Difference between revisions of "Reunited Kingdom of Arnor and Gondor"

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The '''Reunited Kingdom of Gondor and Arnor''' (also known as '''Kingdom of the West''' or '''''Dûndor''''') is a realm located on the western part of Middle-Earth.
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The '''Reunited Kingdom of Gondor and Arnor''' (also known as '''Kingdom of the West''' or '''''Dûndor''''') is a realm located on the north-western part of Middle-Earth.
  
 
The Realm includes the areas of influence and domain of Dùnedains: the costituent realms of Gondor (south) and Arnor (north), the most part of Eriador region between the two realms, and the plains between the Ered Lithui and the Sea of Rhûn, belonging to the southern parts of Rhovanion.
 
The Realm includes the areas of influence and domain of Dùnedains: the costituent realms of Gondor (south) and Arnor (north), the most part of Eriador region between the two realms, and the plains between the Ered Lithui and the Sea of Rhûn, belonging to the southern parts of Rhovanion.
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An ''Eorl'' is a high-ranking royal official in Northmen's kingdoms, and, in the Reunited Kingdom, is an aristocratic title and holds command of the army of the lands under his control on behalf of his overlord. Eorls are found mostly in Minhriath and Arthedain, because only prominent Northmen lords attain this rank and only in these regions Northmen still live in concentrated areas. All Eorls are by right members of the council of their own realm and of their own province. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Eorls without state offices or positions generally take precedence before all other nobility, in order of date of creation, but after royalty, certain officers of state, and Hiraglânnin.
 
An ''Eorl'' is a high-ranking royal official in Northmen's kingdoms, and, in the Reunited Kingdom, is an aristocratic title and holds command of the army of the lands under his control on behalf of his overlord. Eorls are found mostly in Minhriath and Arthedain, because only prominent Northmen lords attain this rank and only in these regions Northmen still live in concentrated areas. All Eorls are by right members of the council of their own realm and of their own province. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Eorls without state offices or positions generally take precedence before all other nobility, in order of date of creation, but after royalty, certain officers of state, and Hiraglânnin.
  
A ''Thain'' is an aristocratic retainer of a king or lord. They are the majority of the aristocracy below the rank of Eorl. In the Reunited Kingdom, Thains are quite widespread from Enedwaith and upwards and in northern marches of Rhovanion subject ot the Reunited Kingdom (where they are in close relation with other Northmen). The title of the Hobbit Thain is the very same title, although the latter's status have increased over last centuries. Every Thain has the right to sit in the council of his own Province and of his own Drann. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Thains come after Arthirin. A ''Brego'' is a local lord like the Hîr.
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A ''Thain'' is an aristocratic retainer of a king or lord. They are the majority of the aristocracy below the rank of Eorl. In the Reunited Kingdom, Thains are quite widespread from Enedwaith and upwards and in northern marches of Rhovanion subject ot the Reunited Kingdom (where they are in close relation with other Northmen). The title of the Hobbit Thain is the very same title, although the latter's status have increased over last centuries. Every Thain has the right to sit in the council of his own Province and of his own Drann. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Thains come after Arthirin.  
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A ''Brego'' is a local lord like the Hîr. A particular group of Brego exists in Rhovanion. In this region, most Brego are warrior-princes: they rule small fiefdoms and are also like clan leaders.
  
 
== Knights ==
 
== Knights ==

Revision as of 20:27, 22 January 2019

Reunited Kingdom of Arnor and Gondor
CapitalOsgiliath
Annúminas
Largest city Minas Anor
Official languages Sindarin
Westron
Demonym Arnorian
Gondorian
Government Monarchy
 -  High King of Arnor and Gondor
King of all Dúnedain
King of the West
Arfalor I
Legislature Council of the Sceptre
Formation
 -  Reunification T.A. 3019 
Population
 -  Fo.A. 250 estimate 5,700,000
Currency Castar (or Mirian)
Region Lazarus
Date format dd ˘ mm ˘ yyyy

The Reunited Kingdom of Gondor and Arnor (also known as Kingdom of the West or Dûndor) is a realm located on the north-western part of Middle-Earth.

The Realm includes the areas of influence and domain of Dùnedains: the costituent realms of Gondor (south) and Arnor (north), the most part of Eriador region between the two realms, and the plains between the Ered Lithui and the Sea of Rhûn, belonging to the southern parts of Rhovanion.

The Reunited Kingdom lays on western shores of Belager, the Great Sea: its most northern shore is on Bay of Forochel, while its southern-most part consists of the city of Umbar.

The Reunited Kingdom is a feudal and unitary state, governed under an absolute monarchy, with its seat of government at Minas Anor (although the official capital is Osigliath). It consists of two constituent countries: Arnor and Gondor. Each of the constituent countries has its own local administrations, but both of them are ruled by the High King of Gondor and Arnor.

Associated with the constituent countries, but not part of none of them, are the two Common Regions of Enedwaith and of Rhovanion.

History and name

The Name "Reunited Kingdom of Gondor and Arnor" was introduced in Fo.A. 1 by High King Aragorn II-Tar Elessar of the House Telcontar. It reflects the restoration of the Kingdom of Arnor and the reunification of dominions of Dúnedain.

Tar Elessar

Upon Sauron's defeat, Aragorn II was crowned as Tar Elessar of the House of Telcontar. Aragorn, already the legitimate Chieftain of Dúnedain of the North, first became the thirty-fifth King of Gondor in T.A. 3019. Few months later, Aragorn II Elessar was crowned as the twenty-sixth King of Arnor and as the first High King of the Reunited Kingdom. However, the royal authority was actually reestablished in Arnor only between 35 and 47 F.A. with the Battle of Ettenmoors.

During the first century Tar Elessar led the armies of the Reunited Kingdom in many successful military campaigns that retook the Province of South Gondor, conquered Umbar and made Umbar a Province of Gondor once again and re-established dominance over southern regions of Rhovanion, while in some major incursions the forces of the West (Rohan and the Reunited Kingdom allied) went even beyond the Sea of Rhun and the Far Harad, defeating the hostile peoples there. Aragorn also rebuilt the old northern capital of Annúminas.

An uncertain beginning

Aragorn’s claim to the throne of Gondor was borne out by the laws of the kingdom, though there were political complexities beyond the letter of the law that affected not only the succession but the initial period of his long reign. Last King of Arthedain Averdui, representing the senior and only surviving line of the House of Isildur and married to the daughter of then-current King of Gondor Ondoher, claimed the throne of Gondor on the basis of two arguments. First, that his wife was the only surviving child of Ondoher and second, that he was the most senior heir of Isildur. The Council of Gondor rejected both claims and instead gave the crown to a royal cousin, the victorious general Eärnil: Eärnil’s claim had more to do with politics than strict legalism.

969 years after, Aragorn II was the one coming to the throne as a victorious general who saved Gondor from disaster, giving him the (political) force of the (victorious) arms. However, Aragorn II also had the law on his side. There were no more heirs of the Gondorian line anymore when Aragorn made his claim. With the House of Anárion extinct, and especially with Gondor unwilling to accept a king of less exalted heritage, there was no other possible contender for the succession. The history of the Disaster of Gladden Fields resolved quarrels with a sort of compromise: Aragorn was Isildur's heir, and therefore entitled to thrones of both Gondor and Arnor, but his Arnorian ancestry did not have any part to the Gondorian rule.

From a political point of view, Aragorn's success was not only due to his own victory, but also to the great weakening of the faction opposed to the hypothesis of a return of a King, weakening occurred during the War of the Ring. The death of Ruling Steward Denethor II, staunch opponent to the return of the King, and the spontaneous renounce to the rule of Ruling Steward of Gondor Faramir greatly facilitated an otherwise difficult enthronement.

