Kingdom of Arnor of the Reunited Kingdom (Arnor-Gondor)

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Arnor
Arnad i Arnor
Northern Kingdom
Constituent Kingdom
Kingdom of Arnor
Flag of Arnor
Coat of arms of Arnor
Etymology: Royal land
Nickname: 
Stoneyland
CountryReunited Kingdom of Arnor and Gondor
FoundedS.A. 3320
Breakup of the RealmT.A. 861
Establishment of the Second Kingdom of ArnorT.A. 1349
Fall of the Second Kingdom of Arnor and of ArthedainT.A. 1974
Establishment of the Kingdom of Arnor within the Reunited KingdomT.A. 3020
CapitalAnnúminas
ProvincesArthedain, Minhiriath, Rhudaur, the Shire.
Government
 • TypeAbsolute Monarchy
 • King of ArnorArfalor Anormegil I Tar Eldarien Anarmacil of the House of Telcontar
DemonymArnorian

The Kingdom of Arnor is the Northern Kingdom of the Reunited Kingdom of Arnor and Gondor. In the first three centuries of the Fourth Age, Arnor has been the actual secondary part and has been less developed.

Geography

Arnor includes most of Eriador, between the Lune (west of which is Lindon) and the rivers Greyflood and Loudwater (east of which is Rivendell).

Council of Arnor

The Council of Arnor is the select royal advice and support body. The King of Arnor (as conceptually separated by the High King) is aided by the Council of Arnor, which meets in a separate capacity from the Council of the Sceptre. Some Arnorian lords who do seat in the Council of Arnor, do not seat into the Council of the Sceptre and vice versa.

The High King is monarch, with the power of unquestioned decision in debate; but he governs the realm with the frame of ancient law, of which he is chief administrator and sole interpreter, but is the its maker in the sense that he finds in the universal justice the dictates of the law. In all debatable matters of importance domestic, or external, however, the High King has the moral duty to listen to Lords and the Captains of the Forces have to say.

The Council of Arnor is composed of princes and lords of each of the Arnor's three provinces and of the Shire, of the High King's heir, and of the Steward and the Great Officers of the Realm as well. The Councillors in their capacity have no power save that of advice and counsel.

The Council of Arnor is the Arnorian consultative body, embodiment of the Southern Kingdom itself. It consists of 50 great lords. The Council convenes under certain religious restrictions. Its sessions could only proceed after an invocation prayer to Eru Ilúvatar and Valar. The Council could also only meet between sunrise and sunset, and it could only meet in a consecrated place, nowadays the Dome of the North Star in Annúminas. The Council gathers at Erukyermë, Erulaitalë and Eruhantalë each year, and whenever the High King summons the Council using a royal writ. The Council of Arnor's most significant task is to function as the King's council, and while the King could ignore any advice it offers, Council's prestige makes the advice that it offers difficult to outright ignore. Only the King makes new laws, although he often involves Councillors in the process.

Functions

The Council's most significant task is in its capacity as the king's council, and while the king could ignore any advice offered to him by the Council, the council's prestige helps make the advice that it offers difficult to outright ignore. Only the King could decree new laws, although he often involves both the Council and his personal cabinet in the process.

Membership

The Council of Arnor consists of three categories of Men. The first group is represented by members by virtue of their birth: the King's Heir, all Hîratarin of Arnor, all members of the Herenya of Arnor, and certain houses of the Bŷrin, i.e. of vassals sworn directly to the King of Arnor. The second group consists of members who represent a given territory; this group therefore includes magistrates of important cities and all heads of the provinces. The third group includes all those are involved in the central administration of Arnor as Great Officers of the Realm, as well as King's trusted men outside their specific duties.

Hereditary members

In core of the Council of Arnor is revered aristocracy of Herenya: all heads of the households of the Herenya of Arnor and certain houses of the Bŷrin, i.e. of vassals sworn directly to the King of Gondor, have the right to sit in the Council of Arnor. Extinct families may be replaced by aspiring new ones and favourites of the Kings.

