Fornost-Erain Capital City of Arthedain Settlement in Middle-Earth: Arda, Endor | World Anvil
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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

Maps

  • Fornost-Erain
  • Fornost-Erain Regional

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