Welcome to Armies of Middle Earth
Armies of Middle Earth is the definitive guide for any The Lord of the Rings war games miniatures enthusiast. It contains the full range of models currently available from all of the major manufacturers.
The range is laid out in sections according to the allegiance of each model, allowing the enthusiast to view all the various characters and troop types available to each army. This makes ideal guide for both, begginers to the hobby and seasoned collectors alike, to see which models they might wish to include in their armies.
Models are identified by description, manufacturer and price.
The armies of Middle Earth
At the time of Gondors founding in the south of Middle Earth, a second kingdom arose in the north, between the Misty Mountains and Luin. This was the Kindgom of Arnor, over which Eendil ruled until his death at the final battle of the Last Alliance. It became easy prey for the Witch-king of Angmar, whose armies seized and destroyed Arnor's capital, Fornost.
Dale and Erebor
Perhaps the most famous of Dwarf holds is the realm of Erebor beneath the Lonely Mountain. Lost to the Dwarves for many years after being taken by the dragon Smaug, it was retaken and remains one of the greatest bastions of the Free Peoples.
South of the Lonely Mountain and east of Mirkwood, lies the kindom of Dale. The Men of Dale and the Dwarves of Erebor have been steadfast allies since the first king of resettled Dale, Bard slayed the dragon, Smaug during the defence of Esgaroth.
Esgaroth, or Lake-town is a community of Men upon the Long Lake. The town is constructed entirely of wood and stands upon wooden pillars sunk into the bed of the Long Lake. With no king, the people have always elected from among the old and wise the Master of Lake-town.
The great woodland realm of Fangorn is the oldest of all forests of Middle Earth. The forest's name is Elvish in origin, and translates to Treebeard in the common tongue, so named for the eldest of the tree-shepherds, or Ents, that live beneath its shade.
Gondor stands like a bullwark between Mordor and the Free World and it is from the citadel of Minas Tirith that the heir of Anorion, and later the stewards, have ruled the realm.
In the shadow of the White Mountains lie Gondors fiefs, arguably the greatest of which is Dol Amroth, the city of the Swan Knights.
Harad and Umbar
Harad lies far to the south, covering area of land greater than any other of Middle Earths kingdoms. The people of Harad have grown accustomed to war, having long quarrelled amongst themselves. Chief amongst their foes has been the more northerly realm of Gondor; battles have been ferrociously fought on both sidesand often end in stalemate - the skill and armour of Gondor matched by the sheer volume of warriors the Haradrim can bring to bear.
Umbar is a city-state in the coastal region of Haradwaith. The greatest coastal port in Harad, during the Second and third Age. Many of the inhabitants who are called the Corsairs of Umbar have become the terror of the seas have often led the powerful fleets of Umbar against Gondor, particularily those in the rival port of Pelargir.
High Elves and Dunedain
Founded in the Second Age, and governed by Elrond, Rivendell is chief of the existing Elven Realms. Rivendell is a bastion of light in a world that has dwelt too long under Sauron's shadow.
On the coast of the Great Sea, lie the Grey Havens. It is from here that the Elves sail away into the West, seeking to set foot once more upon Valinor's white shores.
After the fall of Arthedain and his kingdom of Arnor, a remnant of the northern Dúnedain became the Rangers of the North, doing what they could to keep the peace in the near-empty lands of their Fathers. The surviving Dúnedain population of Arnor retreated to the Angle south of Rivendell, while smaller populations made isolated settlements in far western Eriador.
The Iron Hills are a range of mountains that are remnants of the Iron Mountains of the First Age and are located east of the Lonely Mountain in the northeastern part of Rhovanion and the northwest of Rhûn. In the Third Age, they are home to a Dwarf mining community.
Dwarves of the Iron Hills are of the clan of the Longbeards, most commonly known as Durin's Folk, and consequently are of the most noble kind of Dwarves. They also are in friendly relations with the Dwarves of the Lonely Mountain (Erebor), who are of similar like and mind, being kin to Grór and Thrór.