Great Officers of the Realm

In the Kingdom, the Great Officers of the Realm are the Crown ministers, who are appointed to exercise certain functions as part of the government. Such positions are not transmissible nor hereditary. The Reunited Kingdom inherits its Officers from both Gondor and Arnor. While some of them are hereditary, most offices are appointed. Some offices are put into "commission"; that is, multiple commissioners are appointed to collectively exercise the office.

Great Officers of the Realm are shared by Arnor and Gondor, and therefore they sit in all the three Councils. As of Fo.A. 273, they are:

  • The Steward of the Realm; currently Arodion of the House of Húrin (since Fo.A. 240).
  • The Captain General of the Royal Hosts; currently Berthir Edraithion Panastion.
  • The Shipmaster (Ciryatur): commander of the royal navy; currently Berthîr Ceiriath Taurimion Berennaithion.
  • The Spymaster (Ethirtur): the spymaster and the head of intelligence; currently Hîr Narvinyo of the House of Sairweg.
  • The Master of Coin (Miriantur): head of the treasury and finances of the kingdom; currently Hîr Daglarion.
    • Master of Rents and Taxes; currently Hîr Goriadon.
    • Master of the Office of Bursary; currently Hîr Gondion.
  • The Master of Laws: overseer of the law and justice for the kingdom; currently Hîr Fairod.
    • Curate of Númenórean Law; currently Arthîr Meneldil Falmathil.
    • Curate of Common Law; currently Eorl Alfwine.
    • Office of Decrees; currently Hîr Arodion
  • The Loremaster (Golodh): the head adviser on matters of lore and wisdom; currently Hîr Denethor.

Steward of the Realm

The Stewards of the Realm are at first the chief of the high councilors to the High Kings. Steward is therefore the traditional title of the chief counsellor to the High Kings. Stewards are of pure high Númenórean blood. Soon after the death of Denethor II, Aragorn II Tar Elessar Telcontar was crowned High King. The Steward Faramir, son of Denethor II, surrendered to the High King his rod of office, but it was returned to him. King Elessar confirmed in Faramir and his descendants the office of Steward of Gondor, which soon became Steward of the Realm, and granted him in addition the Princedom of Ithilien, ensuring his line a position as counsellor of the King.

Provinces

The Kingdom of Arnor comprises the three most southern lands and provinces (Sûza): Arthedain, Minhiriath, Rhudaur and the Shire. Each of these lands enjoys of a different form of government, according to its own customs and traditions.

Arnorian provinces are directly governed by the King and their Gonfalonier of the King acts more a King's representative than a head of an autonomous local government. The core function of the Gonfalonier of the King is to be the representative of the High King and of its government, to act as the highest magistrate of judge, and manage the taxation and public spending in his area. The head of a province has usually a large staff of other officials: procurators, judicial advisers and reeves. As personal representative of the King, the Gonfalonier is also in charge of the mustering of troops in his own province.

Outside the provinces of Arnor, Numeriador is governed according special mechanisms.

Districts

The Arnorian provinces are further subdivided into numerous Districts (Sindarin: Drann, pl. Drannin), which in turn include estates, cities and towns, each enjoying its own degree of autonomy, according its granted privileges. Compared to Gondorian provinces, Arnorian lands have fewer fiefdoms and more land under the royal domains.

Each District is governed by a magistrate (Condir i Drann) appointed by the King for ten years. Such magistrates have the duty to oversee subordinate fiefdoms and cities, as well as to deliver the King's High Justice, manage the collection of taxes and revenues, and ensure the establishment of the local military forces. As a rule, an urban settlement is included with its surrounding into a larger Drann. In some special cases, however, a particularly important city may constitute a district of its own. Such is the case of Lond Daer and Tharbad.

Responsibilities of Districts consist in the building and upkeep of "district roads", other building plans which cover more than one local authority's area, caring for King's reserves, demesnes and direct royal possessions, building and upkeep of palaces of lore and of healing.

Fiefdoms and cities

Both single regions and cities and towns within a Drann have the right to administer on their own the small justice, i.e. all laws not pertaining the King's High Justice.

