at the end of the Second Age due to divine intervention by Eru Ilúvatar, the Creator.

Table of contents
1 Inspiration
2 The world
3 Cosmology
4 Peoples
5 Languages
6 History of Middle-earth
7 A note on "truth" and canon
8 Books
9 Adaptions
10 External links

Inspiration

The term "Middle-earth" was not invented by Tolkien, rather it existed in Old English as middanġeard, in Middle English as midden-erd or middel-erd; in Old Norse it was called Midgard. It is English for what the Greeks called the oikoumenē or "the abiding place of men", the physical world as opposed to the unseen worlds.

Middangeard occurs half a dozen times in Beowulf which Tolkien translated and was, arguably, the world's foremost expert in. (See also J. R. R. Tolkien on discussion of his inspirations and sources). See Midgard and Norse mythology for the older use.

Tolkien was also inspired by this fragment:

Eala earendel engla beorhtast / ofer middangeard monnum sended.
Hail Earendel, brightest of angels / above the middle-earth sent unto men.

in the Crist poem of Cynewulf. The name earendel (which may mean the 'morning-star' but in some contexts was a name for Christ) was the inspiration for Tolkien's mariner Eärendil.

The name was consciously used by Tolkien to place The Hobbit, The Lord of the Rings, The Silmarillion, and related writings, gradually replacing the older terms Outer Lands and Great Lands.

The term Middle-earth can be interpreted in several ways:

  • as the oikoumenē,
  • as the "middle" land between the unreachable Aman in the west and the unknown Sun-lands in the east, and
  • as the fixed land above the seas of Vaiya, but below the upper skies where Sun, Moon, and stars reside.

The world

  1. redirect

] Although 'Middle-earth' strictly refers to a specific continent (called Endor in
Quenya and Ennor in Sindarin, meaning "middle land"), representing what we know as Eurasia and Africa, the term is often used to refer to this entire 'earth' (properly called Arda). This was because Aman was removed from Arda, and the Eastlands were unknown, and thus 'Middle-earth' was the only known part of the world.

If the map of Middle-earth is projected on our real Earth (a rough approximation at best), and some of the most obvious climatological, botanical, and zoological similarities are aligned, we get the Hobbits' Shire in the temperate England, Gondor in the Mediterranean Italy and Greece, Mordor in the arid Turkey and Middle East, South Gondor in the deserts of Northern Africa, the Rhovanion in the forests of Eastern Europe and the steppes of Western and Southern Russia, and the Ice Bay of Forochel in the fjords of Norway. According to Tolkien, the Shire is supposed to reside at the approximate location of England's Midlands area (specifically Warwickshire), whereas Minas Tirith in Gondor is comparable to Venice, and Pelargir with Byzantium (Constantinople).

The Hobbit and The Lord of the Rings are presented as the life work of Bilbo, Frodo and other Hobbits, and purport to be a translation of the Red Book of Westmarch. Like Shakespeare's King Lear or Robert E. Howard's Conan the Barbarian stories, the tales occupy a historical period that could not have actually existed. Dates for the length of the year and the phases of the moon, along with descriptions of constellations, firmly fix the world as Earth, no longer than several thousand years ago.

Tolkien wrote extensively about the linguistics, mythology and history of the land, which form the back-story for these stories. Most of these writings, with the exception of The Hobbit and The Lord of the Rings, were edited and published posthumously by his son Christopher. Notable among them is The Silmarillion, which describes a larger cosmology which includes Middle-earth as well as Valinor, Númenor;, and other lands. Also notable are Unfinished Tales and the multiple volumes of The History of Middle-earth, which include incomplete stories and essays as well as detailing the development of Tolkien's writings from early drafts through the last writings of his life.

Cosmology

Main article: Ainulindalë

The supreme deity of Tolkien's universe is called Eru Ilúvatar;. In the beginning, Ilúvatar created spirits named the Ainur, and he led them in divine music. The Ainu Melkor, Tolkien's equivalent of Satan, broke the harmony, and in response Ilúvatar introduced new themes that enhanced the music beyond the comprehension of the Ainur. The essence of their song established the history of the as yet unmade universe and the people who were to dwell therein.

Then Ilúvatar created Eä, the universe itself, and the Ainur formed within it Arda, the Earth, "globed within the void": the world together with the airs is set apart from Kuma, the "void" without. The fifteen most powerful Ainur who came to shape and govern Arda are called the Valar.

The world of the First and Second Ages (and before) is radically different than the world of the Third and later Ages: in the First Age, Arda is a flat world, represented as a ship or an island floating on the surrounding ocean (Vaiya), which forms water below Arda and air above. The Sun and Moon, as well as some stars (including Venus), follow paths within Vaiya, and as such are a part of Arda, set apart from the Void.

