Showing posts with label Gondor. Show all posts
Showing posts with label Gondor. Show all posts

Monday, April 29, 2013

"...the Guarded City, with its seven walls of stone so strong and old that it seemed to have been not builded but carven by giants out of the bones of the earth": Cities of Middle-earth - Minas Tirith

The spiritual heart of Minas Tirith.

This is the last bastion for good in Middle-earth; should it fall, all hope falls with it. A great white stone city, anchored on a mighty mountain, Minas Tirith is the capital and bulwark of Gondor. It is the focal point of Sauron's wrath, the last major obstacle between the Dark Lord and total domination of Middle-earth.
The fate of Middle-earth rested upon the strength of the Great Gate holding just long enough...

As far as I know, this was the only hardback volume in the Middle-earth Roleplaying (MERP) game line by Iron Crown Enterprise (ICE). The Angus McBride cover depicts the climactic scene when the great gate of the city has been breached and Gandalf confronts the Witch-king, the greatest of the Ringwraiths. In many ways, this painting is symbolic of the entire story of the Lord of the Rings, distilling it down to its essence. It's a fitting image for the book and for the MERP line in general.

Minas Tirith was, long before the time of Bilbo and Frodo, one of two tower-crowned fortresses that flanked the greatest city of Gondor, its capital, Osgiliath. At that time, it was known as Minas Anor, the Tower of the Sun. Across the mighty Anduin river, nestled near the Ephel Duath, or Mountains of Shadow, was its sister-fortress Minas Ithil, the Tower of the Moon. For centuries the three cities flourished. Then civil war and plague struck Gondor, and Osgiliath began a long decline into ruin. Then Sauron's lieutenant, the Witch-king, struck Minas Ithil and seized it for the Dark Lord, and it became known as Minas Morgul, the Tower of Black Magic. Afterward, Minas Anor was renamed Minas Tirith, the Tower of Guard, and became the capital and main fortress of Gondor.
The lands immediately surrounding Minas Tirith, including the Pelennor Fields where much blood was shed.

As the centuries wore on, Gondor remained strong, though decline was obvious. King Earnur disappeared into Minas Morgul after foolishly challenging the Witch-king to single combat, leaving no heir. From then on, for nearly a millennium, Gondor was ruled by Stewards who ruled from Minas Tirith. A slow malaise began to take hold of Gondor, a pessimism that poisoned the will of the people there, until by the time Aragorn came to claim his birthright, Minas Tirith was half empty and awaiting the inevitable. Worse by far was the secret that Denethor II, the ruling Steward, had been using the Palantir, the great seeing-stone, to spy on Sauron. The Dark Lord knew this, and manipulated what Denethor saw, poisoning the noble steward's mind with dark images of defeat, until the Steward was driven to near-insanity...and beyond. The corruption of Sauron had finally taken hold directly within Minas Tirith, at the very pinnacle of its power. The great city was teetering on the brink of oblivion.
The Tower of Anarion. This book's interpretation of the city includes a spire on the pinnacle of rock right above the Great Gate.

Cities of Middle-earth: Minas Tirith details the city at a time before Minas Ithil had fallen and a king still sat in the great Tower of Ecthelion. The longevity of the city, and its relative stability, makes the book still usable in any era. Some attention is given to what the city is like in other time periods, and it's easy enough to adjust how the city is described. The culture, architecture, guilds, military, and government remain essentially the same, though, of course, the Stewards take the place of the Kings when Earnur disappears. I've criticized some MERP books for not being very true to the setting Tolkien created, but this book cleaves closely to a Tolkienesque feel. This may not be exactly what Tolkien had in mind, but it evokes the city in a way that seems authentic. As far as I can tell, none of it conflicts with what Tolkien wrote. This is a well-detailed book, and will appeal to those who enjoy reading about Middle-earth, including non-gamers.

For gamers, though, this is quite a package. The city is meticulously detailed, from the surrounding Pelennor Fields to the White Tower at the city's heart. Numerous characters and organizations are given for the player's characters to interact with as they explore one of the iconic locations of Middle-earth. For a long time, I didn't see how there could be much for players to do here, but as time has gone on and I've gotten (somewhat) more mature, I see a wealth of adventure opportunities within the city's environs. Those looking for a "hive of scum and villainy" to carouse in will, perhaps, be disappointed; this is a city in which the adventures are more about maneuvering within various social strata and finding subtle and deeply-rooted corruption, not barroom brawls and "kick in the door" looting. Libraries full of forgotten lore, nobles with mysterious agendas, rivalries between guilds, and even a thieves guild all provide adventure hooks, and any reasonably curious adventurers will find plentiful ways to get into trouble. Even if players simply want their characters to take a tour of one of the great sites of Middle-earth, the information is here for the gamemaster to provide a textured description of the city. This includes sites made famous in the narrative of the book, such as the resting place for Minas Tirith's venerated dead, the Hallows.