A lord or an autonomous city (i.e. its government) has authority over all inhabitants resident on its territory, subjects and estates. This power of rule is basically all-encompassing, but it is limited by the royal laws and edicts, by customary rights, by contracts with non-resident persons or agreements with other lords and autonomous cities, but also by equity, justice and by divine law. It is possible that subjects or estates bring before the High King a complaint against their lord.

While fiefdoms are ruled by King's vassals according hereditary rules, autonomous cities and towns are governed through several institutional forms, ranging from an urban aristocracy to a direct democracy. However, the most common forms of government are oligarchic in nature.

Populated estates belonging to the royal domains are administered by a royal official known as Territorial Governor (Gondorian Sindarin: Hestardh). These areas are directly ruled and managed (both under private and public law) by the Drann. Those cities and towns which are not autonomous or which are not granted their own charter of rights and privileges are governed and administered by an Ostherdir (Sindarin for Town-Prefect), who is appointed directly by the High King.

Royal City

In the Reunited Kingdom, a Royal City (Arnen Caras) is a city which has a special government due its own great importance. A Royal City is not part of any province and, and as such, is subordinate only to the High King, as opposed to a territorial city or town, which is subordinate to a Province, to a District or even to a territorial lord (in this case is not technically a city but a town).

Within the borders of the Kingdom of Gondor, there are two Royal Cities: Annúminas, which is the northern capital of the Reunited Kingdom, and Fornost Erain.

Numeriador

Numeriador (Sindarin name, meaning “Empty Western Land”) is the land west of the river Lhûn and east of the Ered Luin. It is an open and rugged region, wrinkled by a series of foothills that rise up from the river Lhûn to become the Ered Luin.

In this area there are some Elven communities (mainly Sindar and the few Noldor wandering companies still roaming through Eriador), and some Dwarven outposts, the strongholds of Belegost and Nogrod in the Blue Mountains being not part of the Reunited Kingdom). Some semi-nomadic tribes of Rivermen comprise the bulk of the scattered Men population in Numeriador. Dwelling in small villages and encampments, these peoples make their living by hunting, trapping, and trading with the people in neighbouring lands. Some Dúnedain dwell on the river’s shores, trading with both the Elves of Mithlond and the Rivermen of the northern waters.

The governance of this region is fairly complex. Remaining Elven communities are part of the now half-emptied realm of Lindon. At the mouth of the Lhûn, the Grey Havens formally are an Elven seaport, governed by Himcund Idhorion after the departure of Círdan the Mariner. However, there is only one Sindar clan left in the city, and the majority of its inhabitants are Men. Each of the villages, communities and tribes govern itself according its own customs and traditions.

The High King formally ensures his own protection to the region, and appoints a Marshal of the Land (Sindarin: Condir i Dor), who blandly oversees the whole Numeriador and administers Dúnedain communities and settlements. Elven communities are formally outside the jurisdiction of the Condir, but actually follow his rare instructions.

Arthedain

Map of Arthedain and of the Free Land of the Hobbits.

Arthedain is the main and northen-most province of Arnor and by far the largest one. In the middle Third Age, Arthedain was one of the three realms of the Dúnedain of the North created from the fragmentation of the kingdom of Arnor. After the death of Arnor's King Eärendur, his sons divided the realm into the kingdoms of Arthedain, Rhudaur and Cardolan. Arthedain as an independent kingdom was destroyed in T.A. 1974-1975 and was re-established as a Province in Fo.A. 23.

The provincial capital of Arthedain is Fornost Erain, although the Gonfalonier of the King has also residence in Annúminas. Currently, the Gonfalonier of the King is Hîratar Rogothin of the House of Rogothin (appointed in Fo.A. 266), cousin of the High King and native of Foramon, in northern Evendim Hills, from aan ancient Dunadan family house.

