Warhammer: the Old World Roleplaying Game – Talagaad Adventures is an anthology of five adventures that can be run with any type of Player Characters, though a good mix is recommended in terms of capabilities and status. As in the case of the latter, it will enable the Player Characters to interact with all levels of society. It is suggested that the Player Characters have two adventures under their belt, so the Game Master may want to run the Warhammer: the Old World Roleplaying Game – Starter Set at the very least. The adventures themselves are tied into ‘Grim Portents’ and ‘Dark Threads’ at the Talagaad and thus to the various Contacts that the Player Characters have. However, the adventures do not explore those ‘Grim Portents’ as such, the plots that will bring the Player Characters together and push them to act. Rather they connect to them, but do not develop them directly. Further, the five together do not form a campaign, and they can be played in any order, though it is suggested that the last scenario in the anthology, ‘The Siege of Klepzig’ be run last as a climax to the quintet. What this means is that the individual scenarios in Warhammer: the Old World Roleplaying Game – Talagaad Adventures can be run on their own or woven into the Game Master’s campaign
Saturday, 18 July 2026
A Talagaad Tally
Warhammer: the Old World Roleplaying Game – Talagaad Adventures is an anthology of five adventures that can be run with any type of Player Characters, though a good mix is recommended in terms of capabilities and status. As in the case of the latter, it will enable the Player Characters to interact with all levels of society. It is suggested that the Player Characters have two adventures under their belt, so the Game Master may want to run the Warhammer: the Old World Roleplaying Game – Starter Set at the very least. The adventures themselves are tied into ‘Grim Portents’ and ‘Dark Threads’ at the Talagaad and thus to the various Contacts that the Player Characters have. However, the adventures do not explore those ‘Grim Portents’ as such, the plots that will bring the Player Characters together and push them to act. Rather they connect to them, but do not develop them directly. Further, the five together do not form a campaign, and they can be played in any order, though it is suggested that the last scenario in the anthology, ‘The Siege of Klepzig’ be run last as a climax to the quintet. What this means is that the individual scenarios in Warhammer: the Old World Roleplaying Game – Talagaad Adventures can be run on their own or woven into the Game Master’s campaign
[Free RPG Day 2026] Age of Vikings Quickstart
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, it did not take place outside of the USA due to US customs issues, which means that none of the physical content has shipped to the UK. It is hoped that with the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh will able to get hold of many of the titles released for Free RPG Day for future reviews.
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
Age of Vikings Quickstart: Further Adventures in a Land of Sagas and Mystery is the quick-start for Age of Vikings: The Roleplaying Game, the low fantasy, deeply historical game published by Chaosium, Inc. and designed to help tell stories of home, hearth, and honour, myth and magic, and bring new sagas to life.
The Age of Vikings Quickstart is a thirty-nine page, 8.38 MB full colour PDF.
The Age of Vikings Quickstart includes the scenario ‘Belly of the Beast’. It can be played in roughly two hours
What else do you need to play?
The Age of Vikings Quickstart needs a standard set of polyhedral dice.
The Age of Vikings Quickstart includes four pre-generated Player Characters. They include two warriors, an archer, and a skaldic poet.
Rolls can be augmented with another skill or Passion. A successful augmentation roll will apply a bonus, which will be better with a Critical success. A failed augmentation levies a penalty whilst a Critical failure results in the temporary despair of the Player Character. Devotion points can be spent to gain a bonus and Player Character can also call upon his Wyrd to change his fate. This turns a failed roll into a successful roll, but at the permanent cost of a point of Power. Do this too often and a Player Character’s Wyrd or fate has played out.
The combat rules in the Age of Vikings Quickstart and Age of Vikings are skill-based. Order of action is based on Dexterity, and during a round, a combatant can move, act or attack, and defend. Attacks can be dodged or parried and armour deducts damage, as does a shield, but only a few points in each location. Damage is done by location, but if the Hit Points in a particular location are reduced to zero, a limb becomes useless, the combatant is left bleeding to death, or knocked unconscious and dying. Damage done to locations is also applied to general Hit Points and reducing those will knock a combatant unconscious. First aid is available, but natural healing takes weeks. (Age of Vikings includes rules for healing magic.)
What do you play?
