Fornost-Erain Capital City of Arthedain
The capital of Arthedain after the division of
Arnor in T.A. 861, Fornost has long been the
largest and busiest city north of Tharbad. The tin
and lead deposits underlying this part of the
North Downs drew Eriadoran and Dwarven
miners here as early as S.A 1000. For obscure
reasons, the Dwarves got no support for their
claims from their kinfolk in Moria, and the
Eriadorans drove them out after a series of minor
wars. Much later, religious mystics from Númenor
arrived and received permission to build an astronomical
observatory on Formenairë (Q. Northlament";
W. Norland's Glower), the highest
crest of the downs around the headwaters of the
Nin Erain, the most important local river.
Númenórean power kept the peace locally, and
the Eriadorans ,got used to the idea of their
leadership. Around S.A. 3250, a Sauronic minion
used the mystical lenses of the observatory on
Formenairë to summon an Êlrauko (Q. "Stardemon").
It ravaged the countryside until slain by
a Dúnadan wizard, Calendil Glórnaur
("Goldfire"). Calendil was elected King of the
Tyrn Formen by the grateful locals and eventually
willed his crown to his nephew, Elendil of
Andúnië, who later combined the title with several
others when he made himself the first King of
Arnor.
The actual name of "Fornost Erain" first appears in
Elendil's original plans for the defense of Arnor against
the Orcs of the Misty Mountains. He ordered a fortification,
"The Citadel," built along the highest ridge of
Norland's Glower, and added a series of defensive walls
around the hill as local settlement moved, from the towns
down in the valleys to either side, uphill towards the center
of local power. Valandil, the first King of Arnor in the
Third Age, built a palace within the citadel for use in the
summer, to enable him to get away from the heat and
biting insects that troubled his official capital at
Annúminas, Over the centuries, Arnor's Kings transferred
more and more of their officials to Fornost, seeking the
knowledge of the religious mystics dwelling in the area.
Arthedain's capital city for the last two centuries,
Fornost Erain stands as the realm's principal fortress and
center of culture and trade. Perched strategically on the
highest crest of the North Downs, and further protected
by earthen and stone dikes and palisades beneath its high,
curving stone walls, Fornost houses the royal family and
nobility of the kingdom in addition to Arthedain's renowned
seers, scholars, artisans, and their many assistants
and servants.
Sharing the city with them are the Dagarim Aran and
the Rembar Tirrim (S, "Royal Army" and the "Citadel
Guard"). The soldiers sleep in spartan two-story barracks
scattered about the fortress baileys; they keep a constant
lookout from high guard towers within the walls. The
northern Dúnedain frown upon the "baser" pleasures of
the flesh—and decline in number as each year passes—so
soldiers must content themselves for long periods with
card games and gambling in the barracks and mess halls
and contests of strength and agility outside. The military
drills both within and without the walls, practicing the
Dúnedain's favorite offensive-defense, the formation called
the thangail. It is a shielded wall of men in two ranks
pressed together and bending into a defensive ring if
outflanked. Archery is also practiced outside the walls of
Fornost; the soldiers launch their black-feathered arrows
from hollow steel-bows with studied precision. Inside the
walls, a guild of armorers and weapon smiths is kept busy
forging swords, axes, spears, knives, and ekets—the short,
but broad, twin-edged stabbing swords favored by the
Dúnedain. Once the Arthedain were a peaceful people
who showed their weapons only as items of curiosity.
That time is long past, and no one lives in or walks
through Fornost without knowing that it is a city at war.
The city gains most of its water supply through an
extensive series of cisterns, and the wells in Fornost draw
from this system rather than from the minimal ground
water available. Sewage is drained into a natural complex
of cracks and small caves deep in the limestone bedrock,
preventing any secret entrance into the city, but allowing
an occasional intrusion from the Underdeeps. Various
guilds and fellowships take care of municipal functions.
Most of these tasks are less cumbersome than in other
large cities; Fornost's mountain-top location ensures clean
air and relatively vermin-free buildings, while the structured,
legalistic Arthadan society keeps the crime rate
amazingly low. In its way, the open city of Fornost is a
more secure capital than the massively fortified and
oppressively policed Carn Dûm. Angmarean agents and
common criminals who arrive in Fornost must deal with
a sturdy, proud, self-righteous populace, scrupulously
honest and efficient officials and watchmen, and the
knowledge that a large number of awesomely skilled seers,
mystics, and other "sensitives" are alert for the presence of
evil.