Geography

Arthedain lays primarily between the Lhûn and the Brandywine in northwestern Eriador, including also the land north of the Great East Road from the Brandywine Bridge to the Weather Hills. Notable features within Arthedain are the Hills of Evendim, Lake Evendim, North Downs, Tower Hills, Far Downs, White Downs. The Free Land of the Hobbits (the Shire and surrounding lands) is included within its borders between the Tower Hills and the Old Forest, but is not part of Arthedain itself.
Arthedain is primarily an agricultural land. Tenant farmers supply their landlords with their surplus goods, which are then brought to regional markets to exchange for luxury items. Wool and grain are the principal agricultural products, much of which flows to Minhiriath. Miners draw silver and copper from the rugged uplands of Arthedain, and friendly relations with the Dwarves of the Ered Luin allow other ores to flow into the country as well.

Most important cities of Arthedain are Elostirion, Annúminas (the capital city of the whole realm) and Fornost Erain, as well as Bree and Amon Sûl, as well as the King's Quadrilateral, a densely populated area which is comprised within elevated plain among Amon Sûl, Bree, Annúminas and Fornost Erain.

The orography of Arthedain is dominated by the Brandywine and its tributaries: its river valley constitute the main part of the province, while uplands do exist near Fornost Erain (North Downs), near Annúminas (Evendim Hills), near Elostirion (Tower Hills and, just outside the kingdom, Blue Mountains) and near Amon Sûl (Weatherhills).
The Brandywine flows out the Lake Evendim, and runs eastward for about 60 miles before turning southward; after about another 120 miles it flows through the easternmost reaches of the Shire, forming that land's eastern border, except for Buckland, which lies east of it. Its major crossings are the Star Bridge near Annúminas and the Brandywine Bridge on the East Road and the Bucklebury Ferry in the Shire.
Between Annúminas and the northern hills of the Shire, and south the Far Downs, the Brandywine valley is outside the Free Land of the Hobbits, and it is home of several Men's towns and villages.

Arthedain has four important roads: the Great East Road, running from the Tower Hills to Amon Sûl, and then into Rhudaur; the North Road, which runs from Fornost Erain to Bree, and then in Minhiriath; and, finally, the road from Waymoot in the Shire to Sarn Ford and then to Ariden in Minhiriath. The fourth road is the King's Road, linking Annúminas to Fornost Erain.

Peoples and cultures

Peoples of Arthedain include a significant part of the Northern Dúnedain, as well as Bree-men (descendants of an ancient people of the White Mountains and loosely related to Dunlendings) and peoples of the Rivermen culture, in turn part of the Eriador Northmen cluster. Other peoples include the Lossoth. Arthedain is also home of some residual Elvish colonies (mainly Falathrim living on the eastern side of the Tower Hills), of the Hobbits of Bree and of the Shire and of the communities, hamlets, villages and towns of the higher plains east the Brandywine valley. These higher plains, north of the Great East Road and west the Weather Hills, have been experiencing a constant and steady growth of population since the re-establishment of the Kingdom of Arnor in the very early Fourth Age. These inhabitants are for the most part result of the new prosperity, but also descendants of immigrants from overpopulated areas of Gondor, and other small groups which settled in the region after their oath of allegiance.

The Arthedain (Sindarin for Edain of the Realm) are the Dúnedain of the old Kingdom of Arthedain a and of the present-day province of Arthedain. They are the purest-blooded descendants of the Númenóreans among the Dúnedain alongside those still living in the Angle in Rhudaur, the ancient home of the families and clans of the Third Age Rangers of the North.

Evendim Hills (until the Lhun River), Evendim Lake and Annúminas, until the Tower Hills, are mostly populated by Dúnedain, of both old Arnorian ancestry and of immigrated Gondorian origins and their culture is roundly Dúnedain; near the Lhun there are also some Falathirm outposts, who are quite well integrated. The North Downs are populated by both Dúnedain and Northmen, resulting in a closed warlike culture but also capable of notable refinement. Weather Hills host a few small mines and an mostly-agricultural culture.

The resulting culture of the Brandywine valley and surrounding areas (excluding Annúminas and Fornost Erain) is a mixture of Bree culture, which generally gives cheerful and provincial traits, and of Northmen world's view, which is more closed to other folks. Quite insulated, the traditional Dúnedain high culture of warrior and artistic pride also thrives. On the other hand, the eastern plains (King's Quadrilateral) feature an agricultural culture which is generally traditionalist and tends to be fragmented and insular.