This texture is reinforced with the usual MERP game material. Descriptions of the flora and fauna and weather of the area is given. There are tables of major characters to be found in the city, including a table of random encounters for each level, including the Pelennor Fields and the Harlond, Minas Tirith's ship dockyard. Random encounters range from cutpurses to tax collectors...though it may be tough to tell the difference. Even if renamed and used in another setting, there is plenty of material here to run a large, important city.

The only weak point of the book is its illustrations. Let me be clear: Peter Fenlon's maps are as gorgeous as they always are, and some of the high points of the book. The floorplans of many buildings are also well-done. The other art itself is good, though none of it is very dynamic. There are many portraits of city inhabitants, but most are static headshots. Many of those are by the redoubtable Liz Danforth, so it's impossible to really complain about them.
A mysterious inhabitant of Minas Tirith, with designs known only to her.

The problem is the paucity of pictures showing the city as a lived-in place. Street scenes and buildings views are few and far between, and, as with the character portraits, are not very evocative. The building plans are outstanding, but some perspective shots of them inhabited and in use would have helped bring some life to the city. Published about a decade before the Lord of the Rings movies, there wouldn't have been a lot of visual reference material to bolster the book's relative lack of them. Now, though, I'd recommend supplementing the book with still shots from the movies when using it in a game. Still, though, that Angus McBride cover may be the best image he did for the MERP line, and it makes up quite a bit of the ground not covered by the interior illustrations.
And let's not forget this nifty overhead streetplan of the city.

This is a fine book, one of the best of the MERP line. As true to Tolkien's writing as it can be while filling in a lot of detail, Cities of Middle-earth: Minas Tirith is an impressive work for gamers and non-gamers like. Readers and viewers of the Lord of the Rings see it at some of its worst, most desperate moments, yet it still manages to be remembered as a great, beautiful city. Although shadowed by the threat of Mordor to the east, it still manages to shine brightly to the Free Peoples of Middle-earth. Its greatest potential for adventure is during its darkest times; the city would welcome aid as Sauron's forces pour forth to conquer the city. Even after the Dark Lord falls, there is still much to do within the city; help is needed to rebuild, and the spies and agents of Sauron may still reside within, preparing final spiteful strikes to avenge their fallen master. Even ICE saw potential for Minas Tirith as an adventure site in the Fourth Age.
A splendid yet empty hall in Minas Tirith.

This is the final Middle-earth location sourcebook I'll be dealing with here on Dark Dimension. There is one last book in the line I'll cover here, but that will come later. There are other books in the series, but they are more geared to gamers, and will eventually be discussed in another blog. After that last book, I'll swing Dark Dimension's direction away from game books, at least for a while, and delve into more generally interesting topics. I hope everyone who's been reading has enjoyed these posts and gotten something out of them. I've enjoyed writing them and looking back on 25+ years of gaming. The last few posts have taken quite a bit of time to finish and publish, and I still have yet to convince myself to write smaller posts in the interim to break up the long gaps. I hope to fix that, with a few smaller posts here and there, but we'll see...

