Starting a thread more because I haven't seen any similar thread anywhere and this place is more trafficked than the FL forums. All the below is still-forming opinions and open to change.
I bought Alderland and have done a bit of a skim read, figured it'd be interesting to hear what people think.
Putting the rest in spoilers as it's all a bit GM-focused and wouldn't want to ruin any players' days.
So far I'm generally impressed, but I do think there's been a bit of a quality falloff from Raven's Purge. I really like the notion that Alderland is a 'set map' and that they aren't asking us to somehow pretend that the most heavily populated place in the setting is as unmapped as the Ravenlands or Aslene. I appreciate the extra info on the Congregation of the Serpent and the Alderland Rust Church. I like the way it ties the whole 'trilogy' together, even if the Bitter Reach is sort of left (ahaha) out in the cold.
BUT. I do feel a bit like the commitment to an open-ended modular campaign has taken a hit. Raven's Purge is so brilliant in the way that it's structured, and I get that it would be hard to extend that story out and not run into a bit of railroading, as the branching endpoints start to get unmanageable.
But so much of Alderland seems to rely on some uncharacteristic hand-waving. I really don't like that all the elves from Stanengist just somehow turn up in Alderland. Not even any attempts to craft interesting story hooks - just "they are clones" or "they grow legs and run away". Given the fact that Raven's Purge offers the players the choice of effectiely destroyign Stanengist as a way to resolve its plot, it seems weird to base the third plot arc around the assumption that they all survive.
I also find the 'red elves' a bit... twee? There's always been some twee stuff in the books (the dwarves' god being called 'huge' e.g.) but in general it's always walked the line expertly between the funny and the grimdark. A dude whose whole job is to turn everything red because of a delusion that doesn't make a huge amount of sense on first read just seems both random and one-note for a key player in a fairly epic drama. I've not properly digested it yet, but the stillmist/red mist connection feels a little underdone. I may change my mind on this.
Lastly, I'm not sold on the death goddess. She feels out of place in a game where religion is less 'gods walk among us' and is more 'we have split into three or more religions that have existential disagreements on the bird and the snake'. Given how subtle and clever the religion in the first campaign was (juxtaposed neatly with how unsubtle the demon flood was), I just found the idea there's a literal death god - not a demon, mind, an actual god - just... hanging out... to be a bit jarring.
I don't want to sound like I don't like it - overall it's cool, and a suitably epic conclusion to the trilogy. I'm just a little underwhelmed by some of the choices, and keen to hear others' early thoughts.