Among the most important and culturally complex regions of Arnor, is Bree-land. It is an ancient crown fief about twenty-five miles in diameter and centred around the junction of the Arnorian East and North Roads. The inhabitants are both Men and Hobbits, and it is the only place experiencing such a cohabitation. Men are mainly of ancient Mebion Bron (Dunnish) stock, although nowadays they are culturally Eriadoran. Bree-Hobbits maintain some cultural differences from the Shire-Hobbits, and tend to identify Bree as their homeland, but both groups recognise themselves as part of an unique people. Bree-land contains four villages: Bree, on the western slope of Bree-hill; Staddle, on the eastern side of the hill; Combe, a few miles to the east; and Archet, a few miles northeast of Bree. The Chetwood is considered part of Bree-land and lies just north of Archet. While Bree has become a thriving town after the Restoration of the King, the other settlements remained villages (much to the happiness of their inhabitants), primarily consisting of farmhouses and cottages with a few craft shops. Despite the rapid development of Arnor, the Bree-land has remained a quiet, empty place.

Government

Differently from Gondorian provinces, Arnorian provinces' governance is centred on the relevant Gonfalonier of the King, and Arthedain is no exception. In charge for Arthedain is the Prime Gonfalonier of the King, currently Hîratar of the House of Rogothin (appointed in Fo.A. 266), cousin of the High King and native of Foramon, in northern Evendim Hills, from aan ancient Dunadan family house. The Gonfalonier administers the Province from Fornost Erain, with a secondary residence in Annúminas. The Gonfalonier is assisted by the the Government Council, and advisory body consisting of five members heading revenue, military, law, finance and security issues.

The province of Arthedain is subdivided into seven Drannin and borders on three out four sides the Free Land. Harnannuidôr (Condir: Thorbert Peacher; seat: Elostirion) is the most southern Drann, comprised between the lower course of the Baranduin, the Blue Mountains, the Free Land and the Tower Hills. It is a notable centre of the reclamation of the North. North to Harnannuidôr, between the Emyn Uial and the Lhûn, lies the Lhûndor, a sparsely populated land whose northern borders are vaguely defined. Lhûndor (Condir: Harden Thenn; seat: Nerubor) is commonly yet unofficially divided into North and South Lhûndor, these lands being divided by the Uialnduin, a tributary to the Lhûn. The Lhûndor borders with the Ardrann, i.e. the Royal District, on the watershed of the Emyn Uial.

The Royal District (Condir: Morlaithar of Jaenar; seat: Annúminas) encompasses the eastern side of the Evendim Hills, including the Evendim Lake and, at the southern end of the Hills, the city of Annúminas, the Northern Capital of the Reunited Kingdom. Although the seat of the Royal District is Annúminas, Annúminas itself is not administered by the Royal District. The Royal District also includes the northern part of the plains between Annúminas and Fornost Erain, the northern part of the core of the North Kingdom. However, Ardrann does not stretch to the north as far as Lhûndor. North to Ardrann, north to the northern reaches of the Evendim Hills, there is Forrim, the North March. Forrim (Condir: Malradûn of Tarnaris; seat: Gwathost) is a lonely land, inhabited by sparse people and with the northern border vaguely defined. Even in the era of peace of the first centuries of the Fourth Age, it is a strange region, and was separated from Ardrann in 264, in order to provide it a closer oversight.

South to Ardrann, there is Enaidôr, i.e. the Central Regions. Enaidôr is comprised between the Great East Road (including Bree-land and Chetwood), the southern reaches of the North Downs, and the Buckland of the Free Land of the Hobbits. The main artery of the province is the North Road, between Bree and Bree-land and Fornost Erain, the final stage of the North-South Road. The northern borders of Enaidôr (shared with Ardrann) are on the limits of a series of small reliefs. Enaidôr is the inner core of the Kingdom of Arnor, and it is its most populated and richest part. The capital of Enaidôr is also the capital of the whole province of Arthedain, Fornost Erain, while its incumbent Condir is Imgon Indronrien.

