Annúminas Capital City of Arnor
Annúminas changes little through the first centuries of
the Third Age. Its expansive design is never compromised
by the overcrowding that normally occurs in a capital city;
strict regulations prevent slums from developing, and
most of the city's laborers live in respectable apartments
built with royal funds. Vice and unsavory behavior remains
private or is taken to outlying villages to escape the
eyes of the city watch. Dol Caras (S. "City Hill") upon
which Annúminas stands is solid limestone; an excellent
sewer system carries waste southeastward into drain-fields
just above bedrock and well below the actual surface of the
surrounding pastures and croplands. Only the city's lake
shore has direct storm drain outlets. A system of cisterns
provides most of the water supply for the upper city, while the lower portion taps
wells fed by Lake Evendim.
Elendil's capital was designed without walls; their
absence was a matter of great pride to him and later
monarchs. The defense and policing of Annúminas stems
from five guard towers, the Beraitirion, situated at the
primary approaches to the city. The towers and the palace
are garrisoned by the Beraid Tirrim, a professional military
force. It is similar in organization to the Citadel
Guard (Rembar Tirrim) in Fornost; the rest of the city
government is similarly duplicated in the eastern capital.
While Annúminas and its hinterland have never taken
on the bustling, busy atmosphere of great trading and
governmental centers like Tharbad in Cardolan or Osgiliath
in Gondor, the land around it is prosperous. Farms and
estates—both large and small—cluster all around the
city. Villas belonging to great lords dot the surrounding
hills, providing nobles an idyllic place to rest when visiting
the capital on business. The Esgarnen (S. "Bay of Reeds")
adjacent to Annúminas, from which the River Baranduin
exits Lake Evendim, is too shallow for docking anything
but small boats and barges, so small artificial harbors are
maintained in lesser bays west and north of the city
proper. Boating remains a favorite pastime of the
Annúminili throughout the city's history, and most festivals
are highlighted by colorful sailing and rowing races,
many of them with royal
participants.
The vast majority of
the Annúminili carry no
weapons, and martial displays
are frowned upon.
Jousts and military contests
are considered to be
in bad taste, something
more suitable for the
bleak, depressing citadel
city of Fornost. Dueling
and brawling are considered
the province of
drunken laborers, and
anyone wandering the
streets in armor can expect
to be accosted by
the watch or guard and
questioned. Seers, healers,
alchemists, and magicians
can always be found in Annúminas, the lesser sort
operating small shops, the better ones dwelling in fine
houses and taking business only by referral. Scribes and
scholars are also common, and students from all over
western Endor come to Annúminas to learn from renowned
mannish and Elvish loremasters. The Great
Common on Dol Caras is the center of intellectual
activity, but political and cerebral ferment can be found in
any garden, tea shop, or gallery. Artisans live largely in the
lake shore community, and religious mystics dwell on the
north bank of the Baranduin, preferring houses and
towers in the woods called Taur Edain, beyond the
ancient barrows overlooking the lake.
1. Royal Halls (S. "Elerínarond" or "Star-crowned
Dome"). The Palantír of Annúminas rests here. The
palace is no fortification, but simply a great house built of
grey granite among green lawns. Most of the structure is
roofed by a single large dome clad with black marble
facing. The surface is strewn with silver, gold, and red laen
stars that catch and store the light from their heavenly
namesakes during certain seasons of the year. The dome
glitters at night (using the stored light), providing an easy
reference to local star-gazers and overawing even the most
jaded visitor. Once the royal family and most of their
advisors dwelt within these walls. With the passage of
years, the Kings of Arthedain have spent more and more
of their time in Fornost, dealing with military matters.
The Guardians of the Palantir do, of course, reside here as
long as the Seeing-stone rests in its special chamber high
up under the dome; regardless, the Elerínarond is now
more of a museum and scholarly retreat than anything
else.
2. King's Star-tower. Almost two hundred feet tall, with
a magnificent view of Nenuial. The topmost room boasts
three of the largest telescopes in Endor.
3. Royal Library. The finest available to Men, excepting
possibly that of Osgiliath, Three stories high, but its
largest rooms are underground, where the dry limestone
of Dol Caras insulates the most fragile volumes against the
vicissitudes of northern climate. Only the most privileged
of scholars have routine access to its rooms. Others need
a royal or noble patron.
4. Great Common, A center for gossip, sports, and
politics. The open ground is interspersed with stone
benches and forums for group meetings and theater. The
buildings along the northern side hold the administration
of the monarchy, while those along the southern side are
the town-houses of the most important nobles and officials,
including the Royal Mayor. The eastern and southeastern
edges are reserved for commerce, although wandering
sellers of food, wine, and beer can be found
anywhere.
5. Street of Terraces. The residences along the middle
and lower reaches of this street are traditionally owned by
the most elite of the city's seers and spellcasters. The Istari
Saruman and Gandalf rented quarters here for a time after
they first came to Middle-earth.
6. Old Quarter. Literally the oldest section of the city,
and the only one with buildings designed by other than the
Royal Architects. An Eriadoran village stood on this spot
in the late Second Age, trading in the bounty of the lake
and providing servants for the Dúnadan astronomers
living on the Dol Caras.
Rubormyrax, the peculiar fellow who runs the Augury,
an alchemy and herbalist's shop along the river, is the
oldest resident of Annúminas. A Peredhel of Silvan and
common descent, he believes himself to be a bloodwraith.
Rubormyrax sleeps in a homemade crypt in his
cellar, avoids running water and fire, and eats his meals
cold. Once a month, he walks out under the full moon,
convinces himself that he is too guilt-ridden to take a
mannish victim, and drinks the blood of a sheep instead.
This would be a harmless enough bit of insanity, save that
a Dark Priest, Mercaver, is now one of the only three
people in Annúminas who know Rubormyrax' secret.
Mercaver, an Angmarean spy, has murdered three others
who possessed the knowledge, and when he is the Peredhel's
only remaining "friend," intends to use him and his
considerable knowledge of the city to penetrate the Royal
Library and the Elerínarond. If anyone can trick
Rubormyrax into eating an apple spiked with cloves or
bathing in a stream or river, the curse that caused his
condition will be dispelled. Then Mercaver will stand in
peril; Rubormyrax is more ancient than he knows, and he
has powers and skills that even true Undead could not
match.
7. Upper Quarter. Dwelling place of the city's gentry and
merchants. The more prestige they have, the closer to the
Royal Common they live. The wood just beyond the last
row of houses on the edge of the hill is the favorite trysting
place for young swains and maidens.
8. New Quarter. Home of the city's shopkeepers, artisans,
lesser civil servants, and workers. Most of the
buildings in this neighborhood house several families, the
result of the strict building codes and limitations enforced
by the Royal Mayor,
9. Caras Edain. A first stopping point for travelers from
the east, and site of the city's only two cheap inns. An
Adan village stood here in the First Age; barrows dot the
ridge to the east. The road up the hill leads to the Taur
Edain, a forest that serves as the chief source of firewood
and timber for the city. It also provides secluded locations
for religious retreats.
10. Lawn of Heroes. Burial sites for those who have died
in the service of the kingdom.
Founding Date
3396 S.A.
Type
Capital
Population
28,000
Location under
Included Locations
Owner/Ruler
Additional Rulers/Owners
Ruling/Owning Rank
Owning Organization
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