Starting the Durin’s Folk Questline in Return to Moria
To start the Durin’s Folk questline on an old save in Return to Moria, fast-travel to Dwarrowdelf, teleport to the Upper Armories of Third Deep, reach the First Hall, and exit the mines. A cutscene will play, after which you can speak to the Emissary to begin the questline. This content was added with the Durin’s Folk DLC and Update 6.
Old Saves vs. New Worlds
This process applies only to older saves that have already completed the original main questline.
Players who begin a new world after installing the DLC will automatically start the Durin’s Folk content during natural progression and will not need these steps.
Step 1: Use a Mapstone and Select Dwarrowdelf
Head to your nearest map stone and interact with it. This will open the region list where you can navigate to Dwarrowdelf. This is the region of Moria we need to be in.

Step 2: Teleport to the Upper Armories of Third Deep
Once inside the Dwarrowdelf menu, choose Upper Armories of Third Deep. This is the closest and quickest fast-travel point to the quest trigger route.

Step 3: Travel Toward the First Hall
After spawning in the Upper Armories, begin making your way toward the First Hall. Because world generation is unique to every playthrough, your exact layout and path may differ, but the First Hall remains the required destination for all players.

Step 4: Exit the Mines
Upon reaching the First Hall, continue forward until you exit the mine system. Stepping outside will immediately trigger a cutscene that begins the chain of events leading into the Durin’s Folk questline.

Step 5: Watch the Cutscene and Speak to the Emissary
After the cutscene, Alric departs and the Emissary arrives. You can interact with the Emissary to officially begin the Durin’s Folk quests.

FAQ: Durin’s Folk Questline
Do I need to start a new world?
No. This method is specifically for old saves that completed the previous main story. New worlds start the DLC questline automatically.
What if the First Hall is blocked or hard to reach?
Because every map is procedurally generated, you may need to rebuild paths, repair bridges, or dig connecting hallways. The First Hall must be reached and exited for the quest to trigger.
Can I skip the cutscene?
Yes, you can skip it.
Does the questline appear in the quest log immediately?
Only after you speak to the Emissary following the cutscene.
More Return to Moria Guides
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