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 One RPG to Rule Them All - Part II
Posted: Wed, 12 Aug 05:00:02

by Josh B



[heading]Introduction[/heading]


Long was the way that fate them bore,
O’er stony mountains cold and grey
Through halls of iron and darkling door,
and woods of nightshade morrowless


Welcome to Entry II in “One RPG to Rule Them All”. If you missed part I (and I.V), it can be found here. Hit subscribe to stay up to date with this series.

Today, in my pursuit of reviewing all books released for The One Ring RPG, we will be taking a thorough look at Ruins of the Lost Realm, one of the original books published with the second edition of the game.

Core Book: The One Ring
Designed By:
Cover Art By:
Published By: Free League Publishing



[heading]Production Quality[/heading]


Deeds will not be less valiant because they are unpraised


All of the books in the One Ring series are high-quality productions. The first review covered one of the Collector’s Editions in the series, but this is the normal hardcover version. The cover for the books is a textured linen finish, which gives it a really cool feeling when you are holding and reading it. The pages within are of high quality, and they feel like they would hold up under large amounts of wear and tear.

As with the previous book, this one has an incredible level of attention to detail. Every page bleeds quality and care, and that shows through when reading and assembling your campaigns. One of my favorite production details within the book is the care the designers take to specify when things are created for the campaign and what is taken from the lore - this gives the players insight into the love and care that the designers have for the world.

Additionally, this book is laid out in an intuitive manner. It begins with the various locations and areas that are added to the game, and follows that up with a section containing all of the shadows that have been added, and wraps up with detailed delvings into the landmarks of Eriador. Each sections is laid out clearly and designed with intent, and all of the book works within itself well.

Finally, the art within the book blows you away. Opening and reading a One Ring book throws you into the bowels of Middle Earth, with bright and defining masterpieces strewn throughout the pages, bringing the world to life as you delve deeper and deeper into the setting. No matter how many books have been produced for this RPG, each and every one of them contains the same incredible level of art.

[heading]Rules[/heading]


I’ll get there, if I leave everything but my bones behind.


While this book touches upon no additional or new rules, it does contain an entire section of Errata at the end of the book to fix small errors in the core rulebook. I appreciate that Free League took the time, after the printing of the full rules, to correct anything that they found wrong or off with the original book after the fact. As this is a supplemental book, and not a full new region like Moria, it primarily focuses on adding new locations and characters for the Loremaster to utilize, rather than adding new rules.


[heading]Foul Foes[/heading]


Many that live deserve death. And some that die deserve life. Can you give it to them?


One of the best aspects of Ruins of the Lost Realm is the wide array of enemies that it adds into the game. Starting with the Black Númenóreans - descendants of the dúnedain, fallen into shadow and serving the Dark Lord. These are, essentially, pirates who sail out of Umbar (A region for which we have no books… yet. My hope is that we shall see one in the future.). The sourcebook provides rulings for playing with the Black Númenóreans, including how to include and play around their ship, the Kâthuphazgân. In addition to this, Ruins of the Lost Realm provides details on specific characters for combat and play, as well as statistics for generic foes of the Black Númenóreans. Finally, it provides various events to show their influence in Eriador based on the year of play when the party encounters them for the first time. Not only does this allow for guidance in encounters, but also for a history of the group if players encounter them at later years - a boon to all Loremasters.

Next, the book introduces Saruman at a point where he is not yet the villain. It instructs the players on how to use him as a Patron, encounter him and his agents within Tharbad, and statistics for combat with one of his agents, as well as warning the Loremasters about the proper timeline for his fall into shadow. To aid in this, the book includes a timeline for him as well. We shan’t dive deeply into the study of Saruman at this time, as Hands of the White Wizard has since been released and contains a much greater focus on this wretched Istar.

After Saruman, our text takes us to the men of Dunland - rough and riotous men, fallen into shadow long ago. Raiders of Dunland are included in the form of notable Dunlanders, rather than a full faction of fearsome foes. The section begins, after a brief introduction to these evil folk, with directions for the Loremaster to where in The One Ring core book they might find the Southerner raiders and champions for play as generic Dunlanders. Next, the book introduces chieftains and notable villains amongst their people, regaling the reader with insight into their stories and the individual characters that bring the Dunlanders to life. Finally, this section finishes out with another timeline of events for the Dunlanders, to once again aide the Loremaster in threshing out the story of these hardy but evil folk.

