Ah yes… Return to Moria — and yes indeed, this question does date itself (and me, I suppose). The game came out back in October 2023, which makes this a perfect example of how questions can sometimes wander the long dark halls of the queue before surfacing again. But as the Dwarves say: “Stone endures, even when slow to answer.”
Now, as for the game itself — I’ve played it, and I must say I genuinely enjoyed the setting and core concept. On a related note, I’d also like to thank the developers of Return to Moria for kindly providing me with a free copy of the game. It was very much appreciated, and it allowed me to explore the experience firsthand — something that greatly informed this reply.
The atmosphere, the music, the themes of rebuilding Khazad-dûm stone by stone — all of that strikes a fine Dwarvish chord. There’s a lot of heart put into it, and as a fan of all things Dwarrvish, I was delighted to see the spotlight shine once again on Durin’s Folk.
That said… there’s a caveclaw in the mine.
🗿 A Different Neo-Khuzdul?
Yes — the game introduces its own version of Neo-Khuzdul, developed by none other than David Salo, who had previously constructed Neo-Khuzdul for Peter Jackson’s films. But here’s the twist: this is not the same Neo-Khuzdul used in the films, nor in my own work, nor in most fan-created materials.
Because the developers didn’t have access to the film rights — or the Jackson/Salo conlang work — Salo started from scratch, creating an entirely new version of the language for this game.
Examples of the very different version of Neo-Khuzdul created for this game.
💬 My Thoughts?
To be frank: initially, I was disappointed. Not because this new version is poorly constructed — but because it feels like a missed opportunity for consistency. The Khuzdul used in the films (and in my own Neo-Khuzdul project, which builds on that framework) has grown into a shared fan-language with community, history, and development behind it.
To throw that out entirely — rather than building on or even acknowledging that foundation — does feel like a bit of a disservice to the many fans who have studied, used, sung, and celebrated Neo-Khuzdul for years now.
And honestly — surely it could not have been that difficult to obtain rights to a conlang used in a movie franchise they are otherwise clearly drawing so much inspiration from. It’s a strange choice, and one that breaks immersion for those more deeply invested in the linguistic roots of Middle-earth.
What makes this more perplexing is that this version of Neo-Khuzdul appears to be a mere collection of isolated lines. From what I understand, Salo did not construct a complete grammar or vocabulary base, but rather translated individual phrases as requested by the developers — essentially working line-by-line, rather than crafting a new language framework.
That said, I do understand why this was the case. It’s a game — not a linguistic simulation — and for their purposes, they didn’t need a full, functioning conlang. Their focus was on flavour and immersion, not philological depth. And that’s valid.
Still… for those of us who’ve mined the linguistic veins of Khuzdul for years, it’s a little disheartening to see the deeper strata left untouched — especially in a game so focused on reclaiming cultural roots.
It’s a little like discovering a newly built anvil in the depths of Moria… but made of plastic.
🧱 Final Thoughts
Still — lore additions, atmosphere, and the sheer joy of seeing Moria inhabited again? Return to Moria gets a solid nod from me. I just wish they had treated the linguistic side with the same reverence they showed the architecture.
It’s also worth mentioning that this isn’t the first — and certainly won’t be the last — time a new version of Neo-Khuzdul has been created for a specific project. These are usually small-scale adaptations, made to serve the needs of a particular game, film, or fan work. They often borrow a handful of familiar sounds or roots, but are rarely built to be fully usable languages. While that’s understandable from a production standpoint, it does contribute to the growing fragmentation of Khuzdul interpretations — something that can be both creatively interesting and occasionally confusing.
As a small additional aside — and to prevent future confusion — I should mention that I do not provide translations related to the Return to Moria version of Khuzdul. Since it uses a separate, closed system developed specifically for the game, it’s logically incompatible with the Neo-Khuzdul I’ve developed and documented over the years. Any requests tied to that version would be best directed to the creators of the game itself.
Ever at your service,
The Dwarrow Scholar