‘Belly of the Beast’ is short and linear, but it clearly teaches the rules and advises the Game Master on how to handle and stage its encounters. There is some limited opportunity for roleplaying, but the main focus of the scenario is on action and combat. As its title suggests, the action of the scenario takes place within the belly of the Kraken from which the Player Characters must escape. It is a great set-up and the tale of escaping from it is worthy of a saga.
No. The Age of Vikings Quickstart has everything that a Game Master needs to run the included scenario.
Is it easy to prepare?
Yes. The Age of Vikings Quickstart is direct and to the point and the advice makes the rules easy to understand and the various scenes easy to run.
Yes. The Age of Vikings Quickstart is a well done, solid introduction to the basics of Age of Vikings: The Roleplaying Game. It clearly explains both rules and the action of the scenario.
Friday, 17 July 2026
[Free RPG Day 2026] From Here to There
Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, it did not take place outside of the USA due to US customs issues, which means that none of the physical content has shipped to the UK. It is hoped that with the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh will able to get hold of many of the titles released for Free RPG Day for future reviews.
Both of the set locations use cartography by Dyson Logos, so are very good. The scenario has two other maps though, both of the valley. One is a simple hex-grid map using mapping symbol, so can be used as a map for the Player Characters. The other map is pictorial and actually pleasingly attractive. It is a pity that the players are unlikely to get to see it, because it is for the Game Master’s eyes only (though if adapted to a VTT, the Game Master could reveal the map hex by hex).
As written, it is fair to say that From Here to There: A Free RPG Day OSR Hexcrawl is perhaps a bit bland. However, that affords the Game Master flexibility in terms of how it is used. It can be used as an area to explore or as area to be travelled through again and again, with perhaps the Player Characters learning new rumours each time and uncovering more of its secrets as they travel back and forth. The Game Master will probably want to add some detail and flavour to the NPCs that the Player Characters might run into, as not all of them are detailed as they might be. The scenario is low-key enough that the Game Master has scope to adapt the setting to her own campaign, changing names and encounter types as necessary. Overall, however it is used, From Here to There: A Free RPG Day OSR Hexcrawl is an enjoyably low-key, low fantasy scenario.
Cthulhoid Choices: Ripples
Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.
Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.
Something terrible happened to the town of Shingleford in 1962. The enigmatic, if friendly, Peddler came to town and sold the people what they wanted. Trinkets. Trinkets which unknowingly twisted their resentments into Curses and as they became exhilarated by the eldritch power granted by their Trinkets, their owners cast Curses on others and spread the influence of the Peddler. Fortunately, due to the efforts of a troop of River Scouts led by Hilda Buckle, under the eye of the Watcher, these Curses and the influence of the Peddler were stopped in 1962. Unfortunately, it was not without loss, for it led to the deaths of several of the River Scouts. Sixty years later, the Peddler returns, spreading Curses once again, poisoning the river and the lands on either side of its banks. It is another group of teenagers, who discover the old River Scouts clubhouse, abandoned after the events of 1962, who turn it into a den and are then visited by the ghost of a young girl who told them of how she helped lift the Curse in 1962. Other ghosts asked them to read the River Scout Pledge and provide protection for the Clawfoot and Shingleford once again, presenting them with Sashes that will help them defeat the Curses.
This is the set-up for Cryptid Creeks, a roleplaying game of eldritch investigative horror, that takes its inspiration from films such as The Goonies and Stand by Me, television series like Gravity Falls and Stranger Things, and graphic novels such as The Lumberjanes. Although a roleplaying game of eldritch investigative horror, and thus adjacent to it, Cryptid Creeks is not a roleplaying game of Lovecraftian investigative horror and does not involve the Cthulhu Mythos. Published by Hatchlings Games following a successful Kickstarter campaign, it is described as ‘Cosy Horror’, meaning that it is suitable for a family audience, much like its earlier roleplaying game, Inspirales. Cryptid Creeks is also ‘Carved from Brindlewood’, which means that it is a Powered by the Apocalypse system roleplaying game, but one using the lighter, more investigative-focused variant of Brindlewood Bay. Ripples: Cryptid Creeks Curse Collection is the first supplement for Cryptid Creeks.