A significant portion of the Gondorian aristocracy (which was very invested in their own Númenórean heritage) was weary if not hostile to the hypothesis to have a King after 969 years. While Ruling Stewards were the undisputed leaders of Gondor, yet they had not the undisputable supremacy that a King would have had. On the other hand, those who desired the transformation of the Stewardship in a fully-fledged monarchy, they more than all others deeply suffered the lack of credential, by the Gondorian backwards-looking standards, of their own dynasty.

On the other hand, the memory of the Arnorian line of the House of Isildur was still living in a portion of the Gondorian aristocracy, especially within those who auspicated the return of a real Monarchy. The remaining elite of the Gondorian aristocracy supported suh a vision: Prince Imrahil of Dol Amroth and Ruling Steward Faramir immediately acknowledged Aragorn's claim; but also the Dúnadan population widely supported the return of the King.

This political force allowed that the return of an almost foreign King was accepted by the remaining anti-monarchist faction: a strong leader with all requisites (steadfast alliance with Elves, opposition to evil, pure Dúnadan blood, direct succession from Isildur, healing capabilities and acknowledged martial prowess) was welcome to nearly all and necessary to all. One by one, all surviving major aristocrats of Gondor eagerly swore sincere oaths of allegiance.

Wars in the South and in the East

Once settled the coronation affair, the main necessity was the securing of the porous Gondorian borders. During the War of the Ring, Gondor completely lost control over Harondor and even the southern part of South Ithilien was contested. The port city of Metbir, at the southern end of the Ethir Anduin, was the last outpost still held by Gondorian forces. While disorganised after the fall of the Dark Lord, Haradrim still infested Harondor and, from the Gondorian-claimed region, they represented a constant threat to Gondor and South Ithilien. Furthermore, Umbar still existed and was an enemy threat even without the encouragement of the Dark Lord.

After a period of consolidation and of recovering from war damages, in Fo.A. 3 a Gondorian army crossed Anduin at Pelargir, and quickly regained to Gondor the southern part of South Ithilien. At the Crossing of Gondor, a fortified outpost was established. At the same time, a fleet conducted a series of landing operations against coastal raiders and pirates. The campaign lasted for about two years, bringing Harondor to heels once again. Once having secured the border at Harnen, and having accepted oaths of allegiance of those who did not cooperate willingly with Sauron, Aragorn II proceeded to rebuilt the ancient Elves' port of Edhellond, located at the mouth of the rivers Ringló and Blackroot, where they flow into Lond Cobas, not far from Dol Amroth.

The victorious campaign, however, did not mark the end of the wars in the south. The land around the Sea of Núrnen was in turmoil, and Khand was all but subdued. Slowly, Gondorian forces proceeded to occupy the main fortress on mountain passes in southern Ephel Duath. This resulted in harsh and fierce battles against Orcs and evil Men alike, as well as those who fled the wrath of the Lords of the West. By Fo.A. 10, stable contact was established with the new lords and rulers of Núrnen, who generally acknowledged the supremacy of High King Elessar and in Fo.A. 14 a Kingdom of Núrnen was established, in order to gather under one rule all mannish realms of the region.

In Fo.A. 11 a major stronghold (Forannonost) was established in the proximity of the ill-famed Black Gate of Morannon. In Fo.A. 17, after a vicious battle against Orcs and evil Men, a joint garrison of Gondorian forces and of Elf veterans of Celeborn's taking of Dol Guldur was established at the fortress which replaced the Morannon, which was named Caladannon. Forannonost still is the guard to the North Ithilien against north-eastern invasions, should a force overcome the Gondorian Rhovanion.

In the following years, some outposts were established in the northern part of the valley of Udûn. The two Towers of the Teeth were razed to ground, and two new watchtowers were built to protect the Caladannon: Megilost and Minas Hatal. However, several evils resisted, and Durfang remained a constant threat until the middle of the II Century.

Reclaiming the North

High King Aragorn, as soon as the securing of Gondorian borders allowed to divert significant contingents from Gondor, sent them to prepare the march to the North. Yet in earlier years the Heir of Isildur took care of the northern provinces. In Fo.A. 6 High King Elessar issued the Edicts of Exclusion: no Man was allowed to enter either Drúadan Forest or the Shire, which was proclaimed a Free Land under the protection of the Kingdom of Arnor. In Fo.A. 11, an expedition coming from Gondor, with the help of several Dwarven master architects, began to rebuild the fortified citadels of both Annúminas and Fornost Erain, while the return of the King was widely proclaimed and the sparse Mannish communities pledged allegiance. In Fo.A. 15, Aragorn II made his first voyage to Annúminas and solemnly met the heroes of the Shire. The King remained in Annúminas until early Fo.A. 16, overseeing the rebuilding of the Kingdom and receiving the oaths of allegiance of the surviving communities in the North.

Between Fo.A. 18 and Fo.A. 25, High King Elessar gathered remnants of the lost peoples of Arnor and began the construction of the lost tower of Amon Sûl.

In Fo.A. 25 the stone bridge at Tharbad (on the Greyflood) was rebuilt and a garrison was permanently deployed. By Fo.A. 48, the once-crowded inland port of Tharbad was operational for the first time after several centuries. In Fo.A. 49, Sarn Ford was garrisoned again by the royal armies. In Fo.A. 50, a great expedition departed fo the Kingdom of Núrnen with the goal of supporting the petty king and to unify at least regions immediately around the Sea of Núrn. The expedition achieved its goal and, by Fo.A. 54, General Thorongal established a stable rule under Aberanakhôr around the great lake.

Colonisation of Enedwaith and Eriador

In Fo.A. 47 Eldarion, the eldest son of Tar Elessar Telcontar, was born; he was raised and educated according to old and blessed customs of Gondor and Arnor.

Median decades of the Fo.A. I Century were marked by both a re-colonisation effort, aimed to re-settle at least the most important northern cities and roads, as well as Enedwaith main strong-places like Tharbad and Isengard) and a series of military campaigns.

During the I Century of the Fourth Age, Aragorn II supervised the progressive establishment of colonies filled with veterans of his wars along the route of the North-South Road, especially in Enedwaith between Tharbad and the Fords of Isen, but also in Minhiriath, south of Bree and north of Tharbad. Each of these colonies functions as both settlement of civilised men and potential garrisons ready to stand by. Initially these bodies consisted of 3-400 retired soldiers and their families, but by early Fo.A. II Century the number increased.

Such military colonies were designed to serve, and have actually served, as a potential reserve of veterans which can be called about during times of emergency. After the founding generation has passed away, the new town or village serves as cultured and civilized place and as local chief settlement.

During this period, the Shire has become more important in the wider politics of Middle-earth. By the edict of High King Tar Elessar, Men were banned from its borders, but it has remained nonetheless a part of the North-kingdom since the end of the War of the Ring.

During all Fo.A. 50s and 60s, Aragorn II constantly pushed to the East. Exploiting the road beneath the Ered Lithui, the Western armies progressively established the Angwedh Tirith, a stream of fortresses and massive watchtowers in order to guard the northern border of Mordor until to the ruined fortress of Bar Lythrin, as a barrier against the Plateau of Gorgoroth. The Angwedh Tirith in turn served as a base for expansion in further north-east, towards the Sea of Rhun. In Fo.A. 65 the river south of the Sea of Rhûn was reached. Since then, a slow colonization northwards began, frequently stopped by wars against Easterlings.

A new heir

After several decades King Elessar returned to Arnor with Arwen in Fo.A. 74; in order to prepare his own heir to command and rule, the lordship of Minas Tirith was passed down to Prince Eldarion, who renamed the city Minas Anor in Fo.A. 77. The Thain, the Master of Buckland and the Mayor of the Shire were all made royal counsellors in Fo.A. 75.

In Fo.A. 98, sensing the coming of the time, Aragorn II made Prince Eldarion Captain-General of Gondor and, in Fo.A.99, Lord of Gondor, thus being in charge of the main part of the Reunited Kingdom.