Wednesday, February 13, 2013

A memory of moonlight, long forgotten: Minas Ithil


From the spider-haunted pass of Cirith Ungol we go now to Minas Ithil, the Tower of the Moon. A city as great as Minas Tirith, it guarded the way into Mordor through the Ephel Duath. Perhaps the nightmarish presence of the Land of Shadow so close tinged the dreamy Gondorian city with a touch of darkness, as well as infusing it with a need for beauty to contrast the horror.
The Tower of the Moon that dominates the city, once a gleaming symbol of peace and beauty. Centuries later, it would be a menacing presence for Frodo and Sam as they attempted to slip into Mordor.
The Tower of the Moon was the ethereally beautiful counterpart to the stalwart Tower of the Sun. Both were bulwarks of Gondor, anchoring the realm and guarding the Gondorian capital of Osgiliath throughout the long centuries. Plague and civil war weakened Osgiliath, and it declined into empty ruin, leaving its guarding cities on their own. Then, fatefully, Minas Ithil, the Tower of the Moon, fell to Mordor's shadow and became Minas Morgul, the Tower of Black Magic. Minas Anor, the Tower of the Sun, then became Minas Tirith, the Tower of Guard, the last and greatest hope for the Free People of Middle-earth. Before Minas Ithil fell, though, it was a vibrant, creative place, a moonlit contrast to the bright warrior-city that took the name of Minas Tirith.
Queen Mirien has decided to make Minas Ithil her personal domain after continued friction with her husband, King Tarondor.
This book details Minas Ithil before it fell to Sauron's forces. It's an interesting place for those who enjoy urban adventures, and is detailed well. The culture of the city is laid out, with attention given to guilds, social strata, spirituality, education, and intrigue. This is a city of learning and art, and space is even devoted in the book to an overview of poetry in Minas Ithil. It also contains one of the few remaining Seeing-stones, or Palantir, that remains to Gondor. Minas Ithil is a living place, though the Great Plague has recently swept through Middle-earth, and while the city has weathered it better than many other places in Gondor, the weakening has begun that will allow the Witch-king to conquer the city centuries to come. The corruption is there, if subtle.
The marble buildings of Minas Ithil stand bravely, but a shadow already creeps within the city.
The book offers a variety of sites within the city for characters to visit, from dive taverns to universities. In this respect, it's one of the better city supplements I've seen for a roleplaying game. The only criticism I can offer happens to be a major one: Iron Crown Enterprises had already published a major city supplement a few years before. Minas Tirith had been given the hardback treatment, detailing the most famous of Middle-earth cities. While Minas Ithil is a much different place, there is a feeling of sameness here. The opportunity was there for a much more dangerous adventure site to be detailed. Minas Morgul would have made an even greater contrast to Minas Tirith.
A portion of Minas Ithil, the city, with Tower of the Moon itself labeled #4.
Perhaps ICE felt that Minas Morgul was the kind of site that would see little use in a game, and if so, then I can understand that reasoning. It would be an incredibly dangerous place for the player characters to attempt to slip into before the War of the Ring. Teeming with evil, the domain of the greatest of the Ringwraiths, instant death would be at hand for most of the Free People. Still...such danger is part and parcel of roleplaying game adventures. The prospect of such a huge, open adventure site would hold an allure for many adventurers. Spy missions involving infiltrating the city are an obvious opportunity for derring-do for those with ice-water blood. After Sauron's fall, Minas Morgul would have been an immediate target of King Elessar, opening up a whole campaign's-worth of adventures as the remnants of the Dark Lord's forces rush to any bastion that remains to them. Sieges, pitched battles, and building-to-building fighting in a city dominated by complete evil for a thousand years, still possessed of macabre secrets, and so infused with corruption that the King of Gondor would have it razed completely, sounds like a lot of fun.
All that said, this is still an outstanding game book, taken on its own. With some adjustment, it could be placed in other settings, or even converted into Minas Morgul. The details provided, from climate and ecology to court intrigue and hidden spider cults, are all interesting and worthwhile. In any other game or setting, it would be considered a classic. It still is a classic, but is overshadowed by its sibling city, Minas Tirith, both as a publication and as a place, and by the city of black magic that it would become. But, that may be my own lingering disappointment than anything else. Setting that aside, Minas Ithil is one of the better MERP books published.

Tuesday, October 9, 2012

Over the bounding main in Middle-earth: Sea-Lords of Gondor - Palargir and Lebennin

The Dunedain were mighty mariners, ruling the waves of Middle-earth. This is only natural, as they were given an island nation as a home - Numenor. From this star-shaped land, they plied the seas, colonizing Middle-earth at will, building great realms, and throwing back Sauron's shadow wherever they went. This power led to their downfall, as they dared to invade the Undying Lands in order to claim immortality for themselves. Yet their seamanship was also their salvation, as the Faithful, those who refused to adhere to the folly of their brethren, escaped by way of a small fleet of ships the utter destruction of Numenor as it was drowned beneath the sea. They remained great sailors, with Gondor a great sea power throughout its history, bedeviled by Black Numenoreans, the remainder of the arrogantly evil Dunedain who escaped the destruction of their island-nation and founded their own sea-focused realms in Umbar and further South.

The Havens of Gondor was a portion of Gondor's seagoing strength, but further south lay Lebennin, a beautiful land which held the greatest of Gondor's ports - Pelargir. Closer to Umbar, it seems natural that naval power would be a focus of the region. Gondor dueled with Umbar for centuries, fending off many sea invasions and mounting attacks against a foe which was a dark reflection of itself. Pelargir, a great haven of the Numenoreans, was the chief base for Gondor's defense of its southern ocean approaches.