Ripples: Cryptid Creeks Curse Collection is primarily a collection of eight Curses, mysteries and situations, that the River Scouts can investigate, determine a cause, and ultimately resolve. Three of those are set in the present, but of the rest, Ripples takes the River Scouts—the characters and their players—somewhere interesting, and that is the past. These five Curses are the ‘Ripples’ of the title and they take place over the course of the summer of 1962. They explore what happened that fateful summer when the Peddler was stopped for the first time and the River Scouts were disbanded. They are triggered by certain situations and also tell the stories of the River Scouts who lost their lives in the effort to defeat the Peddler and whose sashes the Player Characters in the modern day were given and wear as River Scouts. They are essentially flashbacks in which the players roleplay not their usual characters, but the River Scouts of 1962.
Each Ripple is introduced by a Seed, of which three are given for each Ripple. The playthrough of a Ripple requires some changes to the play of Cryptid Creeks to take into account the fact that events of each Ripple have not yet taken place and thus not yet had an effect on present of the modern day. Thus, there is no River Phase or associated Riverbank Stops and Playbook Moves tied to the River Scouts’ Clubhouse Collection and the Sash of Ages are unavailable. Instead of the River Phase, the ‘Bond Move’ allows a one-to-one moment with another Scout to gain a Clue or Advantage on a subsequent roll. Similarly, the ‘Guidebook Move’ replaces the ‘Hilda Move’ to gain advice on the current situation. The most radical change is the inevitability of character death, since the players are roleplaying the original River Scouts who in the future will become the Clubhouse Ghosts. However, such deaths take place offscreen and River Scouts cannot recall exactly how they died, but once they do, the dead characters become Ghosts, not just for the rest of the Ripple, but all subsequent Ripples. This sets up a challenge in that Ghosts cannot communicate with the living, only themselves, and can only impart information gained from an investigation via a haunting.
Of the five Ripples, ‘The Cryptid Creek’ must be run first and ‘The Curse of ’62’ must be run last, but the others can be played in any order. ‘The Cryptid Creek’ handily takes the Navigator and her players through the process of going back into the past and into what is the very first encounter with the Watcher and the Curse he suffered at the hands of the Peddler. ‘The Curse of the Old Hackitt House’ explores a haunted house and how its owner became a figure of both fear and fun; ‘The Curse of the Lich Root’ examines how and why the flora around Shingleford changed and warped following the events of the town gardening competition in 1962; and in ‘The Curse of Heartwood Locket’, the River Scouts make a new friend as they find out why the forest became strange and seemed to strike back at the loggers working it in 1962. Lastly, ‘The Curse of ’62’ confronts the River Scout with the terrible events that led to the deaths of the remaining Clubhouse Ghosts and the temptation of Hilda Buckle aged twelve, which will set in motion of the events and involvement of the new River Scouts in the modern day.
The five Ripples are not the only Curses explored in the supplement. The other three are all set in the modern day. Children run wild in ‘The Wildren’s Curse’ and the River Scout must find out if faeries are involved or there is another cause; the people of Shingleford are beset by waking dreams in ‘The Curse of False Awakenings’ and the River Scouts must find a way to shift between the realities of ‘The Night’, ‘The Library’, and the ‘Waking World’ to locate the cause and deal with it; and lastly, ‘The Curse of the Rogue Playthings’ has the River Scouts chasing after an beloved, but beloved toy, now awakened, that is breaking into houses and toy shops to steal other toys. Of the three, ‘The Curse of False Awakenings’ is the most challenging to run and play, yet feels like a more traditional weird mystery. The other two provide inventive ways in which different aspects of childhood can be explored. Lastly, ‘Ripples’ closes with short, but entertaining piece of fiction.
Physically, Ripples is tidily organised. It is light on artwork, but what is there is good. What stands out is the layout, which is not only well done, but includes pages colour-coded to each Ripple or Curse. For example, ‘The Curse of the Old Hackitt House’ involves a haunted house, so its pages are dark grey, but ‘The Curse of the Lich Root’ involves plants and so has light green pages. It is a small detail that adds a difference between the various Curses and Ripples.
The Ripples are a fantastic idea, enabling the Navigator and her players to journey back into the past and explore the events that set up the here and now. They work better played before—as a prequel—the events of Cryptid Creeks or doing the campaign itself with the flashbacks worked into the main story. This is not to say that they cannot be played after a Cryptid Creeks campaign has been finished, but the ramifications of the original River Scouts’ actions and deaths will be not as great if run as a sequel. Any Navigator wanting to run Cryptid Creeks should definitely look at Ripples: Cryptid Creeks Curse Collection as a possible addition to her campaign because it will add depth, back story, and just for one last summer, bring the Clubhouse Ghosts to life.