North-east to Enaidôr, including the most part of the North Downs, is Drann i Tyrn Forod, drawing the name from the hills. It is a cold and not very hospitable land, battered by chill winds and having on the north the most unsecure frontier of the Kingdom of the North, even in this era of peace. To the east there is the Province of Rhudaur. South of Drann i Tyrn Forod and west to the Weather Hills there is the Duinendor, also part of the inner core of Arthedain and of Arnor at large.

Bree-land

Bree-land, part of Enaidôr, is an ancient crown fief about twenty-five miles in diameter and centred around the junction of the Arnorian East and North Roads. It has its own governance structure. Without a King in the North, the Bree folk elected in T.A. 1976 a Reeve to lead them and to administer their affairs. The existence of the Reeve was confirmed by Tar Elessar in Fo.A. 11 and today the Reeve of Bree is among the few officials of the crown who are elected and not appointed. The Reeve of Bree is in charge of all Bree-land and its settlements and of maintaining the watchtower over the Bree-hill. His authority, directly under the Condir of Enaidôr, extends over both Big and Small Folks. Each village is in turn blandly overseen by a Squire, almost always coming from the local prominent families and the Royal Forester (chosen by Men of Archet) oversees the Chetwood and its game in the King's name. More often than not, the Squire of Bree is also the Reeve of Bree, usually a prominent Man. The current Reeve of Bree is Marvin Honmilk.

Harnannuidôr

Harnannuidôr (Sindarin for "South-western Plain", formally Drann i Harnannuidôr) is the official name of the southwestern regions of Arthedain. These lands, comprised between the Free Land of the Hobbits and the Blue Mountains, and north the river valley of the Brandywine, are traditionally inhabited by Men of Eriador from ancient times. While they were heavily affected by the decadence of Arnor and Arthedain, also due to distance inhabitants of Harnannuidôr were less affected than any other (especially in the slopes of the Blue Mountains). Nowadays, after almost three centuries of calm and peace, Harnannuidôr is quite thickly populated again.

Harnannuidôr is an agricultural region which relies on manorial economy and culture: in this region, rare towns and cities are small and sparse, while the countryside is evenly populated. A tradition which developed in earliest stages of the Fourth Age is the horse breeding (although not nearly at the Rohan levels). Harnannuidôr is considered a single district, and therefore its fiefdoms and towns are overseen by Condir Thorbert Peacher, a former military officer from Bree-land. The seat of Harnannuidôr is in Elostirion. Royal Domains in Harnannuidôr are less spread than in central regions of Arthedain.

The society of Harnannuidôr is formed into two main classes, the nobility and the peasantry, with the burgesses being a small community. The noble class consists of mixed Dúnedain-Northron clans and noble houses. All fit male nobles are knights and follow a warrior code of chivalry, holding noblesse oblige and honour in high regard. On the other hand, peasants of Harnannuidôr are in a clearly subordinated position, and most are illiterate and uneducated. Peasants may also not leave their home district or fief unless allowed; as a result a certain degree of inbreeding is quite common.

Minhiriath

Coat of arms of Minhiarath, granted by Tar Elessar in Fo.A. 89.

The Province of Minhiriath (Sûzat Minhiriath) is the southern-most Province of Arnor, with the same borders and lands of the ancient post-Arnorian Kingdom of Cardolan: it includes all the lands between the Brandywine and the Gwathló rivers. Of the whole Kingdom of Arnor, Minhiriath has the most fertile soil, the largest land area and urban centre (Tharbad), the largest population, and the closest ties to Gondor. Minhiriath is south of the Shire and Enedwaith is south of the Greyflood. The eastern border of Minhiriath is on the right bank of the Hoarwell (also known as Mitheithel), while the Sea is on the west. Beyond the Brandywine and until the Hoarwell, the northern border is the Great East Road: therefore Minhiriath would include Buckland, if this land were not part of the Free Land, which is counted outside Arnorian provinces.
Minhiriath is a plain region, most of its forests being long gone due to heavy deforestation of the Númenorean and Dúnedain shipbuilding needs from Second Age onwards; the only significant exception is the Eryn Vorn or Blackwood. Western Minhiriath consists of the southern half of the river valley of Brandywine and of the northern half of the river valley of Greyflood; the rest of the territory consists of higher plains with the hill formations of Barrow-downs and South Downs. The two river valleys are fertile lands, while the plateau is more arid.