Towards the end of the Fo.A. I Century, some events brought sages and heroes to become to worry about a possible return of the shadow on the western part of the Middle-earth, but these fears came and passed as they came. In the meantime, the reclaiming of the North was initiated. Dúnedain and other Men were encouraged to settle in the ancient cities of the North Kingdom. Some stopped and built their farms and small villages in Enedwaith and in Minhiriath, where towns were nearly non-existent and a man could do as he pleased with little or no oversight from authorities. But most continued on past Bree and the Great East Road, to be near the rebuilding great cities of Fornost Erain and Annúminas.

In Fo.A. 100, great feasting was held in rebuilt Osgiliath to celebrate the first century of the Dominion of Men. All Man lords and captains were summoned before High King Elessar, as well as Dwarves and those Elven lords who still were on the Middle Earth. On this occasion, the Gift of the West to the North was performed: the most northern part of the Rhovanion was officially given to seven Northorn petty rulers, who swore allegiance to the High King.

In Fo.A. 102, Aragorn II returned to Minas Anor and appointed his heir to the lordship of Arnor, in order to ensure a smooth transition of power once the day of passing had come. Eldarion showed from the beginning a vivid interest in the repopulation of northern lands.

After some unrest and due the lack of interest of Rohirrim elite to integrate Dunlending peoples, Dunland was transferred from Rohan to the Reunited Kingdom in Fo.A. 112 as autonomous province. The following year was added to Enedwaith.

Tar Eldarion

High King Elessar died in the year Fo.A. 120, at 210 years of age, and just after having passed the throne to his son Eldarion. Tar Eldarion of the House of Telcontar was, similarly to his father, both a legislator and a conqueror. Under him the rebirth of Eriador continued and deepened and Dúnedain were gathered and fully returned to their traditional prominence, also outside Gondor. Tar Eldarion also married Lady Nebrithien, a noble Gondorian Dúnadan woman, in Fo.A. 114. In Fo.A. 127, Eldarien son of Eldarion and Grandson of Elessar was born.

While overseeing and supporting the growth of all his domains, the main focus of High King Eldarion was in the North; his main policy was the continuation of the reclaiming of the North started by his father. This policy, however, generated some limited dissent in Gondor. By the turn of the second century of the Fourth Age, both Fornost Erain and Annúminas were already cities that even Arvedui would have been proud of. The centre of this sustained growth were the plains comprised between Bree-land, Amon Sûl, Fornost Erain and Annúminas: countryside is quite populated and several towns have been built. North of Fornost Erain, cold blasts make farming, and living, more and more difficult as one proceeded. This growth has endured until the middle of the Fo.A. III Century, making the so-called "Northern Jewels" likely future rivals for Minas Anor in the South.

The Great Dunland Revolt

In Fo.A. 132, a vast revolt erupted in Dunland. Dunlending tribes and clans resisted to the flow of other middlemen immigrants from Gondor and to Rohirrim slow erosion of their lands. The revolt was also due to the traditional resentment against Dúnadan rule and Dúnedain at large. The initial wave of the revolt swept away Dúnadan outposts and the few, reduced military garrisons left in the region. High King Eldarion was on a joint Rohan-West prolonged campaign in the East with most of garrison forces, and therefore by late Fo.A. 133, rebels not only controlled Dunland, but also conquered the Gap of Rohan and laid siege to Isengard.

In early Fo.A. 134, Eldarion staged his counter-offensive. At the Battle of the Fords of Isen, a large infantry force defeated Dunlending hordes, thus clearing the Gap of Rohan; few days later, a robust force broke through the Dunlending fortifications and invaded Dunland from the East. At the same time Gondorian forces crossed the Isen at Wulfcert. The two forces met at Galtrev. By the end of Fo.A 134, southern regions was subjugated again. In spring of Fo.A. 135 a Dunlending force coming from the north was defeated at some costs, but this marked the end of Dunlending reserves. In summer Fo.A. 135, a force from Tharbad invaded northern Dunland and, in a few months, reconquered most of the rebellious territory. By early Fo.A. 137, the revolt was quelled down.

Being wise and wisely advised, Eldarion choose to not punish rebels too severely. Main chieftains were executed, and most of castles and tribal fortresses were demolished, but the main consequence of the revolt was the establishment of several fortified colonies at Dunland's borders.

In Fo.A. 162, Prince Eldarion eventually managed to bring down Minas Morgul. In its place, the fortress of Thirithost was built in a territory recovering from the harms of the evil on a very slow pace.

Tar Eldarien

Tar Eldarien in Fo.A. 275.

After 153 years of reign, Tar Eldarion died at 237 and passed the rulership of the Reunited Kingdom to his son Tar Arfalor I Eldarien of the House of Telcontar, the current High King, in Fo.A. 273.

Across the wider lands, a calm peace has descended, and for the people of the Two Kingdoms this has been a time of prosperity and plenty. The peace of High King Elessar’s long reign opened up opportunities for even more prosperity, as merchants could now travel safely by road and ship to distant parts of Middle-earth. Nowadays, toward the end of Fo.A. III Century, roads are normally safe enough, especially major ones, because they are protected by garrisons scattered along their route. However, the Reunited Kingdom stretches over a territory so immense and journey times for some journeys are long and well versed in the territories so wild that no one is really safe when traveling, if he has with him a "greedy loot" for bands raiders or if it has, for some reason, leave the main routes to unusual paths. Even in the Fourth Age there are many dangers that a merchant might face — but even greater wealth for those who dare to face them. Merchants of Gondor have grown into an influential class by the time of Elessar’s grandson, the current High King, Eldarien.

During the last centuries, the Reunited Kingdom has grown complacent in peace. Orcs are no more than bogeymen, at least outside the most remote Rhovanion locations or mountainous recesses. As time passed, the Shadow of Sauron has become a distant memory, and strange cults and societies have grown up in Gondor. Rumours of new shadow cults, bewitched by legends of Sauron and corrupt Númenoreans, creping into existence are slowly emerging but sages and heroes are not worried about it.

The Fourth Age is the Age of Men, and none have enjoyed a greater rise than the Dúnedain. While most of them are content, or even complacent, some have become restless and bored. They seek adventure even for its own sake, while others hope to emulate the examples of their illustrious forebears. Wars have been fought in living memory, but far away in Harad or Rhûn.

