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The Beacons are Lit!
RULES FOR WARRIORS FROM
THE FIEFDOMS OF GONDOR


Mat Ward introduces details for including warriors from the further reaches of the realm of Gondor. For this is the mightiest of Men's kingdoms, whose possessions are located far and wide. There are many people who pay allegiance to the Steward of Gondor, and many warriors who are prepared to rally to the banner of the White City.

Warriors from the fiefdoms answer Gondor's call

In the movie of The Return of The King, the beacons are lit to summon Rohan to Gondor's aid. In the book, the beacons also summon troops from the various fiefdoms of Gondor, a truly vast realm that stretches from the mountains of Mordor to the Great Sea. In this article we'll take a look at these diverse lands, united in their allegiance to the empty throne of Gondor. Also included are some profiles and conversion ideas for troops and Heroes from those lands that you can use in your games. Just remember to get your opponent's permission first!

LAMEDON

The fief of Lamedon lies to the east of Minas Tirith, nestled in the shoulders of the Ered Nimrais. The swarthy Men of this land are not of the blood of Númenor; their heritage traces back to the days before the voyage of Elendil. Though they are subjects of Gondor and stand as one with the other fiefs in time of war, the clansmen of Lamedon remain fiercely independent in all else, trading little with the neighbouring fiefs of the Morthond and Ringló vales. The foothills of the Ered Nimrais have always proved a harsh place to live, for little grows in the rocky soil, but it is not simply the trials of day-to-day life that make Lamedon a difficult home. In the middle years of the Third Age, the mountains teemed with Orcs who would prey upon the uplands of Lamedon. Though their numbers are now much reduced, raids upon the settlements of Lamedon are more common than not. Faced with this threat, each farm or village in the fief will always respond to a cry for help from its neighbours. Worse yet, upon a hill on Lamedon's border with Morthond, lies the stone of Erech, a jet-black globe sunk into the ground. This stone, brought by Isildur out of Númenor, has become the trysting place of the Shadow-men of the Dwimorberg, whom Isildur cursed as oathbreakers in ages past. This forgotten people and their king are doomed to await the day when an heir of Isildur releases them from the curse. Until then, the lands about Erech remain the home of those who are dead, and the living go there not.

There are few chieftains amongst the people of Lamedon, for the Men of that land must be self-sufficient to survive. Rather, all Men of Lamedon are bound to the command of their liege-lord, Angbor, whose bravery has more than once kept his people safe from invasion. Angbor aside, the Men of Lamedon follow the commands of others reluctantly. Across Gondor, their grim and indomitable nature is well known, as is their desire to be left alone and, for the most part, they are left alone. Few would willingly exchange their comfortable lives in the lowlands of Gondor for a rugged existence in the wild hills.

CLANSMEN OF LAMEDON

 

POINTS

F

S

D

A

W

C

Clansman

7

3/-

3

4

1

1

4

Clansman of LamedonWARGEAR:
Clansmen of Lamedon carry a shield and a hand weapon.

SPECIAL RULES:
Independent. The folk of Lamedon are strong-willed and intolerant of those in authority. They do not benefit from any Hero's Stand Fast! ability other than Angbor's.

MAKING THE MODEL:
Mat Ward made the Clansman from a Wildman of Dunlending. The axe was taken from a Rider of Rohan, and the shield from a Warrior of Gondor.

ANGBOR OF LAMEDON

 

POINTS

F

S

D

A

W

C

Angbor

60

4/-

4

5

2

2

6

AngborMight: 3
Will: 1
Fate: 1

WARGEAR:
Angbor carries a hand weapon and wears armour.

MAKING THE MODEL:
To make Angbor, Mat Ward replaced Théoden's head with that of Isildur, sculpting a beard from Green Stuff as he did so.

Next: Anfalas, Morthond Vale, Pinnath Gelin and Lossarnach

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