The provincial capital of is the city of Tharbad, which is on the Greyflood, on the border between Minhiriath and Enedwaith. The port of Lond Daer is also on the Greyflood where it flows into the Sea. The main road is the Great Road, which runs in Minhiriath from Bree (also on the northern border of Minhiriath) to Tharbad. Along this main communication artery, several fortified towns and villages have been established in the early centuries of the Fourth Age. Some towns, such as East Sarn Ford on the Brandywine, also exist in both river valleys. Traditionally, and due to its strategic importance, a considerable garrison of soldiers, mariners and engineers is kept in Tharbad.

Peoples and cultures

Minhiriath is mostly inhabited by Men. Peoples of Men in the province feature a certain level of ethnic variety: Northmen of Cardolan (from ancient settlements), Dúnedain (mainly in and around Tharbad and Lond Daer, as well as in the new towns and villages), hill folk, men of Tharbad, and some Southerner Clans. Such ethnic variety and the desire of each people to keep on its own have led to an unofficial partition of the Province: the north bank of Greyflood (from Tharbad to Lond Daer) and the North-South Road to Dúnedain, the south bank of the Brandywine, the highlands, the confluence of the Hoarwell into the Bruinien, and the north part of the North-South Road to the Northmen of Cardolan, the hill folk in the Barrow Downs and the South Downs, men of Tharbad in the eponymous city. The Southerner Clans are a semi-nomadic folk which dwells in the interior of the plateau, east to the South Downs. The coast is sparsely populated by fishermen villages.

Given the ethnic diversity, also culture of Minhiriath is similarly diverse and varied. While Dúnedain proudly claim their Second and Third Age heritage, Northmen maintain significant links with the Rohirrim. On the other hand, Tharbad has developed over the centuries of the Fourth Age a merchant culture, similar to its ancient attitude before the flooding of T.A. 2912. Due to the mixture of ancient and fresh waves of population, a "regional" identity has not yet developed, but internal exchanges are growing: the river valleys (especially the Greyflood valley) are specialised in agriculture or, for those near the coast, in fishing, while the plateau and the uplands regions are focused on herding.

Politics of Minhiriath

The nobility of Minhiriath consists of two types of noble houses. Dúnedain nobles are both remnants from the ancient kingdom of Arnor and of Cardolan and newly established noble houses from the Rangers of the North. On the other hand, there are several Northmen's noble houses, which predated the Dúnedain domination and somewhat survived it. Also tribal chieftains of the Southerner Clans are considered to be nobles. Fiefdoms, towns and villages of Minhiriath are divided into seven Districts (Drann, pl. Drannin), each overseen by a royally-appointed Herdir: Minas Girithilin, Thaendor and Seren along the Brandywine, Undrond and Ariden along the Greyflood, Minas Malloth and the Eastern District in the interior. Lond Daer and Tharbad, due to their importance, are kept under the direct rule of the Gonfalonier of the King and each of them is administered by an Ostherdir.
The current Gonfalonier of the King in Minhiriath is Lord Eringtar of the House of Faladahan, who was appointed in Fo.A. 260. Lord Eringtar descends from Dírhail of the Grey Company.

Annúminas

Annúminas (Sindarin for "Tower of the Sunset") is the northern capital of the Kingdom of the West, together with Osgiliath in the South. Annúminas is the city of the Kings of Arnor, on the shores of Nenuial. The people of Annúminas were and are dependent on the River Baranduin for their contact with the outside world. While the Hills of Evendim surrounded the city to the west and south, the city's people could reach the other cities of the Dúnedain that lay along the river by boat.