The Dúnadan imperial Idea

The Dúnadan concept of a Kingdom embracing all the West is not limited to a purely political-legal entity, but also has a spiritual nature. Considering only the political-legal character, the Reunited Kingdom of Arnor and Gondor is a political-administrative organisation. In this approach, the quality, the cultures and the specific traditions of different peoples gathered by the Reunited Kingdom are not injured, for the simple fact that a Kingdom of this sort remains, with respect to them, indifferent and alien. This type of kingdom, in this respect, as has interest in the simple political-administrative organisation and the mere legal sovereignty.
If the Kingdom also has a spiritual nature, in it the unity is determined by reference to something spiritually higher than individual ethnicity; it can only exist if it is animated by something that appeals to the spiritual depths. The reference point is beyond that of an individual tradition: the Kingdom characterised by the spiritual nature is conceived as a work of forces flowing from Eru Ilùvatar trough the Valar.
In this case, the status of the citizen of the realm is not a purely legal concept, but also and foremost an ethical reality, a human model universally viable. Within a spiritual Kingdom, the protection of subject populations, and their traditions and cultures are granted if a Fealty (or Faith) of higher order is given: the subject of this Fealty is the very same transcendental and spiritual unity of the Kingdom. The Fealty and loyalty to this transcendental and spiritual unity and to its symbols from subject peoples is the basic condition for the preservation and protection. With this Fealty and Loyalty sworn in such a sacred way, any faith or particular tradition in those nations, provided no injures or offends the ethics and the general law, is accepted and respected.
The Dúnadan worldview has its ethics, its spirituality, its own human type, its aspiration to translate, in terms of a dominant will, the sense of a permanent and universal reality. The real Dúnadan Kingdom, i.e. the Dúnadan Kingdom which fulfills its own nature and mission, is a supranational organisation such that in it the unit does not act destructively and leveller in regard to the diversity that it encompasses. The principles of the Reunited Kingdom guarantee the simultaneous recognition and overcoming of any particular traditions of nations to organise in the name of the supreme ideal of the prosperity of the Reunited Kingdom. The Reunited Kingdom is based on a conception of Unity which should prevent any form of absolute elevation of the individual element; the Unity must then be essentially spiritual (but also political): a central guiding influence, an impulse that assumes the most varied forms of expression according to the individual realm.
Im this dimension, Dúnedain were, and the Dúnadan culture todays is the founder of a true Kingdom because Dúnedain and the Dúnadan culture the people have been able to go beyond itself and its lust for its own national power. This people positions itself far away both its particularities and those of other peoples: not a particular against another particular, but the universal against particular. This approach implies that the higher people has a sacred mission, but this mission is directly opposite to the self-centred expansion and power. It is particularly what is subjectivist, sentimental, "idealistic" or even utilitarian. It is universal what is pure from all these elements and which can be translated into terms of pure objectivity. A similar Kingdom is accomplished at the moment when, with the universality as knowledge, also the universality as an action is carried out. In the two conditions of the Empire (universal knowledge and action) the qualities that define the two upper castes, the wisdom and the warrior castes, found foundation.

Geography

The country occupies the major part of the western regions of Middle-Earth. It lies between the Ice Bay of Forochel and the southern shores of Bay of Belfalas.
Most of the country consists of lowland terrain, with mountainous terrain representing part of southern (Ered Nimras between Gondor and Rohan and Ephrel Dúath between Gondor and former Mordor) and central borders (the southern part of the Misty Mountains between Dunland and Rohan).
The principal rivers are the Anduin, Gwathló (Greyflood) and Baranduin (Brandwyne).

North-South Road

The North-South Road is the major road in the West built by the Númenóreans from the Second Age; it links the northern kingdom of Arnor with the southern kingdom of Gondor. It runs south from Fornost Erain in the far north (Annúminas being linked to Fornost Erain by the Kings's Road), southward for hundreds of leagues through Eriador passing by Bree (where it crosses the East-West Road) and through Andrath between the Barrow-downs and the South Downs and crosses Minhiriath. It then crosses Tharbad on the Gwathló, where it crosses the river to traverse Enedwaith. From then on, the North Road becomes the Old South Road in Dunland and arrives to Pelargir under the name of Great West Road.
Arching slightly towards the Misty Mountains, goes went through the Gap of Rohan (via the Fords of Isen); after two miles it bends sharply to the south-east to meet the Deeping-road and again bent to the east and Edoras. It passes across Rohan parallel to the White Mountains and eventually Anorien. It passes near Minas Anor and then passes over Erui at the Crossings of Erui, and reaches Pelargir.
The North-South Road was built in late Second Age by Faithful governors and viceroys to connect Annúminas and Pelargir. Most of the northern part of the road had fallen into ruins after the Fall of Fornost and the desolation of Eriador, but it was reopened by Aragorn Tar Elessar in early Fourth Age.

High King

The High King of Arnor and Gondor (Quenya: Arantar; Sindarin and Westron: Aran, Adûnaic: Âru) is the Kings of all Dúnedain. Elendil was the leader of the Elendili who survived the Downfall.

There has been five High-Kings of Arnor and Gondor since the sundering of the two Kingdoms. High Kings before the long sundering of both Arnor and Gondor were Elendil the Tall and his son Isildur. After the death of Isildur in T.A. 2, his son Valandil succeeded him as King of Arnor, while his brother Anárion's son Meneldil succeeded him as King of Gondor. Valandil never attempted to assert power over Gondor, and thus Isildur is counted as the last High King of both Realms, but the descendants of Valandil continued to use the title High King of Arnor. Later, after the death of Ondoher of Gondor, Arvedui of Arthedain claimed the Kingship over Gondor as the rightful heir of Isildur, but the Council of Gondor, influenced by Steward Pelendur refused Arvedui's claim, saying that Isildur forsook the Kingdom to Meneldil, and that only the heirs of Anárion could be King of Gondor. Arvedui would become the last King of Arnor, and his descendants, the Chieftains of the Dúnedain never attempted to claim the throne of Gondor, nor the High Kingship.

Only at the beginning of the Fourth Age, the two kingdoms came under one ruler again as the Reunited Kingdom under Elessar Telcontar and, later in the Fourth Age, under Elessar Telcontar's son, Tar Eldarion. Eldarion inherited his Kingdom in a manner that recalled the ancient traditions of Númenor: his father Aragorn Elessar gave him the tokens of his rule, and then gave up his life willingly, as his mighty ancestors had done thousands of years before. The new King's mother Arwen left him to rule alone, passing away to the now-empty land of Lórien, where her long life also came to an end.
The incumbent High King, Tar Arfalor I Eldarien, is the Eldarion's eldest son.

High Kingship in the Reunited Kingdom of Arnor and Gondor has its traditional dimension and performs a number of functions. The way of realization is an active, dry, heroic way, free from mystical crumbling.

High Kingship is a metaphysical concept that is metemsomatised in the presence of charismatic beings, who, because of an innate superiority, compared to the simple human condition, embody the living and effective presence of a force from above within the temporal order. However, High Kings exercise a political authority that does not derive from naturalistic qualities such as force, violence, or from political qualities such as political intelligence or wisdom, skill and ruthlessness. Instead, the authority exercised by the High King is identified as an authority of metaphysical character, which derives its autonomy from the individual dignity and its direct connection with Eru Iluvatar trough the Valar.

The High King is sovereign in the three areas: religious, military and civil. The High King is therefore considered the possessor of a virile and overflowing energy, that is, the energy proper to the royal aura of the sovereign, which is rendered in Quenya as Sirilla i Vëanírë.

Functions

The High King, also styled King of all Dunedains and King of the West, fulfills three roles: high priest of the veneration of Valar and of Eru Iluvatar and, therefore, Dùnedains' supreme and chief jurist, ruler of the Reunited Kingdom and commander and leader of the hosts of the Kingdom and, finally, healer and guarantor of prosperity.
The first and foremost of these is the priestly function: to act as the Valar's chosen mediator between Eru Ilúvatar and the people by presiding over the annual rituals. Strictly linked to the priestly role, the High King's second traditional role is as Dùnedains' chief jurist. He serves as the upholder, arbitrator, and executor of the Laws of Númenor. While this function extends well beyond the performance of ritual stipulations, it is nevertheless imbued with religious authority; for the monarch possesses the power to bind oaths by the names of Eru Ilúvatar and the Valar, and so to bless those who fulfill their word and to curse oathbreakers. Finally, in his juridical role, the monarch has the task to enact new laws as need may arose.
Beyond being the supreme jurist, the High King also is the actual supreme ruler of the realm, as well as the supreme leader of his hosts at war. The third duty of the monarch is the governance of the Kingdoms in times of peace, and the activity of healing and of guaranteeing prosperity (provided the communion between Eru Iluvatar and Valar and the people is respected). These functions are much less rigid than the other two roles, in part due to the strength of the traditional aristocracy.

Crown Jewels of the Reunited Kingdom

The Crown Jewels of the Reunited Kingdom are royal objects and heirlooms, which include the regalia and vestments worn by Numenorean, Gondorian and Arnorian kings and queens. Symbols of centuries of Monarchy, the objects denote the High King's roles as head of state, high priest of the One, and head of the Western armies.

Council of the Sceptre

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 human 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.

