In the Middle-earth TTRPG, "the Shadow" is the all-encompassing force of evil that emanates from Sauron and his minions, representing the growing despair, corruption, and weariness that threatens to overwhelm the Free Peoples of Middle-earth. It is not merely a metaphor but a tangible, pervasive influence that affects the mind and spirit of heroes, much like how the "One Ring" corrupted Boromir.
Mechanically, this psychic and spiritual burden is tracked through the accumulation of Shadow points, which players gain from experiencing dread in blighted places, desiring tainted treasure, performing misdeeds, or being subjected to enemy sorcery. These points serve to highlight the game's central theme: the constant struggle against a powerful, encroaching darkness that wears down even the greatest of heroes over time. As characters accumulate more Shadow, they risk becoming miserable, developing lasting psychological flaws or "Shadow Scars", and potentially falling entirely under the Enemy's sway, emphasizing that moral choices and exposure to evil have a profound and lasting cost in this setting.
Shadow points represent the psychological and spiritual toll of struggling against the growing darkness of the Enemy. Accumulating Shadow points reflects a character's growing weariness, sorrow, and potential corruption, mirroring themes from the works of J.R.R. Tolkien, such as the Ring's effect on Boromir.
If you roll less than or equal to (Shadow - Wisdom) on a d20 check, you suffer a Bout of Madness. After a Bout of Madness, your Shadow resets to 0, but you gain one permanent Shadow point and one Shadow Flaw.
The Overall Effects of Shadow Flaws
• First flaw has no mechanical penalty; in fact you gain Inspiration by roleplaying it, like background traits.
• Second flaw means you can no longer gain Advantage on any check that would be affected by your shadow weakness.
• Third flaw means you gain Disadvantage on all Charisma checks except when directly roleplaying your flaw (e.g., checks to lie if your flaw is Deceitful).
• Fourth flaw means you have Disadvantage on all Charisma checks and all Insight checks; and any time you face an opportunity to do an evil deed related to your flaw, you must pass a DC 15 Wisdom saving throw or succumb to the temptation.
• Fifth flaw means your character succumbs to the Shadow and becomes an NPC. They might depart Middle-earth (elves), go into exile, commit suicide, or permanently turn to evil.
Removing Temporary Shadow Points
During the Fellowship Phase, Player-heroes can undertake the Heal Corruption activity (or similar culture-specific endeavors) to remove Shadow points.
• The character must make a DC 13 Wisdom (Insight) ability check. The difficulty and nature of this check can be modified by the Loremaster (Game Master) to suit the character's personality or the circumstances. For example, a Dwarf might use a Strength check with blacksmithing tools, or a Hobbit might use a Charisma check related to music or gardening.
• If the check is successful, the character removes 2 Shadow points.
• If the result is 25 or higher, the character removes 4 Shadow points.
• Performing this activity in a Sanctuary grants advantage on the check.
The number of Shadow points removed depends on the character's success in finding peace and respite from the burden of their adventures. Removing Permanent Shadow Points (Shadow Scars) Permanent Shadow points, gained through specific traumatic events or character choices like suffering a bout of madness, are much harder to remove.
• They can only be removed during a special Yule Fellowship Phase by choosing the Heal Scars undertaking.
• Permanent Shadow points gained from a bout of madness can never be healed.
The accumulation and slow reduction of Shadow points is a core mechanic reflecting the constant struggle against the Enemy and the inevitable weariness and sorrow it brings, a key theme in Tolkien's world.
