The Foundation of Arnor

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In the year 3320 of the Second Age, following the catastrophic downfall of Númenor, Elendil the Tall established the northern kingdom of Arnor as a realm in exile. Together with his sons who founded Gondor in the south, Elendil created this new domain to preserve the legacy and culture of the Númenóreans who had remained faithful to the Valar. As his first great undertaking in this new land, Elendil founded the majestic capital city of Annúminas on the serene shores of Lake Evendim, known to the Elves as Nenuial. The city became a symbol of Númenórean craftsmanship and glory in Middle-earth.
Annúminas, situated on the southeastern shores of Lake Evendim, quickly grew into a magnificent city that rivaled the splendor of Númenórean cities of old. Within its walls, Elendil established his throne and housed many of the treasures brought from Númenor, including the palantír of the North and various heirlooms of his house. The city's architecture reflected the height of Númenórean craftsmanship, with its white towers and great halls overlooking the pristine waters of the lake.
The kingdom of Arnor encompassed vast territories between the Misty Mountains in the east and the Blue Mountains (Ered Luin) in the west. This expansive realm included the regions that would later become Eriador, stretching from the Ice Bay of Forochel in the north to the river Gwathló (Greyflood) in the south. The kingdom's strategic position allowed it to maintain contact with the Elven havens of Lindon and the realm of Khazad-dûm, establishing important diplomatic and trade relationships that would prove vital in the years to come.

Geography and Landscapes

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The territory of Arnor was divided into three principal regions, each with its own distinct character and importance to the kingdom. Arthedain in the northwest became the most populous and culturally significant region, containing both Annúminas and later Fornost. Cardolan, the central region, was known for its rich farmlands and strategic position along the Great East Road, while Rhudaur in the northeast was the most wild and mountainous of the three, bordered by the Misty Mountains and the Ettenmoors.
Natural boundaries provided Arnor with formidable defenses against external threats. The Misty Mountains served as an imposing eastern barrier, while the Gwathló River marked its southern border with Enedwaith. The Ice Bay of Forochel and the North Downs created natural fortifications to the north, though the harsh climate of the northern wastes posed its own challenges to the kingdom's expansion.
Among the most notable geographical features of Arnor were the Weather Hills, which formed a natural barrier in the eastern portion of the realm and would later become strategically crucial during times of conflict. The Great East Road, originally built by the Dwarves but improved and maintained by the Dúnedain, served as the kingdom's primary transportation artery, connecting the Grey Havens in the west to the Misty Mountains and beyond, facilitating trade and communication throughout the realm.

Architecture and Fortifications

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The Tower of Amon Sûl, built upon the tallest of the Weather Hills, stood as one of the most impressive structures in all of Arnor. This mighty watchtower housed one of the kingdom's three palantíri and served as a crucial defensive position and communication center. The North Downs fortifications complemented Amon Sûl's defensive network, creating a strong line of protection for the kingdom's heartland while providing excellent vantage points for monitoring movement across the realm.
The cities of Arnor displayed the distinctive architectural style of the Númenóreans, characterized by tall towers, massive stone walls, and intricate craftmanship that would endure for thousands of years. These fortified settlements incorporated advanced engineering techniques brought from Númenor, including sophisticated water management systems and defensive innovations that would influence the building practices of lesser men throughout the Third Age.
An elaborate network of beacons and defensive structures lined the major routes throughout Arnor, allowing for rapid communication and response to threats. These installations included signal towers, garrison posts, and way stations that helped maintain the kingdom's internal security and communication system. The placement of these structures demonstrated the strategic wisdom of the Dúnedain, as they were positioned to maximize visibility and defensive advantage while facilitating swift movement of troops and messengers throughout the realm.

Realm of the Dúnedain

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The noble houses of the Númenóreans established numerous settlements throughout Arnor, creating centers of culture and power that reflected their ancient heritage. These strongholds served as seats of governance for the various regions of the kingdom, where noble families maintained their own courts and contributed to the overall administration of the realm. The nobles played a crucial role in maintaining the kingdom's military strength and cultural identity, training their sons in both warfare and lore.
Arnor's settlements became renowned as centers of learning where the wisdom and knowledge of Númenor were preserved and studied. The libraries of Annúminas and later Fornost contained countless scrolls and books, recording histories, genealogies, and the accumulated knowledge of the Dúnedain. Scholars worked diligently to maintain records of both their ancient homeland and their new realm, ensuring that the wisdom of their forebears would not be lost to time.
The Dúnedain of Arnor maintained many of the ancient traditions and customs of Númenor, including the use of Quenya for ceremonial purposes and the preservation of artifacts from their homeland. They continued to observe the old calendar systems and maintained their traditional forms of governance and social structure. The kings of Arnor kept detailed annals of their realm and maintained diplomatic relations with the Elves, preserving the alliance that had existed since the days of the Last Alliance.

The Northern Wilderness

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Between the settled regions of Arnor lay vast tracts of wild lands that remained largely untamed throughout the kingdom's existence. These areas served as hunting grounds for the nobility and provided natural resources for the realm, but they also harbored various dangers including wolves, trolls, and other fell creatures that would occasionally threaten the populated regions. The wild lands also contained numerous ruins from earlier ages, remnants of the kingdoms of Men and Elves who had inhabited these regions in the First and Second Ages.
The Barrow-downs, known in Sindarin as Tyrn Gorthad, stood as silent testimonies to the ancient history of the region. These burial grounds contained the tombs of the kings of Arnor and other noble houses, as well as even older burials from the First Age. The barrows were carefully tended and honored during the kingdom's height, though they would later become places of dread after evil spirits took residence in them following the kingdom's fall.
The forests and hills of Arnor encompassed various landscapes, from the dense woodlands near the Brandywine River to the rolling hills of the North Downs. These areas supported diverse wildlife and provided valuable resources for the kingdom's economy. The Old Forest on the kingdom's eastern borders remained a mysterious and somewhat dangerous region, home to ancient trees and strange powers that predated the arrival of the Númenóreans.

Remnants and Ruins

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The ruins of Annúminas by Lake Evendim stand as a poignant reminder of Arnor's former glory. Though largely abandoned by the Third Age, the remaining structures showcase the impressive architectural achievements of the Númenóreans. The broken towers and weathered walls still retain traces of their former majesty, with intricate stonework and massive foundations that have withstood the passage of thousands of years.
Throughout the former territories of Arnor, scattered remains of ancient settlements can still be found, from isolated towers to the foundations of once-mighty fortresses. These ruins often contain fragments of sophisticated engineering works, including roads, bridges, and water management systems that demonstrate the advanced technological capabilities of the Dúnedain. Many of these sites became points of interest for the Rangers of the North, who maintained watch over these remnants of their ancestors' realm.
Despite the kingdom's fall, numerous artifacts and monuments survived to preserve the memory of Arnor's greatness. These include stone markers, boundary posts, and ceremonial sites that dot the landscape of Eriador. The most significant preserved artifacts include the royal heirlooms of Arnor, such as the Sceptre of Annúminas and the shards of Narsil, which were carefully protected by the chieftains of the Dúnedain through the ages until the time of Aragorn's return as king.