A scribal service, under the supervision of a specific official, assists the members of the Council of the Sceptre, preparing the material for its sessions, keeping records of its decisions and creating the necessary documents.

Composition

The Council of the Sceptre is the restrict royal advice and support body. The High King may appoint anyone a Counsellor of the Sceptre. Usually, the Council of the Sceptre is composed of princes and lords of each of the Kingdom's separate lands, of the High King's heir, and of the Steward and the Great Officers of the Realm as well. Justices of the King's Hearing and all chief judges of the sees of the High Court of Justice also join the Privy Council ex officio. Currently, all Hîratarin also sit in the Council of the Sceptre. The Counsellors in their capacity have no power save that of advice and counsel.

Membership is conferred for life. The death of the High King brings an immediate dissolution of the Council. The sovereign may also remove an individual from the Council of the Sceptre if he or she falls out his favour. Individuals can choose to resign, sometimes to avoid expulsion.

Government

The Reunited Kingdom is a feudal and unitary state under an absolute monarchy. High King Arfalor I is the head of state. The High King exercises ultimate governing authority; his powers are not limited by the law, although he has not the right of reigning against natural law as established by Valar. The Monarchy is hereditary. The monarchy is counterbalanced by political groups from among the social classes and regions of the realm.

The High King is the sole and absolute ruler, and his power is regarded as having divine origin. Officials are arranged in strict order around the High King, and depend upon the imperial will for their ranks. At the apex of the hierarchy stands the High King. Beneath the High King, a multitude of officials and court functionaries operate the administrative machinery. In addition to those officials, a large number of prominent houses and a variety honorific titles exist, which the High King awards to his subjects or to friendly foreign rulers.

The Reunited Kingdom recognises complete governance of some parts of the realm to the peoples inhabiting those portions; these areas are nonetheless considered part of the Reunited Kingdom itself. The Shire, and Druadan Forest were given to the Hobbits and the Wild Men respectively by High King Elessar in the early years of his reign; Dunland was transferred from Rohan to the Reunited Kingdom in Fo.A. 112 and its inhabitants enjoy some forms of autonomy up to the modern day. Other realms are formally protected by the Reunited Kingdom, such as the Elven Lordship of the Ithilien. Other realms, such as Dale, Núrn and Erebor have intermittently been under the high suzerainty of the Kingdom of the West.

Great Officers of the Realm

In the Reunited Kingdom, the Great Officers of the King are the Crown ministers, who are appointed to exercise certain functions as part of the government. The Reunited Kingdom inherits its Officers from both Gondor and Arnor and each position is filled by the same individual in both Kingdoms. 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 King 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 Ciryath Taurimion Berennaithion.
  • The Spymaster (Ethirtur): the spymaster and the head of intelligence and security of the Realm; currently Hîr Narvinyo of the House of Sairweg.
    • Spies networks.
    • Postal service.
  • 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.

Bureaucracy

Each Great Officer of the Realm heads a plurality of Bureaus, each of them dealing with particular aspects of the Officer's area of responsibility. Each Bureau is headed by Referendaries, assisted by Secretaries, and groups all Offices dealing with the given aspect of Officer's job. Offices deal with elementary aspects of the parent Bureau's responsibilities. Sometimes also an intermediate subdivision exists between Bureau and Office, the Congregation (headed by a Chartulary). Each Office is headed by a career official, known as Maintetar, and consists of several subordinate experts, known as Tetar and Cethir, as well as support scribes and employees.

Each of the bureaucratic bodies has no power per se, but it simply refers to the higher echelons, and any decision is made by the High King.

Ranks

Bureaucratic ranks are as follows:

  • Great Officer of the King;
  • Referendary
  • Secretary
  • Chartulary
  • Maintetar
  • Tetar
  • Cethir
  • Neviar, the lowest official tasked to study issues and formulate formal opinions.
  • Teithedir (Sindarin for Writer) is the generic title granted to scribes, archivists, and support personnel.

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 Númenorean blood; since T.A. 1629, the Stewards of Gondor and, since Fo.A. 1, the Stewards of the West are chosen among the House of Húrin of Emyn Arnen.
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.
Under Tar Eldarion, the Steward of the Realm (until Fo.A. 240 Turgon son of Barahir and since Fo.A. 240 Arodion son of Turgon) has acted as chief of the King's own secretariat, with a special focus on the external relations. The bureaucracy directly overseen by the Steward is divided into seven main Bureaus:

  • Bureau of petitions to the High King;
  • Bureau of Legates and of correspondence with foreign potentates;
  • Bureau of correspondence with the provincial administration and the cities;
  • Bureau of translation from Westron to Sindarin and vice-versa;
  • Bureau of the Legal Counsel: an adept of Númenórean and Common Law who is in charge for offering legal advice to the Steward;
  • Bureau of the Free Land and the Shire: in charge for affairs related to the Free Land of the Hobbits;
  • Master of Ceremonies and Rites;
  • Master of Archives;
  • College of Notaries.

The Steward of the King also has the role of supporting the High King's diplomacy.

Military of the Reunited Kingdom

The military of the Reunited Kingdom is formed by the military of Gondor and by military units and formations of Arnor. However, the backbone of the military consists of southern forces, which are designed to be integrated with the Rohan's forces.

Royal Army

The Royal Army is the primary military body of the armed forces of the Reunited Kingdom, serving alongside the Royal Navy. The Royal Army maintains an high level of discipline, strategic prowess and organization.
There are two ground forces types: the Central Armies, a standing army of professional soldiers under High King's permanent and direct commaand, and the territorial forces, raised, maintained and organized by local lords or captains, such as the Rangers of Ithilien. The latter ones have the task of immediate border defence and resistance against the enemy, while the central armies have the task of conducting major war operations. However, during major wars, territorial forces can be put under High King's direct command.
Compared to Gondor, the northern Arnorian armies make less use of mounted troops. Footmen are the most numerous part of the army.

Royal Navy

The Royal Navy constitutes the sea defence force of the Reunited Kingdom: it is a fully unified force and, although its core lays within the Bay of Belfalas, several squadrons are headquartered at Arnor's seaports and harbours. Gondor maintained a considerable navy from the time of the first of the "Ship-Kings".
The main military seaports of important strategic meaning are Pelargir, Umbar and Linhir in the South, while the northern most important harbours are Mithlond and Lond Daer.

Chain of command

The military chain of command is focused mainly around Gondorian forces: however, there are several forces and formations within Arnor: most of them are comprised under regular Cavalry or Infantry, although some units, such as Rangers of the North or others, are framed within the Royal Hosts.

  • High King Arfalor I: the supreme commander;
    • Quartermaster general
    • Captain-General of the Royal Hosts
    • Shipmaster (Ciryatur from the Quenya cirya, 'ship', and -tur, 'master')
      • Lord-Captains of the Reunited Kingdom: Commanders of naval commands
        • Captains-at-Sea: Commanders of vessels and ships

Divisions

There are three parts to the rule of the Reunited Kingdom of Arnor and Gondor: the common foreign, military and financial policy under the High King of the Reunited Kingdom; the Kingdom of Gondor, under the rule of the King of Gondor; and the Kingdom of Arnor under the King of Arnor. Arnor and Gondor maintain separate Council, each with its own set of officials of the realm (although most often they are the same people). The High King appoints both Gondorian and Arnorian officials as well common officials. The Monarch has other prerogatives such as the right of Royal Assent before any kind of measure formally introduced by the three Councils in the realm.

Each country of the Reunited Kingdom has its own system of administrative and geographic demarcation, which has origins that pre-date the formation of the Reunification itself.
Between Gondor and Arnor there is a deeply-rooted rivalry, tracking back to the refusal to the claim to the Gondorian throne laid by King Arvedui of Arnor from the Gondorian aristocracy. Since then, commoners of Gondor had been encouraged to think of Arnor as of a backwater land.

