Ehdrigohr is a game set in a fantasy world based (mostly) on Native American mythology rather than the world of Tolkien. Players take on the roles of heroes protecting the world from the horrors that come out at night, but there is a great deal of lattitude, supported by the rules, in whether a given campaign focuses more on combat or on social and political aspects. The setting is rich and beautiful, and fundamentally respectful (as far as I can tell) to the cultures they draw upon. Additionally, the author admits that he aimed for overall themes of struggle with mental illness (particularly depression), hope, and community; these are expressed clearly in the content, making this a blend of fantastical adventure with the human that I rarely find in the gaming world. I've long felt a game like this was needed, and I'm glad to see it's here and that it uses the Fate Core rule set.
For these reasons I give it a five star review. But I would be remiss if I didn't mention a few flaws. First, there are a number of simple typos throughout the book. None of them muddle the rules or the overall content, but sometimes it's distracting. Secondly, some of the rules on the use of Mysteries are a little disorganized, and it took me several readings of that chapter to be clear on how it was supposed to work. I would hope to one day see a cleaned up second edition. Nevertheless, I don't think any of these reasons are enough not to purchase the game if the setting and themes appeal, and I can't bring myself to even detract a star.