The One Ring – Realms of the Three Rings Review
The One Ring RPG from Free League Publishing is a fantastic role playing game experience for any fan of Tolkien’s Middle Earth (and any TTRPG fan in general to be honest). The current edition was released back in 2022 and there have been a number of supplements since then allowing players to further explore the incredible setting, characters and lore. We’ve had plenty of fun with our own campaign recently which saw our ragtag fellowship of Dwarves, Elves, Hobbits and Laketown guardsmen trekking through Mirkwood, pursued by goblins!
The latest supplement from Free League Publishing is The One Ring – Realms of the Three Rings allowing players to explore the lands and dwellings of the Elves that remain in Middle Earth at the close of the Third Age and provides additional rules allowing for the creation of High Elves characters and even some additional solo play material.
First, a thank you to Free League Publishing who have provided Sprues and Brews with a review copy of The One Ring – Realms of the Three Rings for review and in this post we’ll take a good look at the new supplement and provide our thoughts.
The supplement clocks in at 132 pages and is split into four sections. Before we dive in to each though first I have to remark on the outstanding presentation of the book itself. The font that is used throughout the book, the distinctive ‘elven script’ inspired page borders and the illuminated initials – it all looks so impressive and emphasises the relationship between this game and the source material. The book is filled with beautiful illustrations and detailed maps which do a fantastic job of immersing you in the setting and provides plenty of inspiration to support your gaming sessions – and not just your gaming sessions, there is a lot to enjoy here as a Middle Earth fan even when not playing.
Where the West-Elves Still Linger
The One Ring – Realms of the Three Rings focuses on those Elves that still dwelt in Middle Earth as the close of the Third Age approaches and the first section of the book titled Where the West-Elves Still Linger provides a very detailed and descriptive account of the lands and dwellings of those Elves from Lindon, Rivendell and Lothlorien. This section also provides an overview of the history of the Elves through the various ages (a sort of The Silmarillion beginner’s guide!) and provides some detail on the creation of the Rings of Power themselves and their power and influence over the various Elven realms of Middle Earth.
This section also introduces some new general game play mechanics for spending game time in an Elf-land which helps to reflect the distinctive nature of these realms. Time can pass strangely for those outsiders who cross the threshold of an Elven realm, with days, weeks or months passing in what seems like only hours for the Company. To represent this the Loremaster will determine how much time has passed for the Company during such a visit. In addition such is the power of the Eldar that the Company can also benefit from a degree of mending during their stay, allowing them to heal Shadow Scars in addition to any other undertakings.
Each of the three realms of the Elves is also given more attention with detailed descriptions of the various regions and their settlements presented here alongside various rules and instructions on how to utilise these locations during your gaming sessions. Exploration tables are provided for a number of locations, such as The Markets of Mithlond which a Loremaster can reference as a Company explores. Notable inhabitants are also introduced, both familiar and also a number of perhaps lesser known, with accompanying information for Loremasters, such as Occupation and Distinctive Features also provided to assist them in utilising such characters in their sessions. There are descriptions of various landmarks, comments regarding the climate and local flora and fauna and even some game play instructions for partaking of the local liquors and foodstuffs. Scattered throughout this section are lots of unique and characterful game play additions such as rules which allow players to talk to trees in Imladris, make music and song in Lothlorien or glance into Galadriel’s Mirror and more!
The Days Darken
The second section of the book, titled The Days Darken provides lots of detail and inspiration regarding Sauron’s schemes and plots against the Elves, with game play instructions provided to allow Loremasters to interweave related events, characters and antagonists into their campaign. One such ploy for example describes how Sauron is working to close the various roads and paths the Elves take when traveling towards the sea (and ultimately the Undying lands). We’re provided with various pieces of background and motivations for why the Elves may decide to leave Middle Earth and descriptions of the various perils they may encounter on such a journey. We’re also introduced to key antagonists, such as Morlhoss the Dark Whisper, a bitter Elven spirit, and Zagruk, the Voice From Beyond, an Orc Sorcerer through which Sauron intends to close the seaward roads. Rules and statistics are provided for such characters as well to allow the Loremaster to pit them against the Company. Detailed timelines and descriptions of events are provided which provide plenty of source material to develop your campaign and there are even hints and tips on how a Loremaster may develop their own stories and conclusions in response to the Company’s own actions – for example could such antagonists be redeemed?
There are three such ‘ploys’ presented, Perils of the Last Road as covered above alongside Memories of Ancient Wounds and Old Hatreds May Still Breed War. The former details a ploy by Sauron to lure Elrond from Rivendell and the latter describes a plan to turn the Elves of Lindon against the neighbouring Dwarves. As above, each one contains an abundance of source material and game play rules for various protagonists, adversaries and even unique artifacts. There are plenty of tips and hints provided to help enhance your campaigns, with guidance provided on how to manage conflict between different factions or how to interact with various characters to assist in developing your own narrative.
Landmarks
The third section, titled Landmarks provides a detailed description of twelve sites of interest from across Middle Earth such as the Falls of Nimrodel and the Isle of the Sorceress. These Landmarks are intended to be used by the Loremaster as a sort of self-contained scenario to interweave into their campaign, introduced via the Gathering Rumours undertaking for example. We’re provided with lots of detail and background concerning each landmark such as descriptions of various locations (alongside some excellent illustrations) and an overview of the various schemes and troubles afflicting said landmark which serve as an inspiration for the Loremaster.
Creating an Elf Character
The final section of the book, The Appendix, provides additional rules to allow players to create their own Elf character and also some exciting solo play rules whereby you as a player take on the role of a powerful Elf-lord! Players are able to build an Elf character from either Rivendell or Lorien and we’re provided with attribute and skill tables for each. Alongside this we are also provided with some unique characteristics, Cultural Blessings and Virtues as well – everything you need to create your Elf character – including rules for Lembas!
Lastly we come to the rules for creating an Elf-Lord character for use in solo play sessions using the Strider rules. These characters are intended to represent an Elf-Lord from the First or Second Age and as such are significantly more powerful than ordinary player characters. Elf-Lords such as Glorfindel serve as inspiration for such characters and as such the normal limits on character creation do not apply, with players able to select additional Callings and Favoured skills and even starting with additional experience, Valour, Wisdom and Heirlooms from the outset. There are some additional combat rules to allow such fearsome characters to go toe to toe with adversaries such as Dragons and Balrogs!
Summary
I really enjoyed my time spent reading through Free League Publishing’s new The One Ring supplement and I’m looking forward to interweaving some of the new material into our sessions. The book does an absolutely fantastic job of immersing the reader into the Middle Earth setting and provides a plethora on inspiration for Loremasters and players alike! Whilst there is a lot of background and narrative material here there are also plenty of cool gaming rules too, such as rules for various antagonists and adversaries, powerful artifacts and even for talking to trees in Imladris!
Thank you again to Free League Publishing for providing Sprues and Brews with a copy of the the Realms of the Three Rings supplement for review. The Supplement is available to purchase now.
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