The royal administrations comprise all affairs having relation to rights, duties and interests which are common to all territories; all other administrative tasks were left to the Provinces. Finally, the local units (fiefs, cities, and other territories) have self-government within their own sphere.

Royal domain

Royal domain is a territorial area belonging to the High King, who personifies the Crown. It is the equivalent of an entailed estate and passes with the monarchy, being inseparable from it. The Royal domain does not encompass the entirety of the territory of the Reunited Kingdom and sizeable portions of the kingdom are possessions of feudal lords.

Gondor

Gondor is the Southern Kingdom of the Reunited Kingdoms. In the first three centuries of the Fourth Age, Gondor has been the actual seat of the High King. The King of Gondor (as conceptually separated by the High King) is aided by the Council of Gondor, which meets in a separate capacity from the Council of the Sceptre. Some Gondorian lords who do seat in the Council of Gondor, do not seat into the Council of the Sceptre and vice versa.

Arnor

Arnor is the Northern Kingdom of the Reunited Kingdoms. In the first three centuries of the Fourth Age, Arnor has been the secondary seat of the High King. 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.

Arthedain

Arthedain is the main and northen-most province of Arnor and by far the largest one. In the 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. Current Gonfalonier of the King is Hîratar Rogothin of the House of Telcontar (appointed in Fo.A. 266), cousin of the High King and native of Foramon, in northern Evendim Hills, from aan ancient Dunadan family house.

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 of Arthedain include a significant part of the Northern Dúnedain, as well as Bree-men (descendants of a 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.

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. 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.

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.

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 Steward 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.

The Laws of Númenor

The Laws of Númenor comprise a sacred corpus of religious law which the Faithful inherited from their forefathers, and which forms the basis of all legal traditions adhered to within the Realms-in-Exile and, therefore, within the Reunited Kingdom. They form the constitution ordained by the Valar and include all the just and fair royal decrees whose memory survived the events recorded in the Akallabêth.
Taken together, this body of ancient law serves as the norm and standard against which all other sources of law must be measured and evaluated.
The original laws were given to the Three Houses of Men by Eönwë, the herald of Manwë. The laws were inscribed upon seven bronze tablets and preserved in Armenelos. They stipulated sacred order - the worship of Ilúvatar, obedience to the Powers, respect for oaths, and observance of ritual prohibitions. The king's primary duty was to see to it that the Dúnedain adhered to their place in this order. As for the ordering of the Númenórean society itself, the Law of Seven Tablets covered little. The Three Houses could decide (in concert with their king) their own internal affairs in the Gathering of Houses. After Númenor became a settled and urban society, the laws of Edain (Namnar Atanion) were collected and codified as non-religious law.
The Downfall wiped out the vast majority of written records in Númenor. So, Elendil commanded that his sons undertake to compile an exhaustive codex of Númenórean law. This compilation sprang from its extant surviving fragments, which would serve as the foundation for all future law-making and jurisprudence in Gondor and Arnor.
The task of compiling and ordering the Laws of Númenor took sixty years and was carried out in the Halls of the Faithful in Pelargir. The resulting codex became the sacred corpus of law in Arnor and Gondor.
Once codified the Laws of Númenor remained a fixed corpus, intended to serve as canon for the development of future laws, but never to be expanded or changed because no law created under the authority of the exile could ever equal or surpass the authority of the original. Nevertheless, a great deal of new law did come into use in Gondor over the two millenia following the Downfall.

The making and execution of law in the Reunited Kingdom

As in Númenor, the process by which laws were made in the the Reunited Kingdom is handled by the High King in concert with the Council of the Sceptre. This assembly convenes annually at the summer court of Minas Anor. They counsel the High King in matters affecting the realm as a whole, assist him in the adjudication of important cases, and confirm new laws formulated under the High King's supervision. It also has the highest authority in determining the royal succession, and joins the king in the three great annual supplications at mount Mindolluin.
The High King is responsible for upholding the Laws of the Seven Tablets, any breach of those laws has to be judged by the High King himself or by one of his appointed officers. Thus, political and military leaders frequently assume a juridical role. The laws of the Edain and their derivatives, including royal decrees, are the jurisdiction of the regular court system, separate from the political chain of command.

Judiciary

Gondor is administered according a common law system. There is no major codification of the statutes enacted by the Sovereign, and judicial precedents are binding as opposed to persuasive. The justices and judges are responsible for adapting the Writ system to meet everyday needs. However, royal decrees overtake judicial law making so that judges are only able to innovate in certain minor areas and up to a point; furthermore, the doctrine of precedent requires similar cases to be adjudicated in a like manner.
The highest appellate court in Gondor is the King's Hearing and its decisions are binding on every other court in the hierarchy which are obliged to apply its rulings as the law of the land. The High Court of Justice binds the lower courts, and so on.
In every fiefdom and autonomous city or town, civil and criminal justice is administered through a court system established in each jurisdiction according to its specific needs. Lords and autonomous cities are entitled to administer civil law and minor criminal offences, while serious criminal offences, established by immemorial law, case law or royal statute, are dealt with by specific royal courts, which are present in each jurisdiction.
Both lordish and royal rulings can be appealed at the High Court of Justice, whose see is in every provincial capital. Under some circumstances, rulings of the High Court of Justice can be further appealed at the King's Hearings. The King's Hearings are royal hearings dedicated to appeals, when the King, who is himself a fine jurist, provides the ultimate ruling. When the Sovereign is absent, the King's Hearings are not held.

Culture of the West

The culture of the Reunited Kingdom of Arnor and Gondor is the product of well over three thousand years of cultural iterations between High Men (Númenoreans and later Dúneadain) and Middle Men. The result, still living and changing, is characterized by the general prevalence of the element of Númenorean/Dúnadan origin. Especially during the thirty centuries of existence of the previous Kingdoms of Arnor and of Gondor, the Númenorean/Dúnadan element merged with the cultures of the Northern Men and other Middle Men, causing almost all the Mannish peoples west of the Misty Mountains to share a common cultural substratum.

Nevertheless, the large surface area, the great distances, the ethnic-cultural variety and the different rank of the various populations with regard to the Númenorean/Dúnadan element, contributed to preserve, at least in part, regional specificities, both cultural and linguistic ones. On the other hand, high Dúnadan still maintains its own cultural, linguistic and ethnic identity.

Western society

Western society has a hierarchical structure and a centralized authority in accordance with absolutist concepts. The High King, divinely ordained by Eru, together with his family and court are at the tip of the social pinnacle. The local aristocracy, state functionaries, senior military officers, and large landowners are all members of the upper class. The middle class comprises the urban population of merchants, artisans and owners of medium-sized landed properties, while the populace, that is, the lower class, is made up of wage-earners and paupers. Even in the upper class most are of mixed origins. Real power is in the hands of a small landed Dúnadan aristocracy. Governance of the state is kept tightly controlled by a limited number of intermarrying aristocratic families.

Raud Agar

The concept of "Raud Agar", a Sindarin word for Nobility of blood, is a racist concept which plays an important role in the Dúnadan culture. In an extensive meaning, the concept of Raud Agar refers to those without recent non-Dúneadain ancestors; the bias against non-Dúneadain ancestors is directed exclusively against human ancestors, Elves being regarded as a kin more noble than all Men. The concept of Raud Agar, however, is closely related to adherence to justice and to dictates of Eru Iluvatar and of the Valar: the Númenorean colonial world view, according to which the supreme blood aristocracy of mankind must not save its inferiors, but continue to perfect itself, according to the purpose of Nature, was never really popular (save among most ardent Melkorists under Sauron) and was abandoned and repudiated by the Faithful well before the end of the Second Age.

Under the concept of Raud Agar, all other human races and peoples are still respected, but considered being somewhat inferior to Dúneadains: Northmen are considered as being the human race coming immediately after Dúneadain (in turn at least theoretically inferior to Númenóreans of old). In Fourth Age all Northmen are still deferential to Dúneadains, even after centuries of mingling between the two races.