This book covers the mighty port of Pelargir, which means "Garth of Royal Ships." What's a garth, you ask? Basically, a shipyard, at least in this context. So, just by the name we know this is both the main port and shipbuilding center of Gondor. Well, we can infer it.

Also covered is Lebennin, referred to as Fair Lebennin of the Five Streams; Lebennin means "five waters" in the language of the Sindarin Elves. This echoes the Land of Five Rivers, which is the Punjab region in the real world. I don't know if Tolkien meant any connection there, though I tend to doubt it. Since this is a game book, and subject to the whims of the individual gamer, trying to make a connection might lend some depth and interest to the area.

As with most MERP books, Sea-Lords of Gondor has a historical timeline and overviews of the climate, cultures, creatures, and geography of the region. Well-watered, generally mild, civilized, and densely-populated (relatively speaking), Lebennin and Pelargir, as described in this book, remind me a bit of San Diego with more access to fresh water. As with Dor-en-Ernil, characters are unlikely to find much sword-swinging adventure here...in most eras.

Pelargir has the distinction of being where the Kin-Strife began. This is the period when some of the seaside provinces of Gondor rebelled against what they perceived as favoritism towards Northmen and the inner lands of Gondor. Castamir the Usurper, lord of Gondor's navy, seized the throne, driving away king Eldacar and executing his son.
Liz Danforth's portrait reveals nobility and humanity in one of the most divisive and hated figures in Gondor's history. It's an interesting portrayal.

After a decade of ruling Gondor, Castamir was slain by Eldacar, and the sons of Castamir, with his forces, fled South, seizing Umbar. Thus, the centuries-old enmity between Umbar and Gondor, specifically Pelargir, was not only reinforced, but made more immediate. This would continue for centuries, with Aragorn himself responsible for destroying Umbar's forces not once, but twice, and eventually conquering the haven of evil once and for all, thus bringing to an end the saga of the Kin-Strife once and for all.

The rivalry and jealousy between Umbar and Pelargir provides a great hook for adventures in Middle-earth. Spying, piracy, direct combat, sorcery, and agents of Sauron himself can be found in Umbar. Pelargir itself, as well as the entire coast of Lebennin, is attacked by Umbar often, especially during the War of the Ring. Much of Gondor's strength in the coastal regions was tied down defending against corsair invasions from Umbar, and could not be sent to defend Minas Tirith when Sauron sent his armies to finally attack that great city. Players could find their characters working to stave off invaders, or making preemptive strikes to stall Umbar's depredations so forces could be freed up to help Gondor's capital. The entire region, during most any era, could be the site of adventures.

A number of sites are detailed in this book. Oddly, Pelargir, despite being such a major city, is given just a little over two pages of fairly cursory attention. Maybe Iron Crown Enterprises had planned on a book devoted to just Pelargir itself, much as they did with Minas Tirith.This book has an appealing, good-sized map of the city, with a numbered key to sites within it, but as I noted, it's pretty sparse in detail.

There are a few towns discussed with a couple of paragraphs' worth of detail, some stronghold areas, and ancient burial sites for Dunlendings. Tolfalas, a large island off the coast which is only sparsely inhabited, is discussed, and it has potential for mysterious exploration. Subject to constant raiding and wild weather, Tolfalas is remote enough to discourage all but a handful of hardy souls from living there, and few others come to explore its hills and ruins.
Belfalas to the West (covered in Havens of Gondor), and the wild, largely empty island of Tolfalas central and to the South. To the northeast lies Pelargir.

It's a varied assortment of sites, though, to be blunt, a bit on the dull side. Still, there's a solid core of material to work with, and any gamemaster worth his salt can use it to create a wide spectrum of adventures.

Interestingly, and unique to the MERP books with which I'm familiar, Sea-Lords of Gondor also has a section concerning ships and ship combat in the game. It's a basic sea-warfare game, and includes statistics for several ships, including those of Gondor and its foes. It's not the most inspiring game, but it will do for those who are more focused on characters rather than ships.

The art is fairly notable in this book. Most obviously, the cover image by the redoubtable Angus McBride is a dynamic seaborne battle between a warrior of Gondor and a warrior of Umbar. You can just tell that the deck pitches and rolls beneath them, as battle swirls all around in a clash of steel and wood. The interior is dominated by maps. The Pelargir map by Jessica Ney is clear and usable, and Peter Fenlon's maps are outstanding, as usual.