Monday, 13 July 2026
Jonstown Jottings #107: Sironomandidi: Hero Wars in the East Isles – Volume 4
Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
What is it?
Sironomandidi: Hero Wars in the East Isles – Volume 4 is the fourth volume of source material and scenarios begun in Korolan Islands: Hero Wars in the East Isles – Volume 1 and continued with Fires of Mingai: Hero Wars in the East Isles – Volume 2 and Islands of the Lost: Hero Wars in the East Isles – Volume 3, all written for use with RuneQuest: Roleplaying in Glorantha.
It is a one-hundred-and-seventy-four page, full colour, 48.83 MB PDF.
The layout is clean and tidy, but the text feels disorganised in places and requires an edit. The artwork varies in quality, but some of it is very good.
The cartography is decent.
Where is it set?
Sironomandidi: Hero Wars in the East Isles – Volume 4 is set Sironomandidi, a large islands in the Shorenti Chain of islands located to the north-east of the Korolan Islands.
Sironomandidi: Hero Wars in the East Isles – Volume 4 explores an island that is radically different to those visited in the previous supplements. It is notable for its lack of buildings and other structures, the earth god Olaraoshay having forbidden their construction. Indeed, any building put on one day will be found collapsed the following day. Instead, the inhabitants of the island live in cave dwellings, several of them the size of cities. Indeed, the only building still standing on Sironomandidi is a temple to the antigod, Bodastu, located in the Bleeding Morass, an anti-god-infested swamp. Three Human factions dominate the island’s politics. The Lingbutans are ruled by hereditary nobility of the northern clans; the Polished Grounders worship the gods rather than recognise mortal leaders; and the Gouvanists are followers of the ancient Dragon of Gou, who long ago defeated a heartless trio of rock monsters and transformed Sironomandidi into the vibrant island it is today. However, the Dragon Gou has not been since before the coming of the demonic Slavering Horde, and his worshippers have become adept martial artists, capable of protecting themselves. Besides Humans, Sironomandidi is home to Varanids, Mostali, Black Elves, and the Eresteenes of the swamp.
As with the previous entries in the series, Sironomandidi: Hero Wars in the East Isles – Volume 4 would have benefitted from the inclusion of a set of pre-generated Player Characters. Given the differences between the setting of Dragon Pass and the Korolan Islands, pre-generated Player Characters would serve as a way to ease the players into and past those differences, showcasing the different Occupations and Cults. It would make the content in Sironomandidi: Hero Wars in the East Isles – Volume 4 easier to run and give the Player Characters motivations to be involved in the many plots and scenarios presented in the supplement. The number of encounters, mini-adventures, and adventures also make a campaign on and around Sironomandidi more challenging to run since the preparation requirements are higher and more demanding.
Miskatonic Monday #444: Lost Library
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
Author: Wille Ruotsalainen
Setting: Somalia, 1920s
Elevator Pitch: ‘King Solomon’s Library’
Plot Support: Staging advice, four pre-generated Investigators, six NPCs, two handouts, one map, one floorplan, one Mythos tome, and two beasts.
Pros
# Very light on the Mythos
Sunday, 12 July 2026
Realms of Resistance
Realms of the Three Rings is a setting supplement for The One Ring: Roleplaying in the World of Lord of the Rings. Published by Free League Publishing, it expands upon the setting material given in the core rulebook for The One Ring and Ruins of the Lost Realm, the regional guide to the lands of southern Eriador, and adds depth to the background of any Elven Player Character in a campaign for The One Ring. There is scope for the lords of these Realms to become Patrons to the Player Characters, for non-Elves to become Elf-friends, and potentially some of the secrets that these lords hold. Of course, the Realms are not safe and even as they feel inviolable, Sauron and the forces of Shadow plot to undermine them and Realms of the Three Rings details three of these plots. Nine landmarks are described, some of which are tied into the three plots, some of which are located within the Realms. Lastly, the supplement offers options for the player, but in the main, Realms of the Three Rings is primarily a book for the Loremaster.