Isengard commands a position of strategic importance, for to its south lies the Gap of Rohan, the reliable passage from one side of . The Misty Mountains to the other. The first notable of Isengard was the wizard Saruman. As Sarumans thoughts turned more and more to possesion of the One Ring, he bega to build an army of Orcs, Uruk-hai, Warg Riders, Goblins and Wildmen of Dunland.
The War of the Last Alliance is a conflict at the end of the Second Age when the High Elves lead by Gil-Galad, the last High King of the Noldor and the Men of Númenor lead by Elendil, High King of the Dúnedain and Isildur and Anárion formed an alliance in response to the threat of conquest by the Dark Lord Sauron. It includes the Battle of Dagorlad and the Siege of Barad-dûr.
Lothlorien has forever been kept free of Sauron's taint, for some time of the greatest and noblest of Elvesdwell within. Most powerful of them all is the Lady Galadriel, kin to the very greatest of Elves of old.
In the heart of Rhovanion lies the forest of Mirkwood, a haunted place that only few would dare enter. The Elves of this forest realm lead by Thranduil, cling to the northeast corner of their once proud realm, fighting off giant Spiders, Wargs and other fouler creatures.
Sauron's cheif stronghold has long been the land of Mordor,'The Black Land'. The only true entrances to Mordor are watched with ceaseless vigilance. The Black Gate and the tower of Cirith Ungol, originally built by Gondor in years past, are now infested with Orcsand defend Mordor - a grim barrier to a forbidden and terrible night land.
Sauron's power has grown in other areas of Middle Earth, chiefly in Minas Morgul, The Dead Marshes, Dol Guldor in the the forest of Mirkwood and north of here in the former kingdom of Arnor, where the Witch-king of Angmar long held sway. From broken Fornost, to burned Amon Sul and the Wight-infested downs near Bree, travellers can see the ruin brought to the once-proud kingdom. Many evil things survive in the dark forests of Rhudaur, or walk amongst the mists of Evendim.
Moria (Sindarin for "Black Chasm") was the name given by the Eldar to an enormous underground complex in north-western Middle-earth, comprising a vast network of tunnels, chambers, mines and huge halls or 'mansions', that ran under and ultimately through the Misty Mountains. for many thousands of years, it remained a centre of dwarven industry was also called Hadhodrond by the Sindar, but the Dwarves dug too greedily, and awakened a terrible power: a Balrog. It slew many, helpless before its power, the Dwarves fled in terror. Moria is now occupied by a host of Goblins.
Mount Gundabad is an orc-infested mountain at the northern end of the Misty Mountains. It was from here that the gargantuan Goblin-horde present during the Battle of the Five Armies attacked and marched from. Their leader, Bolg, son of Azog, was the supreme commander of the Orcs from Gundabad and presumably the northern Misty Mountains. This may have been one of the many breeding areas of the dreaded Wargs that were so feared by the Free Peoples.
Rohan is governed from Meduseld, the Golden Hall of Edoras, and the line of its kings canbe track to Eorl, each king as noble and bold as he. The Horse-lords of rohan are considered without peer, not only for their valour and prowess in battle, but also for their skills at breeding and training horses.
Rhun and Khand
Eastwards lie the Rhunish kingdoms, an alliance of warlike and evil Men whose loyalty is to Sauron. It is from these lands that now-vanished peoples came to bring ruin to Gondor and Rhovanion.
Most southerly of the eastern kingdoms is Khand. The Khandish folk are as wild and warlike as those of Rhun, their savagery fuelled by a warrior-code that prizes victory in combat above all else. Khandish horsemen are capable of deadly raids, striking without warning.
In the centre of Eriador lies a land of long summer daysknown as the Shire. Despite being surrounded by malignant powers left over from the fall of Arnor, the folk of the Shireconcern themselves with little with that which lies beyond their borders, but seek peace and quiet.
The terrain of Middle Earth presents a myriad of landscpaes from the dense forests of Mirkwood to the ice cap peaks of the Misty Mountains, the barren deserts of Haradwaith to the towering citadel of Minas Tirith. The terrain is littered with ruins from bygone ages such as those found at Weathertop. Because of its wars many impressive strongholds have been built for defense such as the fortress of Helms Deep.