In the cosmic upheaval after the Downfall of Númenor the cosmology is radically changed, as Arda is turned into a globed world much like the nonfictional Earth. The continent of Aman is removed from the world, and new lands are created "below" the old lands.

Peoples

Middle-earth is home to several distinct intelligent species. First are the Ainur, angelic beings created by Ilúvatar. The Ainur help Ilúvatar create Arda in the cosmological myth called the Ainulindalë, or Music of the Ainur. Some of the Ainur later enter Arda, and the greatest of these are called the Valar. Melkor (later called Morgoth), the representation of Evil in Middle-earth, is initially one of them.

The lesser Ainur who entere Arda are called the Maiar. In the First Age the chief example is Melian, wife of the Elven King Thingol; in the Third Age the Maiar are represented by the wizards, including Gandalf. Evil Maiar also appear, including the Balrogs and the Dark Lord Sauron.

Later come the Children of Ilúvatar: Elves and Men, intelligent beings created by Ilúvatar alone. The Silmarillion, set in the First Age and before, mainly deals with the Elves, the Elder children, although Men appear towards the end.

The tale of the Downfall of Númenor, set in the Second Age, deals with the descendants of those Men who were friends to the Elves in the First Age. Their descendants in the Third Age are the Men of Arnor and Gondor who appear in The Lord of the Rings. Hobbits are described as an offshoot of Men.

Dwarves have a special position in the legendarium, in that they are not created by Ilúvatar, but rather by the Vala Aulë. However, Aulë offers his creations to Ilúvatar, who adopts the Dwarves and gives them life and free will. The Ents, shepherds of the trees, are created by Ilúvatar at Yavanna's request to balance the Dwarves.

Orcs and Trolls are evil creatures bred by Morgoth; they are not original creations but rather "mockeries" of Elves and Ents. Their ultimate origin is uncertain, but at least some of them were bred from corrupted Elves and Men.

Seemingly sentient animals also appear, such as the Eagles, Huan the Hound, and the Wargs. The Eagles are created by Iluvatar along with the Ents, but in general these animals' origins and nature are unclear. Some of them might be Maiar in animal form.

Languages

Main article: Languages of Middle-earth

Tolkien originally started writing the Silmarillion as a spin-off from his constructed language projects. He devised two main languages, that would later become known to us as Quenya, spoken by the Elves who dwelt in Valinor, and Sindarin, spoken by the Elves who stayed in Beleriand (see below). These languages were related, and a Common Eldarin form ancestral to them both postulated.

Other languages of the world include

History of Middle-earth

Main article:
History of Arda

The history of Middle-earth is divided into three time periods, known as the Years of the Lamps, Years of the Trees and Years of the Sun. The Years of the Sun are further subdivided into Ages. Most Middle-earth stories take place in the first three Ages of the Sun.

The Years of the Lamps began shortly after the creation of Arda by the Valar. The Valar created two large lamps, and the Vala Aulë forged great towers, one in the furthest north, and another in the deepest south. The Valar lived in the middle, at the island of Almaren. Melkor's destruction of the two Lamps marked the end of the Years of the Lamps.

]

Then, Yavanna made the Two Trees, named Telperion and Laurelin in the land of Aman. The Trees illuminated Aman, leaving Middle-earth in twilight. The Elves awoke in Cuiviénen in the middle of Middle-earth, and were soon approached by the Valar. Many of the Elves were persuaded to go on the Great March westwards towards Aman, but not all of them completed the journey (see Sundering of the Elves). The Valar had captured Melkor, but he appeared to repent and was released. He sowed great discord among the Elves, and stirred up rivalry between the Elven princes Fëanor; and Fingolfin. He then slew their father, king Finwë and stole the Silmarils, three gems crafted by Fëanor that contained light of the Two Trees, from his vault, and destroyed the Trees themselves.

Fëanor and his house left to pursue Melkor to Beleriand, cursing him with the name 'Morgoth' (Black Enemy). A larger host led by Fingolfin followed. They reached the Teleri's port-city, Alqualondë, but the Teleri refused to give them boats to get to Middle-earth. The first Kinslaying thus ensued. Fëanor's host sailed on the stolen boats, leaving Fingolfin's behind to cross over to Middle-earth on the deadly Helcaraxë (or Grinding Ice) in the far north. Fëanor was soon slain, but his sons survived and founded realms, as did Fingolfin and his heirs.

]

The First Age of the Years of the Sun began when the Valar made the Sun and the Moon out of the final fruit and flower of the dying Trees. After several great battles, the Long Peace lasted hundreds of years, during which time Men arrived over the Blue Mountains. But one by one the Elven kingdoms fell, even those that had been hidden. By the end of the age, all that remained of the free Elves and Men in Beleriand was a settlement at the mouth of the River Sirion. Among them was Eärendil, whose wife Elwing held a Silmaril that her grandparents Beren and Luthien had recovered from Morgoth. But the Fëanorians tried to press their claim to the Silmaril by force, leading to another Kinslaying. Eärendil and Elwing took the Silmaril across the Great Sea, to beg the Valar for aid. They responded. Melkor was exiled into the Void; and most of his works destoyed. This came at a terrible cost, as Beleriand itself was broken and began to sink under the sea.