Ruins of the Lost Realm begins with a history of the Eldar from the Elder Days to the Twilight of the Third Age and what is surprising about it is that it kept to just two pages. It could have been much, much longer given how lengthy and detailed the history of Elves is in Middle-earth lore, but to be fair that history is available elsewhere and much of it is unlikely to have a direct effect upon a Loremaster’s campaign. This does not mean that the Loremaster cannot instead do her own research and bring elements of that history into play, because effectively that is what the authors of Ruins of the Lost Realm are doing. Their focus is upon the Three Rings of Power, how they were created by Celbrimbor, and the rise of Sauron as he used his own ring to subvert the Free Peoples of Middle-earth. It may not be an extensive history, but is enough here at least.
The influence of Three Rings of Power can be seen in the strange experience of staying in one of the surviving Elf-lands. There are literally a timelessness and an introspectiveness to the Realms that means that visitors will often initially feel overwhelmed by its apparent idleness and lack of urgency. In time, they either learn to live in step with it or never quite shake of its dream-like feel. The timelessness also means that visitors are never quite aware of how much time passes whilst they are there, weeks passing by before they are ready to leave again. There benefits to staying in an Elf-realm though. When a Company visits one of the three realms, it automatically triggers a Fellowship Phase. One of the things that that Player-hero can do is the Heal Scars Undertaking and remove a Shadow Scar. However, this is in addition to whatever Undertaking the Player-hero wants to do. It costs Adventure Points to do so. Otherwise, Player-heroes who are not Elf-friends or native to one of the realms cannot spend their Yule Fellowship Phase there.
One nice touch is that although all three realms are described as unyielding and unchanging, each includes a table that adds a fitting random element. For Lindon, this is ‘Exploring the Markets’ giving a range of interesting traders and craftsmen to buy from and learn from; for Rivendell, it is ‘Many Meetings in Rivendell’, a table of NPC types that the Loremaster can develop; and in Lothlórien, there are ‘Elf-Minstrel Songs’ that the Player-heroes may be lucky to hear. These add a little variation and again, can be developed further by the Loremaster to add extra detail and flavour.
Finally, the appendix adds options for the Player. These include two new Heroic Cultures. One is the High Elves of Rivendell, which previously appeared in The One Ring Loremaster’s Screen & Rivendell Compendium, whilst the other is the Elves of Lórien. The High Elves of Rivendell have the Cultural Blessings of ‘Elven-Wise’, able to spend Hope to achieve a Magical success with a skill roll, but also ‘Beset by Woe’, meaning that their long memories cannot forget the mark left by the Shadow on their spirit, limiting when they can remove Shadow points. Their notable Virtues are ‘Artificer of Eregion’, enabling a Player-hero to craft Marvellous Artefacts like the Elven-smiths of old or identify qualities about a Marvellous Artefact or Wondrous Items, and ‘Might of the Firstborn’, which lets a Player-hero expend Hope to negate a point of Hate or Resolve spent by a foe to activate a Fell ability. The Elves of Lórien have a single Cultural Bless, that of ‘Tree-People’, which lets a Player-hero spend a point of Hope to achieve a Magical success with a skill roll when in a forest, but more Virtues to choose from. These include ‘Lembas’, gaining access to the famous waybread after spending time in Lothlórien; ‘Deadly Archery’, granting the ‘Prepare Action’ with a bow whilst in the Rearward Stance as a secondary action; and ‘Favour of the Lady’, which grants the blessing of Galadriel to gain more Hope points during the Fellowship Phase, but at a cost of an extra Shadow point, which can be negated by returning home. There is a lot of flavour to both Heroic Cultures, enabling players to create interesting Player-heroes. The last item in the appendix is ‘Elf-Lords in Solo Play’, a guide to creating powerful Elves born in the First and Second Ages who have yet to make the journey West. These are specifically designed to work with the solo rules for The One Ring—called ‘Strider Mode’—and enable a player to roleplay a much more powerful figure who can more readily face greater foes. It is a welcome new option for the ‘Strider Mode’.
If there is an Elven Player-hero in the Company, Realms of the Three Rings is a supplement that his player will want his Loremaster to purchase. It places the Elves in the spotlight in the Third Age of Middle-earth, a place that ironically, they would rather avoid. It not only details their realms as places to visit, but provides the Loremaster with the means to bring their reticence, their waning hope, and their elegance into play and develop her campaign around their included plots. Realms of the Three Rings adds depth and detail to Eriador, scope for Elven Player-heroes to shine, and other Player-heroes to explore their grandly elegant, but declining world.






