Realms of Terrinoth

A Review of the Role Playing Game Supplement Realms of Terrinoth

Realms of Terrinoth is a role playing game supplement published by Edge Studio for use with the Genesys System. This is a setting supplement and the core book is needed to use it.

The supplement is available as a 266-page PDF from DriveThruRPG for $24.95. It’s also available in printed form from sites such as Amazon. The PDF is the version reviewed although it was purchased at a reduced price during a sale. Two pages are the front and rear covers, two the front matter, one the Table of Contents, two the Index, two a character sheet and one a talents pyramid.

Welcome to the Land of Steel starts by explaining that the book is set in the same fantasy world as the boardgames Descent: Journeys in the Dark, Runebound and Runewars. It states that this is a sourcebook, or expansion, for the Genesys Core Rulebook, and that the core book is needed to play, as well as some Genesys Roleplaying Dice or the appropriate Android or iOS app. It then gives an overview of the Terrinoth setting, what will be found in the book and using the material in your own setting.

Following this are several sections that basically give a feel for the setting. It explains that this is a time of faded glory when heroes are needed, it gives a brief overview of the landscapes to be found, explains that though the world is infused with magic, magic is precious, that there are adventures to be had and that darkness is rising and heroes need to defend civilisation.

Extracts from “The Journal of Tarik Al Farabi” is the final part of this section and is the first in a series of in-character travelogues of someone travelling the setting.

Chapter 1: Tales of Darkness is a history of the setting, which is described as being an in-universe telling of the history, from the myths of creation, the arrival of the elves, dwarves and humans and the various Darknesses that covered the land. This primarily serves to give the setting’s background for anyone unfamiliar with it. The chapter concludes with more from “The Journal of Tarik Al Farabi”.

Chapter II: Call to Adventure starts by explaining that this chapter has the specifics for character creation for the Runebound setting and it follows the standard process for the Core Rulebook, with the addition of Heroic Ability creation. It then looks at the species options available; players are to choose from these species, rather than the ones in the Core Rulebook. The species available are humans, Elves, Dwarves, Orcs, Catfolk and Half-Catfolk and Gnomes. Some of these have different subtypes available. Most aren’t that different from the standard fantasy types.

Realms of TerrinothCareers are next, and again they take the place of the standard careers found in the Core Rulebook. With the GM’s permission, they can also use the starting gear for these careers, rather than using the process found in the Core Rulebook. There are eight careers; Disciples are mystics who aid others, Envoys are masters of talking, Mages use magic, Primalists are spellcasters who worship fierce gods and the forces of nature, Scholars study, Scoundrels are thief-types, Scouts are outlanders and Warriors are fighters. These, like the species, are again close enough to many traditional fantasy game classes that they are easy enough to understand.

Heroic Abilities are added during character creation, and each character only has one. Ability points are received as they gain experience, which can be used to customise a Heroic Ability. This section explains how to use Heroic Abilities, as they are quite powerful and therefore have limitations, how to create a Heroic Ability and how to choose its primary effect. Various different Heroic Abilities are then detailed, with descriptions, base effect and improved effect. GMs are also given advice on how NPCs might resist Heroic Abilities, given their power, and how to adjudicate them. Various Heroic Ability upgrades are then covered, along with how to come up with an origin for them; there is a d10 chart of options. Following this are two examples of creating Heroic Abilities.

The Runebound setting has new skills available and a table shows which skills for the setting come from this book and which from the Core Rulebook. Each skill has a description and details of when it should and should not be used. The Knowledge skill from the Core Rulebook is replaced with several new and specific ones, and there are new magic skills. Also, there are some new rules for mounted combat. The Runebound setting has new Talents, and there’s again a table showing which Talents are available for the setting and whether they are in this supplement or the Core Rulebook.

Weapons looks at the weapons available for the setting, which are melee and ranged and by and large common ones for such a setting. There’s also a sidebar on using shields. Armour is also pretty standard. Craftsmanship can make a difference, and what effect Ancient, Dwarven, Elven, Iron and Steel has on the effectiveness of armour and weapons and their price is covered, along with how rare such are.

Magic implements are used by those with the magic skill to improve magic skill checks, and come in different types, including holy symbols and musical instruments. Like with arms and armour, the material the implement is made of makes a different to its cost and effectiveness, and the different materials come in different rarities.

Gear and services are the more general types of items that might be found; items that are useful but which aren’t armour, weapons or implements. There are also a number of different potions, which does include poison and acid, and a sidebar covers apothecaries. There are also details on mounts and services, followed by attachments and enchantments for weapons and armour; many of these are runic in nature.

A number of magic items of different types are covered. These include some weapons and some more general magic items, though there aren’t a huge number covered. This is followed by some details on crafting items, which includes mundane ones and potions, and a sidebar looks at whether characters should be able to craft magic items.

Magic for the setting is then covered. This primarily follows the rules from the Core Rulebook, with some changes. There is some clarification related to the introduction of new Knowledge skills in the setting, some details on rune magic and the origins of magic itself, with its good points and bad. Various runebound shards are then looked at. Other magic is related to devotion, essentially clerical magic, and music, which is essentially bardic. Spiritspeaking is talking to the spirits and Elves have their own magical skill.

Finally, there is another excerpt from “The Journal of Tarik Al Farabi”.

Chapter III: Lands of Magic is essentially a gazetteer of Mennara, or at least parts of it, including Terrinoth, which is the first location covered. The others are the Mistlands, the Aymhelin, the Dunwar Mountains, the Molten Heath, the Broken Plains, the Ru Steppes and Beyond, Lorimor and the Torue Albes, Isheim, Al-Kalim and Zanaga. Each part of the setting is described, with Terrinoth covered in the most detail. Also in each section are details on the sort of creatures that can be found there, essentially a bestiary for each region, and the occasional sidebar of relevant information. “The Journal of Tarik Al Farabi” parts four to nine are scattered through this chapter.

Realms of Terrinoth in Review

The PDF is bookmarked but not as deeply as it could have been. The Table of Contents is at times to a greater level of depth and is hyperlinked. The Index is reasonably thorough. Navigation is adequate. The text maintains a two-column format and appeared to be free of errors. “The Journal of Tarik Al Farabi” is in a font that can be a bit difficult to read, as it’s been done in a font intended to look like handwriting. There are a variety of colour illustrations, up to two-page spreads at the beginning of chapters, as well as maps. Presentation is good.

It is important to realise that this is a setting book, and not a standalone game. Though new rules and options are introduced, but the core Genesys System book is still needed to play. The setting is comparatively standard fantasy; there are some differences, in species, magic and setting, but it isn’t hugely out of the ordinary. Some elements are similar to those in other settings, albeit given different names, but anyone familiar with the most common types of fantasy settings should find this not too unfamiliar. Which is a positive and a negative feature; negative, because settings that are more unique stand out more. There are differences, of course, but not earth-shattering ones. Realms of Terrinoth is a decent fantasy setting and it can be found by clicking here.


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