Thus began the Second Age of the Sun. The Men who had remained faithful were given the island of Númenor in the middle of the Great Sea as their home, while the Elves were allowed to return to the West. The Númenoreans became great seafarers, but became jealous of the Elves for their immortality. Meanwhile, in Middle-earth it became apparent that Sauron, Morgoth's chief servant, was still active. He worked with Elven smiths in Eregion on the craft of rings, and forged the One Ring to dominate them all. The Elves were aware of him, and ceased using their own.

] The last Númenorean king, Ar-Pharazôn, humbled even Sauron and brought him to Númenor as a hostage. Eventually, Sauron persuaded Ar-Pharazôn to invade Aman, promising that he would become immortal. Amandil, chief of the faithful, tried to sail west to warn the Valar. His son Elendil and grandsons Isildur and Anárion prepared to flee east to Middle-earth. When the King's men had landed on Aman, the Valar called for Illuvatar to intervene. The world was changed into a sphere, and the straight road from Middle-earth to Aman was broken. Númenor was utterly destroyed, and with it the fair body of Sauron. Elendil and his sons escaped to found the realms of Gondor and Arnor. Sauron arose again and challenged them, but the Elves allied with the Men to form the Last Alliance which defeated him. His One Ring was taken from him by Isildur, but not destroyed.

The Third Age saw the rise in power of the realms of Arnor and Gondor, and their fall. By the time of The Lord of the Rings, Sauron had recovered again, and was seeking the One Ring. He discovered that it was in the possession of a Hobbit and sent out the Ringwraiths to retrieve it. The Ring-bearer, Frodo Baggins, traveled to Rivendell, where it was decided that the Ring had to be destroyed in the only way possible: melting in the hot fires of Mount Doom. Frodo set out on that quest with eight companions. Eventually he succeeded, and along with his companion Sam Gamgee he was lauded as a hero. Sauron was destroyed forever.

The end of the Third Age marked the end of the involvement of the Elves in human affairs. Most Elves that had lingered in Middle-earth left for Valinor; those who remained behind would "fade" and eventually diminish. The Dwarves eventually dwindled away as well. Morgoth's creatures were almost wiped out. Eventually in the Fourth Age the tales of the earlier Ages became legends, the truth behind them forgotten.

A note on "truth" and canon

It is remarkably difficult to speak of what is true in the context of Middle-earth. There are various reasons for this:

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The Heart of Mirkwood
J.R.R. Tolkien has created one of the most innovative and exciting fantasy stories ever. Information about his books and CCG.
http://www.geocities.com/Area51/Dimension/1771/

The METW Guide
Lots of useful (if somewhat dated) information.
http://www.non.com/metw/

Middle-Earth Card of the Day
Isildur's Middle-earth Card of the Day.
http://ucsub.Colorado.EDU/~tstone/metw/cotd/

Chris' METW, Middle-Earth Trading
Page to support Middle Earth Collectible Card Game. Find over 150 trade pages from all over the world.
http://www.mdi.net/~chscable/

Belgian Council of the Dragons
Unofficial site of the Belgian MECCG tournament information.
http://www.angelfire.com/me2/tournament/

Middle-Earth: Card Game
Rules, tournament rules and frequently asked questions.
http://www.mindspring.com/~vnorton/middleearth.htm

Easterling Camp
Page for Japanese players of MECCG
http://www2.odn.ne.jp/ring/EasterlingCamp.htm

Council of Lugburz
Official site of the Czech Middle-Earth council. Both in English and Czech.
http://czechccg.8m.com

Morgul-rats
News, humor, and tournament information about Middle Earth.
http://fan.theonering.net/morgulrats/

Council of the Isles of the Dead that Live
The official Dutch council for the Middle-Earth collectible card game.
http://council.gwaihir.net/meccg/index.html

Middle Earth CCG Trading
Prices and trades on Middle Earth cards. Mainly just unlimited Wizards right now, but tries to get more from other expansions.
http://hometown.aol.com/jeru4283/myhomepage/index.html

Black Council of Mordor
Includes game overviews, members, events, rules, maps, scenarios, cards, and links for a Philippine gaming grouping.
http://www.geocities.com/blackcouncil/

Middle-earth Collectible Card Game
Includes official news archives, card of the day archives, deck building, spoilers, rules, rarity lists, skills lists, and artist lists.
http://www.flwyd.dhs.org/metw/

Eljar's Homepage
List of cards for trade.
http://geocities.com/eljar_/meccg.html



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