Nearly a thousand feet above the Vale of Senthur to its
west and three hundred above the north quarter of the city
on its eastern and northern sides. Steep limestone bluffs
are surmounted by fifty-foot walls of grey granite; located
at intervals along the walls, circular guard towers of like
stone rise some thirty feet higher. Gate-towers of elliptical
shape permit passage from the city into the Citadel. The
central bailey of the Citadel is separated from the northern
fort by three curtain walls, a transition bailey, and a long
ramp that winds down almost three hundred feet of cliff
face through six gate-towers. The southern fort is more
accessible: a single gate-tower with an internal ramp
accommodates the seventy-foot difference in height.
Where the curtain wall of the southern fort intersects
that of the Citadel stands the Elbarad Ohtarion (S.
"Warriors' Star-tower"). The one-hundred- fifty-foot spire
was the original military construction on the "Rock,"
replacing an older Astrologers' tower built in the Second
Age. It serves as a lookout tower and observatory; it also
houses the Palantíri of Fornost and Amon Sûl and is the
working quarters for the Guardians of the Palantíri.
The Citadel houses the royal family and their personal
guards, most of the Rembar Tirrim, as well as various
officials. The Mard Tirelenion (S. "Star-watchers' Hall")
at the western end of the enclosure was originally designed
as a summer palace for the rulers of Arnor, but it is quite
adequate as a residence for the humbler Kings who have
dwelt here for eight hundred years.
2. Forts. The southern fort houses most of the infantry
Tulkairim currently on active-duty with the Dagarim
Aran; it has no direct gate to the city, which, in the minds
of the Arthedain, makes it an ideal training center for the
Royal Army, the King's Rangers, and the better elements
of the Ethiron Aran of Fornost, the Royal Militia. Serving
or training here is considered a great honor. Socially
ambitious young nobles and mercenaries vie at tournaments
for the privilege of being locked into the Citadel for
months at a time and abused by the toughest soldiers in all
of Eriador,
The northern fort houses the active cavalry contingent
of the Royal Army and serves as a training ground for the
bulk of the militia. The Citadel guards train here as well.
Soldiers are a common sight sight, marching to and from
the gate-towers they garrison along the passage of the Men
Formen up the western slopes of Norland's Glower and
into the city.
3. Upper Quarter. The upper quarter does not attract the
wealthiest inhabitants of Fornost, because it is too cramped
in its position on the eastern slope of Citadel Hill.
However, the Mayor of Fornost and the head of the guild
of weapon smiths both dwell here, as do several other
important artisans and merchants. The Rath Rammas,
the avenue along the main wall of the city, is the primary
street in the section.
4. North Quarter. The north quarter occupies the largest
terrace of reasonably flat ground on the crest of Norland's
Glower. Even so, it rises almost a hundred feet from the
Rónabarad (S. "East Tower") to the High Square, the
open plaza at the entrance to the Citadel.
Three main avenues define the quarter. The Rath Aran,
"Kings Street", a processional boulevard from the East
Tower to the High Square, is the broadest in Fornost.
Vendors and street merchants from the lower city line it
each morning to sell their goods to the wealthier inhabitants
of the upper city. A park, the Glower Wood, lies
along the south side of the Rath Aran, as well as the main
guard barracks in the upper city. The Rath Rammas, kept
clear of most street traffic so troops can move along it,
wraps around the entire upper quarter and provides for
rapid movement by horse or foot.
The Rath Forod, the busy street which splits the north
quarter in twain, is split itself by a dike. The wall is 4' feet
high on its western side and as high as 14' on its north side,
marking the rise between the two halves of the quarter.
Narrow stairs at every cross street allow passage of
pedestrians from one neighborhood to another. Note that
the wall is of such a height on the upper side of the street
that only the tall Dúnedain can comfortably look over it.
It shares this characteristic with many public structures in
the city, an aspect of Fornost remarked on with irritation
by travelers.