Finishing off our introduction into the evils of Eriador comes a small section presenting other shadows of the land. These monsters and rumours of evil do not present the Loremaster with any stats, but rather plot hooks and vague descriptions of rumored villainy and ghosts of the past. Personally, I really appreciate the addition of these without any specific monster stats, as it gives a little leeway to the Loremaster while also providing compelling story notes for the players, and rumors to sow fear and discord amongst villages and adventurers alike.

[heading]Landmarks[/heading]


The world is indeed full of peril and in it there are many dark places


And finally, wrapping up this entry into my favorite RPG, come the landmarks. More than half of the text is dedicated to the landmarks of Eriador, which feels appropriate given the span of the region, and as such I will not cover all of them but rather will give an overview of some highlights and what these pages provide for the game as a whole.

When you first dive into a landmark, you are given a Rumour and Old Lore about the landmark. These are great little additions to each Landmark, as they allow the Loremaster to easily integrate each landmark into their story when player characters gather information during their Fellowship phases, as well as giving some starting information for those characters to gather about each location.

The initial primary section of each landmark is a background, giving further history of the place and a lot of information for the Loremaster to craft a story out of. This is separate from the Old Lore surrounding the Landmark, in that the Old Lore is written out specifically to be presented as-is, while the background is content for the Loremaster to feast on.

Once you start getting deeper into a landmark, the text presents multiple specific locations within each one, as well as characters or landmark-specific foes that abide within those regions. It does feel a little odd to have an entire chapter of foes, but then have additional foes scattered throughout the landmark section, but I don’t know how they could have organized it better while maintaining the integrity of each section, so it works, despite feeling somewhat clunky at times.

After the locations are discussed, there is a section on the schemes and various troubles that players who wander into these Landmarks may encounter. These tend to be lists of various skill checks that the Loremaster may intertwine with their story to create more interactive and colorful adventures for the players, or adding some specific interactions with characters found within the Landmark for adventurers to roleplay and engage with. The Schemes and Trouble section can also include additional foes, if this is a more fitting place for them to appear.

Each landmark contained within this book also includes some… special contents related to it. Once, it’s an incredible weapon, that can potentially have massive drawback depending on the bearer’s deeds - in a different case, it has to do with a Palantír. At another point, the special contents are rules and instructions for fighting in the water - I won’t say why, you’ll have to pick up a copy and find out for yourself.

[heading]Conclusions[/heading]


Yet such is oft the course of deeds that move the wheels of the world: small hands do them because they must, while the eyes of the great are elsewhere.


If you have gotten this far, then I assume that you can guess that I once again am in love with this book. The contents offered within add loads of much-needed depth to the region of Eriador, depth that was not able to be contained within the core rules. If you have been reading my [url=]Session Reports[/url], then you know that I have already begun incorporating content from Ruins of the Lost Realm into my story, as Ecthelion begins his quest by travelling to Tharbad. Where I go from there is still a mystery, but I can promise that some of these Landmarks and interesting characters will be found, wherever it is I journey.

If you have a copy of the core rules, I strongly suggest adding this book as well. This is a great starting point for the additional content of this RPG, as it keep your adventures in Eriador and fully fleshes out the region in which the Core Rules are set. This allows for a deeper understanding of the launching point of the game, as well as the ability to spend an extended amount of time in Eriador before purchasing more books and wandering further into Middle Earth.

Oh, and also… one of these Landmarks may begin rumors of movement in Moria…

For Part III of One RPG to Rule Them All, as well as my session reports and solo playthrough, head to [url=]Not Another! Board Game Blog[/url] and hit the subscribe button. The Session Reports are currently planned as a Bi-weekly entry there, and the book reviews will be a regular occurrence until I run out of books (which will not be soon, as three additional volumes were just announced).

I appreciate each and every individual who took the time to read this, and I would love your feedback on anything you would like covered more in the future or any questions you have about this book in particular.


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 Life got in the way...
Posted: Wed, 12 Aug 01:54:04

by Rachel Carpenter

Sorry! It's looking like this is going to be 2 Mythic Wednesdays in a row. Gah! I promise to not make this a habit!

-Rachel
 EP 336 | We review QUAR: CLASH OF RHYFLES
Posted: Tue, 11 Aug 23:09:22
A new episode has been added to the database: EP 336 | We review QUAR: CLASH OF RHYFLES
 S3E24 - Cousins Are Cousins
Posted: Tue, 11 Aug 23:09:12
A new episode has been added to the database: S3E24 - Cousins Are Cousins