Vor Rukoth

Vor Rukoth

Providing material that will empower the GMs and player’s imagination is probably the best way to keep a game alive and well. Creating products that enable people to create their own adventures, their own ideas is probably one of the best strategies for a game development. If you only give supplements but not a way to develop them in any way, eventually there will be an information overload, which is not ideal.

Vor Rukoth does just that. It is the almost perfect base for countless adventures and the way it has been written enables the reader to build up from a very solid foundation.

Vor Rukoth presents with the template for a massive city that once was rich and prosperous. Through wars and demonic pacts, Queen Najala opened a portal to the Abyss and countless demons and foul creatures came through, slaughtering the city inhabitants and causing chaos. By the time the portal was controlled (you’ll have to buy this supplement to know how!), the city had been decimated and left behind by the few survivors who managed to escape.

The city is truly big. at least 4 miles long and 2 miles wide, it does have enough areas for your adventurers to be able to dwell in it for years to come. The city is watched from a tent city called Coyote’s Refuge, where your players will be able to plan their incursions into the city to look for treasure and glory.

30 locations are described and mapped in the 32 pages you’ll read. Although that doesn’t sound too much, the whole product has been designed as inspiration and guidance rather than a full of detail product. If they had added all the history and description they could have, this product would run into the many hundreds of pages. Still, it does give you enough information to get your brain running… and running fast!

Vor Rukoth also comes with the customary A3 sized map in full colour and printed on both sides, so effectively, two maps. The cartography is once more by Jason Engle. Young bye seasoned artists with great talent and taste that makes a great job of these maps. One side depicts a great hall and the other, probably the most useful, a street scene. The street will help you a great deal to place yourself in the style and level of decay or the city, giving you even more ideas on how to use the environment to your advantage.

In short, this product is incredibly well worth the less than £10 you’ll spend on it. It is a joy to read the history and the adventure hooks. The plethora of NPC described, both friends and foes, the locations and the events will fuel anyone’s imagination for months to come. I can see myself coming back to this product for years to come just to find inspiration and ideas for my own campaigns.

Well done Wizards of the Coast!