This is a great depiction of the portion of Gondor closest to the shadowy land of Mordor, with Minas Tirith north and center, and Pelargir to the southwest.

Besides the maps, illustrations are sparse, but they're by the always-talented Liz Danforth. The picture of Castamir above is my favorite in the book, and one of my favorite character pictures by Danforth. A nice assortment of illustrations, but I was left feeling that I didn't have a really good idea of the "look" of the region and its folk.

This is a good, solid entry in the Middle-earth Roleplaying line, though I feel it's a bit bland. Lebennin and Pelargir seem, based on the history of the place Tolkien created, to be full of exciting potential, but that is not close to fully realized here. Still, it's a good start, and a nice reference.

Sunday, September 30, 2012

Southeast and under: Erech and the Paths of the Dead


They are the shades of the restless dead forever waiting in the endless dark, the silent passages beneath mountains their prison until they uphold a pledge broken long ago. They are the ghostly memories of a cursed folk, fated to extinction by an act of betrayal. They are the Oathbreakers, the Dead Men of Dunharrow.

From Angmar, I'll now leap to the southeast, to Rohan again, and the mountains upon which the capital city of the Rohirrim, Edoras, is anchored. Under the mountains lie subterranean passages into Gondor itself: the Paths of the Dead. The Paths pass beneath the Ered Nimrais, the White Mountains, which lie between Rohan and Gondor, and contain the tombs and forgotten cities of a mountain folk culture that is, by the time of Aragorn's passage through the Paths, a distant memory. These folk haunt the region, giving it a foreboding air. It's an interesting, and spooky, realm, right in the heart of the lands of the Free People of Middle-earth.

More gorgeous maps by Peter Fenlon.
On the southern side of the White Mountains is the Hill of Erech.

A huge stone, called the Stone of Erech, or the Black Stone, taller than a Man, is set in place there. In this Middle-earth Roleplaying book, it's portrayed as something like a limited-power palantir, though there isn't anything from Tolkien that I recall reading to indicate this to be so. It's not a bad extrapolation, though, given that it's apparently spherical - or at least, that's how I always pictured it when reading The Lord of the Rings - and held in high esteem by the Dunedain, much as the palantiri were. After all, the Black Stone was hauled from Numenor when that land was destroyed, which had to be a tough undertaking, given the limited freight-hauling capacity I would assume the Faithful Dunedain had when they fled the sinking of that island. Whatever properties the Stone of Erech possessed, it was considered holy enough for powerful oaths to be sworn upon it, most importantly the Oath sworn by the King of the Mountain, swearing that the Men of the Mountains would aid Gondor at need. The Men of the Mountains broke that oath when called to help during the War of the Last Alliance. They were cursed even in death to wait until called again. It took over 3000 years for that call to come, when Aragorn came to claim his heritage in the South.

That's a lot of history for an area of Middle-earth that isn't focused on too much in The Lord of the Rings, and only rates treatment in a 40-page MERP book. Still, it's a pivotal place in the narrative, setting up Aragorn's deus ex machina later on. Plus, in terms of a roleplaying game, Erech and the Paths of the Dead is almost perfect for a game about adventurers looking for danger and treasure, because there is plenty of both to be had here, what with underground passages full of kingly tombs and long-abandoned cities running for miles under a mountain range.

This book gives an overview of the region, from the valley in the northern side of the White Mountains Rohan used as a refuge, where the Dark Door into the Paths of Dead let into the haunted underworld, to the Hill of Erech and its surroundings, including a town and fortress, and the Morthond River that leads into Gondor.

It's actually a really good roleplaying setting, with adventure sites readily accessible and just waiting to be delved into. I mean, it's a whole civilization of the dead, just sitting there, waiting for adventurers to blunder in and get themselves killed or scared half to death.
Evil folk skulking about and doing their evil thing.

Of course, as with most MERP books, Iron Crown Enterprises goes beyond the most obvious adventure site. It covers the mountains and valleys also, providing a rundown of fauna and flora, as well as intelligent races like Men and Elves, maybe a few Dwarves, as well as Trolls. It seems incredibly unlikely that Orcs would be in the area, given that this is smack-dab in the middle of a region long settled by Gondor, and later held by both it and Rohan. Still, it's possible, I suppose, especially after Saruman's fall to evil, that Orcs could be skulking around the area, though not in great numbers.

Orcs do show up on the inevitable Master Encounter chart, which also accompanies the equally inevitable slate of charts that are so much a part of MERP: Master Beast Chart, Master N(on)P(layer)C(haracter) Chart, and the Master Military Chart.

