Annúminas Capital City of Arnor Settlement in Middle-Earth: Arda, Endor | World Anvil
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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.

Maps

  • Annúminas
  • Great Meeting Hall of King Eldacar Elf-Helm
Founding Date
3396 S.A.
Type
Capital
Population
28,000
Owner/Ruler
Additional Rulers/Owners
Owning Organization

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