The concept of Raud Agar has been a significant barrier through both Númenórean and Dúneadain history, linking the preservation of racial purity to the excellence and nobility, and thus linking the heredity to authority. Nowadays, proofs of racial purity are required in a variety of circumstances: candidates for certain offices or titles and their spouses have to proof their Dúneadain ancestry. The High King is still required to be of pure Númenórean blood, and, despite their 969 years-long rule without a King, Stewards were unable to claim the Crown of Gondor due to their inferior blood purity and therefore nobility.

The attention to pay to blood purity marked a turning point from the condition of being "Númenóreans of Gondor" to the definitive emergence of the distinct identity of "Dúnedain". In T.A. XV Century, Gondor fell to infighting and civil war because of the quarrel over the need for racial purity, especially concerning the ancestry of their King (the Kin-strife), and grew weaker as a result. The concept of absolute racial purity as separate from justice and abstinence from evil, already considerably weakened by the time of the civil war, was then definitively abandoned following the evil deeds of pure-blooded Númenórean Castamir the Usurper, while the half-Númenórean Eldacar was remembered for his justice. Furthermore, Black Númenóreans, descendants of surviving Númenórean King's followers, are considered to had been of the purest blood, but they were the most steadfast followers of the Enemy.

Aristocratic spirit

In the Western and Dúnadan world-view, there exists an aristocratic spirit, which corresponds to a degree of reality and to a primordial function in the whole. It therefore has a metaphysical nature. The aristocratic ideal has in itself its own consecration and legitimisation. To think that the aristocracy is legitimised on the basis of contingent factors, or of utility, or of purely material domination, or of suggestion, is a symptom of decadence, of Darkness and of Evil.

The aristocracy (distinct from nobility), in the Western and Dúnadan world-view, is not a merely political class, more or less connected to the administrative or legislative body of the state; the aristocracy is above all a prestige and an example that, connected to a precise layer, must be able to crystallize a superior lifestyle, arouse special forms of sensibility, and thus set the tone for the whole society. The Western aristocracy, as such and not as a collection of noble titles, is in no way organized materially; the Nobility consists instead in the merely formal recognition of belonging to the aristocratic order.

The concept of aristocracy is a sort of order pervaded by a virile and ascetic meaning. Always keeping in mind the distinction from the nobility, the aristocratic order does not derive its authority from representing any tangible power, but nevertheless keeps its rank firmly and gives the tone to society by means of a direct influence emanating from its essence.

The aristocratic spirit is essentially anti-intellectual. The idea that an élite of scholars, humanists and thinkers, who may also be, as a character, cowardly and fearful, must be at the top of a civilization, is experienced as repugnant. The learning and learned men are highly respected if they are framed in the society according one's own nature, but not for the mere fact of being "thinkers". On the other hand. there is no identity between the aristocratic spirit and a generically authoritarian idea. The true aristocratic spirit cannot have features in common with demagogic or intriguing forms of domination.

The basis of the aristocratic type is first of all spiritual: it connects to an innate sense of sovereignty, to a contempt for the profane, common, purchase, contempt that is characterised by a complete absence of pathos and resentment. In its most intimate principle, the substance of the aristocratic spirit is instead virile, calm, rational, orderly, and self-disciplined.

The essence of true aristocratic nature is a superiority over life which has become nature and race. This superiority dominates and permeates the lower human part in a calm way, it translates into imperious dignity, in intangible but present strength, in calm and controlled holding of the soul, of words, of gesture. The aristocrat prevails over earthly cunning and audacity, and is detached from earthly things.

Nobility of the West

Nobility is a formal social class in aristocracy, ranked under royalty, that possesses more acknowledged privileges and higher social status than other classes, with membership thereof mostly hereditary. Privileges carry a lifelong obligation of duty to uphold various social responsibilities of honorable behaviour, customary service, or leadership roles or positions, that lives on by a familial or kinship bond. Membership in the nobility and the prerogatives thereof are formed, acknowledged and regulated by the King and thereby distinguished from other sectors of a nation's upper class wherein wealth, lifestyle, or affiliation may be the salient markers of membership.

As the head of state, the High King is the sole "fount of honour". There is a variety of ranks within the noble class. The Reunited Kingdom maintains noble systems and titles used by all Edain west to the Misty Mountains. However, over the centuries and millenaries, several systems were devised by the different Mannish peoples. With the establishment of the Reunited Kingdom, Aragorn Tar Elessar also established an unified order of precedence among different titles of different systems.

There are three main sources of nobility: relatives of the royalty and their descendants, houses already noble in Númenor (both vassals of Lords of Andúnië and Rómenna and other noble houses) and those ennobled by Elendil, by a king of Arnor or of Gondor or by a High King of the Reunited Kingdom.

While noble titles are granted by the High King mostly to members of the aristocracy, there are also ennobled merchants or low-born individuals who are awarded a title for their own services or worthiness. While no formal distinction exists between nobles, an informal and unspoken of distinction does exist between aristocrats and other nobles.

Dúnadan and Northmen noble titles

There are many lords and ladies, potentates, magnates, and patricians in the Reunited Kingdom who trace their lineage through thousands of years of history, claiming descent from some ancient king, or relation to some obscure prince. Dúnedain use an articulated titles and ranks system with Sindarin names.

Dúnadan nobility can be found wherever there is a significant Dúnadan population. In particular, the Dúnadan nobility is obviously present all across Gondor and especially concentrated in Gondorian cities, as well as in Ithilien, Anfalas, Belfalas, Lamedon, and Blackroot Vale. Other regions of Gondor do have Dúnadan nobility, but in a minor proportion on the overall population. However, Dúnadan nobility is found also in notable cities of Eriador, such as Tharbad and Lond Daer, as well as north of Brandywine, and especially in the Angle, Rhudaur, and next to the Evendim Hills, Arthedain.

Northmen have a reduced variety of noble titles, their kingdoms and realms being quite flattened. Whenever Northmen live in the Reunited Kingdom, they keep their own titles and ranks.

Ernil

The title of Ernil (Sindarin for "Prince") is a noble title granted to suzerain rulers who acknowledge the supremacy of the High King and sworn to him by an oath of fealty, but still undisputed in authority within his local bounds. The granting of the dignity of Ernil entitles the holder to sit by his (or her) own right in the Council of the Sceptre. As of late Fo.A. III Cenntury, there are some petty kings who are granted the title of Ernil: of these, the most famous examples of Ernil are the Hobbit leaders, who are customarily granted the title of Ernil-i-Periannath (Prince of the Halflings) and thus summoned to Councils both of Arnor and of the Sceptre.

Lords

Lord is a dignity and a title given to a person who controls authority. It is most commonly referred to as a title of nobility, but may also be given as a courtesy those in a position of power or influence, an honorific usage distinct from the grant of the rank of lordship, which is typically assumed to be accompanied by a grant of lands or a castle. The title of lord is generally considered to be more prestigious than the title of knight. Lords hold certain legal rights, such as the right of pit and gallows and the right to deliver small justice in lands attributed to their jurisdiction, which knights do not have, and certain legal duties, such as raise troops in service to the High King.
The title of lord in conjunction with the House name is properly reserved for the legal head of the House. The use of the title as a courtesy sometimes applies to those wishing to show courtesy to a junior member of a noble House during conversation, by addressing them with the title of Lord in conjunction with their personal name.

High nobility

Crown granted to Herenya: eight rubies and seven pearl trims on a silver crown.

