"The only game worthy of Middle-earth."
Not 'D&D in Middle-earth,' but a game designed to convey the spirit of Tolkien. Travel is a full mechanic, not a skip. Shadow is a metaphysical threat that destroys heroes from within. Councils in safe havens are a separate phase with social interaction and development. A game about hope, not about killing orcs.
Middle-earth between The Hobbit and The Lord of the Rings (~2946-2977 T.A.). Eriador, the Wilderland, Rivendell, the Shire. Sauron's Shadow grows. Hobbits, dwarves, elves, men — every culture is meticulously detailed and true to canon. Maps, NPCs, locations — all crafted with love for the source.
Travel phase
Roles: guide, scout, hunter, lookout. The journey isn't a skip — it's full gameplay.
Shadow
Darkness seeps into the heart. Every heroic deed can invite Shadow — and the hero may become the villain.
Councils in havens
Rest in Rivendell or Bag End. Interact with NPCs, gain patrons, recover.
Hope and despair
Hope is spent on heroic deeds. When Hope runs out — Despair takes hold.
Open in Session Zero to let every player vote and see the results.