The main streets split the upper quarter into three
neighborhoods, west, north, and south, each slightly more
exclusive as the residences climb higher and closer to the
Citadel and palace. The seven great-houses in the west and
east neighborhoods belong to the seven Great Houses of
Arthedain. The Tarma, Eketta, Orro, Hyarr, Emerië,
Foro, and Noirin families all station a representative in
Fornost to sit on the King's council; their townhouses also
serve as a residence for the Hiraratar of the family when
he or she visits the city and provide a social focus for the
various members of the House serving in government and
army.
5. Lower Quarter. The Rath Aran passes through the
East Tower and does a switchback down a steep slope
before reaching another relatively large, flat terrace on the
gentler eastern side of Norland's Glower. In the early days
of the city, the terrace comprised farmed fields. As the
Arthedain moved their capital eastward, buildings began
springing up among the fields, and the Kings gradually
authorized a city plan and system of dikes and towers to
protect the increased population. The lower city was
organized into the lower, south, and east quarters by King
Amlaith's officials in the ninth century of the Third Age.
The lower city now houses almost all of the city's gentry
and workers, as well as the field laborers needed to
maintain the orchards and gardens remaining on the lower
terrace.
The lower quarter, the part of the lower city north of
the Rath Aran, is home to a large number of artisans and
professional people who primarily serve the needs of the
upper city. It residents consider it a respectable neighborhood,
and regularly attend quiet concerts and goods and
crafts fairs in its two open squares. Queen Liriel plays here
frequently, more or less in disguise, grateful for an audience
that applauds her playing with more sincerity than
those in the upper city. A tall, middle-aged fellow watching
her from the shadows might well be King Argeleb
himself; several equally tall but rather grim individuals
loitering about him would be his elite bodyguards, and
anyone too obviously curious about his majesty will have
serious conversation with them.
Another important but secretive resident of the lower
quarter is Serindar the Tailor. He is an elderly fellow, well
respected by the important and influential for the delicacy
of his needlework and his sweeping knowledge of Fornost
gossip. Serindar stopped using his house as a storefront
years ago; he has wealthy clients all over the capital and
across northern Arthedain, He does his fine gown- and
vest-work now only by personal recommendation. Fine
ladies and stout swordarms will rise to defend Serindar, if
ever he should be slandered either professionally or
personally.
6. South Quarter. The south quarter is Fornost's closest
approximation of a poor section of town; it is fairly
prosperous by the standards of Tharbad or Umbar. Most
folk make a. living, and even the beggars work for bed and
warmth during the colder months of the year. Entertainments
are rowdier than in other parts of town, and
foreigners with little obvious wealth—mainly mercenaries
and teamsters from the caravans—can wander without
being accosted by the Watch or Guard, Fornost possesses
nothing resembling a proper Thieves' Guild; a couple of
local gangs handle illicit medicinals and herbs, do a little
smuggling, and organize local vice.
7. East Quarter. Lying between the lower and south
quarters, both physically and socially, the east quarter
boasts more cheap, but respectable, shops, inns, and
boarding houses than any other part of the city. It is the
part of Fornost where travelers from afar are most comfortable
and where the widest variety of basic goods and
entertainments are available.
Brethildur the Healer lives in a small house in the east
quarter. An older cousin of Belavanna, attendant to
Prince Arvegil, he has training in medicine and
philosophy, but little of his family's wealth. He supports
himself as a physician, retaining contacts with his cousin
and a few intellectual friends. Among these are Gandalf
the Grey and Elladan and Elrohir of Rivendell. Brethildur
possesses a few spare rooms in his house and a small
garden in his courtyard of his house—his friends stay with
him whenever they visit Fornost.
Demographics
80% Dúnadain, 10% Quendi, 8% Middle-Men, 2% Other
Founding Date
S.A. 3320
Type
Capital
Population
31000
Location under
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Characters in Location
- Eleventh Prince Annatheldyn
- Euric The Falcon of Annúminas
- First Crown Prince Arvegil - King Arvegil I
- Fourth Prince Cathändril
- Glorfindel Laurefindelë
- King Arveleg I
- King Oromendero
- Lady Elwing Tarmas
- Lord Aldarion Forro
- Lord Hirluin Nencar
- Lord Methilir Eketta
- Malborn Ar-Elon
- Ninth Prince Minastír
- Second Crown Prince Eärnur
- Third Prince Acthelior Ecthelien
- Twelfth Prince Erendur
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