History

The city was founded by Elendil himself, on the southern shores of the northern lake Nenuial, near the sources of the Baranduin, starting from some safe settlements of Faithful Númenóreans. Its location near the Brandywine, in combination with the steep mountain ridges all around but Lake Evendim, made it a safe haven for the Númenóreans. It had been the chief city of the Kings of Arnor for several centuries, and home to one of the three palantíri of the North-Kingdom.
The city survived for nearly a thousand years. In the early days of Arnor, it must have been one of the glories of Middle-earth. Soon after its founding, the numbers of the Dúnedain of the North began to dwindle, and the population of Annúminas seems to have fallen throughout its history, until eventually it was deserted. At that time the Kings removed to Fornost to the east. After the city's desertion, it fell into decay, but two relics of its greatness survived: its palantír and the Sceptre of Annúminas. The palantír remained in Middle-earth for more than a millennium after the loss of its city, but was ultimately drowned with Arvedui in the cold northern seas.
At the time of the coronation of Aragorn at the end of the Third Age, Annúminas had lain in ruins for more than two thousand years. Aragorn refounded the city, and dwelt there at least for a time. However, due to its removed location, the city functioned as a sort of buen retiro, and the fulcrum of power has been in Fornost Erain since the reestablishment.

Geography

Annúminas lies on the southeast shore of the Lake Evendim (Nenuial), near the sources of the Baranduin and next to the southern spur of the Evendim Hills, which enclose the city in a pronounced arch. The city itself consists of a thriving shore settlement and of a narrow rocky promontory; the shore settlement is the main part of the city, while the promontory is occupied by the royal palaces and residences. The city has been rebuilt starting from Fo.A. 16 until recent days. The first part of the city to be rebuilt was the Royal Citadel on the promontory and the harbour, but serviceable areas followed soon.
The shore settlement is a sort of long stripe between the lake and the Evendim Hills. The city stretches along the coast for about 5 kilometres (3 miles) from the neighbourhood of Nînbar to the east to the neighboroughood of Annost to the west, and for 1 kilometer (0.6 miles) from the coast to the south towards the valleys Astim and Lhûgim. The mainland territory of Annúminas is popularly divided into 5 main zones: the old town (consisting of the harbour and the point where the promontory sets out in the lake), Annost, Nînbar, Astim and Lhûgim.
The old town of Iaur Gobel consists of the main harbour, of most noble residences and of public buildings other than royal palace, as well as of squares and orderly markets. In Iaur Gobel there are main government buildings: the Halls of Wisdom, where the Council of Arnor is summoned, the Palace of the Gonfaloniers, where guests of the King are housed, the Palace of Justice and Good Government, where the government of the Royal District, as well as the secondary residence of the Gonfalonier of Arthedain, are housed, and the Palace of Laws, where justice is pronounced by judges. Alongside government buildings, guilds and noble houses find there their place, together with the Royal Market and the commercial harbour.
Annost is the western neighboroughood of Annúminas, and it is a craft area, full of workshops and laboratories. Near the west, gate stables and inns are concentrated, varying in luxury offered and prices required. City blocks, with packed houses, are arranged along two main streets which run south-west to north-east (the north east end being the nearest to the centre), the King's Road and the Queen's Road, with their crossroads. The east end of Annost borders with both Iaur Gobel and, to the south towards the hills, Astim. Astim is the first of the two boroughs which tend towards the Hills. It is a pleasant and residential area, with roads running along the curves of the slopes of the hills and larger houses, ranging from small detached houses to townhouses of the petty nobility or the knightly class. In this area there are few inns or stables for foreigners, while there are several market squares.
he Royal Citadel (Arnost) lies on the promontory, linked to the mainland by a steep and narrow rocky road. The Tower of the Sunset, which gave the name to the city, never fell apart, and was repaired back to its old glory by Fo.A. 20. It still stands at the northernmost point of the promontory, marking the outer point of the Ost Elendil, the ancient fortress built by High King Elendil the Tall, and rebuilt by High King Elessar in Fo.A. 26. The King's House, the royal palace of Annúminas, was built between Fo.A. 16 and 21, and consists of two main bodies, separated by a way leading to Ost Elendil and to the Tower of Sunset. Coming from the mainland, on the right there are the private quarters of the Royal Family, while on the left there are the public spaces. Next to the isthmus, there are dependencies and servants' buildings.

See also