The high nobility consists of most noble houses of preserved intact Dúnadan ancestry and heritage. That of Herenya (Quenya for Fortunate, blessed) is a style used by descendants of one of the 30 surviving Númenorean patrician families who came to the West with Elendil or even before. From a Númenorean point of view, they were close in rank with the House of Valandil, but as members of the Faithful faction all these families accepted the leadership of the Lords of Andúnië well before the final Downfall of Númenor. More than three thousand years after, surviving families maintain their prominent status, often serving as marrying pool for the Kings.
A Hîratar (loosely translated as Count) is a major landholder who has received a perpetual right of jurisdiction over his lands in lieu of services rendered to the Winged Crown.[1] There are very few Hîratarin the Reunited Kingdom: the most known is the Prince of Dol Amroth, but also the Prince of Ithilien (in his capacity as Lord of Emyn Arnen). All Hîratarin are also part of the Herenya. Currently, all Hîratarin also sit in the Council of the Sceptre, as well as in the council of the relevant realm.

Dúnadan Nobility

Dúnadan nobility which has preserved its own Númenorean heritage is divided into three classes: Hiraglân (Border Lord), Arthîr (High Lord) and Hîr (Lord). Also non-Dúnedain other than Northmen may be granted these titles.

Hiraglân (pl. Hiraglannin), in the Reunited Kingdom, is the highest-ranking hereditary title in the Dúnadan nobility outside the High Nobility. In early Third Age, both in Arnor (until T.A. III Century) and in Gondor (until T.A. IX Century), Hiraglannin were in charge of large swaths of territory as King's officials and commanders. Nowadays, only the concept of being the local deputy if the King remains. A Hiraglân thus outranks all other holders of titles of nobility. All Hiraglânnin are by right members of the council of their own realm, of their own province and of their own Drann. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Non-royal Hiraglânnin without state offices or positions generally take precedence before all other nobility, in order of date of creation, but after royalty and certain officers of state.

Arthîr (pl. Arthirin) is the second noble title of the Dúnadan nobility, below the Hîraglân and above the Hîr. Traditionally, every Arthîr is associated with a Drann, even if the governing authority lies with the Condir i Drann (a royal official). Thus every Arthîr has an association with some Drann, and very often a new creation of a title of Arthîr would take place in favour of the Drann where the new Arthîr already has large estates and local influence. No confusion could arise by calling someone Arthîr of a Drann, Arthîr of the chief town of the Drann, or Arthîr of some other prominent place in the Drann; these all imply the same. Every Arthîr has the right to sit in the council of his own Province and of his own Drann. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains.

Hîr (Lord) or Hiril (Lady) are both styles and titles. As a style, it is used in formal speech of all holders of a dignity, wardship of a royal domain, and in colloquial speech, of all landed gentry. The Laws of the West states that no commoner can ever be a Hîr, unless in the occasion that he is appointed to such position. A Bŷr (Vassal) is a Hîr who owes his feudal loyalty directly to the High King as his own liege-lord. A Hîr has the right to be heard by the relevant Condir-i-Drann.

Northmen nobility

Northmen titles are used to reward those who have the Northmen's heritage. There are three classes: Eorl, Thain and Brego. An Eorl is a high-ranking royal official in Northmen's kingdoms, and, in the Reunited Kingdom, is an aristocratic title and holds command of the army of the lands under his control on behalf of his overlord. Eorls are found mostly in Minhriath and Arthedain, because only prominent Northmen lords attain this rank and only in these regions Northmen still live in concentrated areas. All Eorls are by right members of the council of their own realm and of their own province. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Eorls without state offices or positions generally take precedence before all other nobility, in order of date of creation, but after royalty, certain officers of state, and Hiraglânnin.

A Thain is an aristocratic retainer of a king or lord. They are the majority of the aristocracy below the rank of Eorl. In the Reunited Kingdom, Thains are quite widespread from Enedwaith and upwards and in northern marches of Rhovanion subject ot the Reunited Kingdom (where they are in close relation with other Northmen). The title of the Hobbit Thain is the very same title, although the latter's status have increased over last centuries. Every Thain has the right to sit in the council of his own Province and of his own Drann. If the province has not a dedicated council, they have the right to be heard about matters pertaining their own domains. Thains come after Arthirin.

A Brego is a local lord like the Hîr. A particular group of Brego exists in Rhovanion. In this region, most Brego are warrior-princes: they rule small fiefdoms and are also like clan leaders.

Knights

A knight is a sworn cavalryman, who accepts to dedicate his own life to martial service; the fact that a knight dedicates his whole life to martial service, earns him the seniority over the basic soldier. The knight is member of a warrior tradition that is heavily interwoven in the culture of the West, especially in Arno and its successor kingdoms. Knights occupy a social standing between that of lords and commoners. Any man can be knighted, no matter their birth. Social pressure keeps knighthood from being exploited by unscrupulous knights who might give the accolade for money. Knighthood is seen as a martial position, so even the sons of powerful lords are not necessarily knighted if they are incapable of fulfilling the requirements. Further, a young knight's repute partially derives from the honor of the man who conferred knighthood on him. Receiving your knighthood from a High King, prince, prominent noble, or legendary hero holds great prestige.
Although inferior to the lord, the title of a knight has its own prestige. A landed knight is a knight that takes residence in a keep with accompanying land. They have their own peasants and men-at-arms and may take sworn swords. However, landed knights are sworn to fight for the High King and for the lord who holds dominion over their land.
Although knights are often ranked below lords, certain landed knights might actually be more powerful than lesser lords. Especially landed knights who come from ancient houses, and who have extensive lands and a large, strong castle may actually be more powerful than many smaller lordlings. Lordly houses can be reduced to landed knights as punishment from the High King. In the High King's Army, Rochbin Companies are actually military Orders (Quenya: Heren) which are given a predefinite form in order to be deployed alongside other regular troops. These knightly Orders are brotherhoods of armoured warriors who ride into battle atop barded warhorses into battle. To be or become a Knight is also to be or become one of the most elite warriors the Empire has to offer.

A Rochben (pl. Rochbin, literally horse-rider) in the Reunited Kingdom is a knight. Rochbin have right to sit in the local councils of their own districts of residence and to serve in the cavalry forces of the High King. Membership among the Rochbin is hereditary, provided that the blood qualifications are met. A body of privileges belong to the Order, their wives and their unremarried widows, including the right to be tried by fellow peers, the right to carry a long sword in public and the right to be exempt from civil arrest. A Dúnadan commoner may be knighted and raised to the Equestrian Order for his merits, if he meets property qualification and testify that at least three of his four grandparents are of Dúnadan blood. The new Rochben is given a small keep somewhere in the Reunited Kingdom (usually in Arnor, where manopwer and loyal tenants are most needed), and possibily a small garrison of soldiers under his own command.
It is to note that, similarly to the word Rohan, Gondorian Sindarin drops the "c" in Rochben and Rochbin, resulting therefore in a pronunciation more similar to Rohben and Rohbin, respectively.

A Rídend is the basic member of the war professionals class, on an equal level (at least in name) to the Dúnadan title of Rochben. A commoner may be raised to Rídend status for his merits. The new Rídend is given a small keep somewhere in the Reunited Kingdom (usually in Arnor, where manopwer and loyal tenants are most needed), and maybe a small garrison of soldiers under his own command.

Insignia of rank and status

The Western society is highly stratified and social hierarchy has an important place. Some insignia, such as crowns and coronets, berets and other ornaments are officially reserved, by law and by custom, to certain categories.

Crown of gondor.png
High King
Crown of Gondor
Elendimir.png
High King
Elendilmir of Arnor
Corona 01 - Principe Ereditario.png
Crown Pince
Hîratar .png
Hîratar
Herenya.png
Herenya
Hiraglan.png
Hiraglân/Eorl
Arthir.png
Arthîr/Thain
Hir Crown.png
Hîr/Brego
Knight

Languages

The Reunited Kingdom de facto official language is Westron, the language derived from contact between the Adûnaic tongue of Númenor and the languages of the western coastlands of the continent of Middle-earth.

Sindarin is still used in official documents alongside Westron.

See also