There is a town - there's always a town - called Sarn Erech, and a fortress called Morthondost, where the characters belonging to the players can rest up, get equipped, and engage in political intrigue, if so inclined. It's not likely that much swordplay will occur in any of these more settled places, but they are positioned so as to give a good jumping-off point for forays into and under the mountains. It's a good, solid base of operations and living area for player characters, though not terribly unique, as these things go. It's nicely integrated into the setting, though, and doesn't seem simply tacked on.

The real draw here are the Paths of the Dead themselves. As you might guess, they're teeming with undead, from ghouls (analogous to zombies in most other roleplaying games) to ghosts (the terrifying, though incorporeal, undead that seemed to make up the bulk of the Dead Tolkien wrote about). In addition, there are some nifty extrapolations of "Pukel-men," the stone-carved figures found in Rohan and other places lived in by Wood-woses and Dunlendings. Here, they are tomb and temple guardians, some more able than others to back up their foreboding appearances. There are also other stone carvings, which seem largely like near-to-abstract religious or cultural designs.
Some may just be symbolic decoration...
...or, perhaps, warning signs.

The Paths are fraught with dangers, and players may end up losing quite a few characters here. That seems fine to me.
Typical.

The only complication here is the nature of the Paths of the Dead, and how it relates to using the site in other time periods. Specifically, after Aragorn's passage and the final fulfilling of the Oath that the Dead broke so long ago, the implication is, obviously, that the Paths are finally left unhaunted in the Fourth Age. It makes for a nice narrative bow on the end of the tale of the Dead Men, but it leaves the place a bit empty for the purposes of adventurers. One could rationalize that some of the Dead remain, perhaps those who once again refused the fulfilling of their Oath - after all, when Aragorn arrives, Gondor teeters on the brink of annihilation. Even a ghost might quail at the thought of having crossed Sauron in his final victory. One could also suppose that some tattered remnant of the Dark Lord's forces fled into the Paths as a final refuge, somehow slipping in or fighting their way into the passages. It's unlikely, but possible.

This is another Middle-earth Roleplaying book that has benefited from the closer look I've given it due to this blog project. It had always seemed a bit bland to me, too similar to many other such game books, whether for something like Dungeons & Dragons or MERP itself. However, my closer look this time reveals a moodier, almost Gothic feel to the place, a haunted valley in the midst of civilization, an ancient curse that lingers dimly, waiting to be lifted. The climate described in the book seems appropriate - rainy and chilly, with storms wracking the mountains. If Hammer Films made a Middle-earth movie, this is where it would be set.

Saturday, June 16, 2012

Calenhad, a Beacon of Gondor - a review of a sourcebook for a great fortified tower in Middle-earth


Calenhad is one of seven beacons that stand along the northern border of Gondor in Middle-earth. When danger was at hand, huge fires were lit to serve as an alarm. This book portrays the beacons as border fortresses.
A closer look at the beautiful, evocative cover image by David and Elissa Martin.
This is a good, solid product. The fortress, with its walls and towers, seems well-designed and realistic, something which is not as common as you would think in RPG supplements.

One level of the beacon tower.
This is more of a site than an adventure, making it particularly adaptable and useful. Someone running a Middle-earth-based game could use it as a good example of a Gondorian fort.

Notes are provided to use it as exactly what it is: one of the beacon towers of Gondor. This latter use may provide limited possibilities for adventure, depending on the time period of the campaign being run. After all, it is located in the interior of Gondor at its height, and on the border of its great ally in later times. As mentioned, though, it could easily be placed somewhere closer to adventure with just a change of the name. The players could be facing hordes of Orcs in no time.
Like this guy.

A nearby town that supports and is defended by the fortress of Calenhad.
It could also be used in a setting other than Middle-earth; it would fit easily into any RPG setting with a vaguely medieval background.
An early, simple signal platform where Calenhad would stand in later centuries.

It could be used as a waypoint for adventurers, the last safe spot before proceeding into dangerous territory, or as an enemy fort that needs to be taken. It also looks like a good example of the kind of stronghold a player character in a game like MERP or D&D might end up building or taking control of when they achieve a certain status or level of power, especially since various stages of development of the place are shown.
As Gondor's power increased, so, too, did it strengthen its communications network, replacing more vulnerable platforms with towers.
Overall, this is a very useful RPG supplement, versatile and well-designed. The artwork is outstanding, some of the very best done for the Middle-earth Roleplaying line.