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Review of Island Nations


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INTRODUCTION

The name’s Davenport. I review games.

At least, usually I do. But, turns out there’s nothing on tap for today. So howzabout we all just turn off our computers and go do something productive for a ch-

Arrrr!! Avast, ye swab! Belay that productivity!

*sigh*… Nevermind.

Hiya, Todd. I see you’ve got your “piratin’ eye patch” on again. What’ve you got for me today? Another new supplement for Bloode Island XPG?

Bloode Island?? Are ye blind, man?? Can ye not see this is no parrot sittin’ on me shoulder?

Says the guy with the eye patch… No, you’re right. It’s a faerie.

Hello!

Uh… hi. Okay, so pirate, faerie… This is, what? Some kinda Peter Pan thing?

Nay, ye lubber! ‘Tis Island Nations, the seagoin’ supplement fer Arrowflight!

Ah… Well, that explains it, then. So, this book has pirates, huh?

Aye! Pirates, and naval combat, and gladiators, and the scurvy Kilmoorians, and more sea beasties than ye kin shake a cutlass at, and more besides!

Sounds good. Okay, I’ll give it a look. By the way, the faerie’s a nice improvement over that damn parrot. But where’d you find an eye patch and peg leg that small?

Never ye mind!

I’m probably better off not knowin’ anyway…

CONTENT

Introduction

After a brief but nicely evocative piece of fiction concerning a merrow attack on a Serisian ship, this one-page chapter discusses the contents of the book: the mighty island nations of Seris, Kilmoor, and the Kainal Islands, and life on and under the oceans surrounding them.

(Strangely, the merrows in this fiction appear to be aquatic ghouls, while those in the bestiary are aquatic goblins, leading me to wonder whether this is a carryover from an earlier draft of the book.)

The Islands

The book looks at each of the three eponymous island nations in the same exquisite detail dedicated to Corvel in the main rulebook, covering not just geography and politics, but also customs, fashion, and even cuisine. A similarly detailed map of each nation follows the text.

Seris

As a staunch ally of the good kingdom of Corvel detailed in the Arrowflight rulebook, Seris makes a great base of operations for Corvellian heroes traveling the high seas. It's interesting for far more than that, however: Seris is an artificial island, created by dwarves in ancient times and later abandoned by them. Humans now live peacefully on the surface and (where conditions in the dwarf warrens allow) below it, while goblins and other Chaos-related creatures – once the allies of the dwarves in their wars with the elves – haunt the depths of the tunnels. In other words, not only is Seris a safe harbor, but it's also sitting atop a whole slew of dungeons to explore. (If I may wax old school here for a moment, imagine the Keep on the Borderlands sitting above the Caves of Chaos.)

Kilmoor

In my Arrowflight review, I stated that Kilmoor seems to be an evil nation in the context of the setting for its worship of dragons and practice of utilizing Chaos as well as Order. While I'd still say that's the case, this chapter fleshes out what was previously a fairly two-dimensional enemy. Kilmoor may not be a very nice place, but it sure is a fascinating one.

The history of the place explains (without excusing) the universal racism of the Kilmoorians: they're the descendants of humans exiled by the elven nation of Zeah. And since the great dragons native to Kilmoor are the elves' ancient enemies, it's only natural that the Kilmoorians would come to worship the beasts.

The chapter goes into great detail regarding Kilmoor's highly structured society. For example, nobles (at the top of the heap) must pursue a position of leadership and may move about freely, while the Unseen (at the other end of the scale) may not go anywhere without permission and are not allowed to hand an item directly to anyone but a slave or another Unseen. (For anyone else, they must set the item down in the person's presence.)

And speaking of slaves, there are plenty of them of all races on Kilmoor – a select few of whom become gladiators in Kilmoor's great arenas. If you ever wanted to play Russel Crowe vs. the Monsters in your Arrowflight game, this is the place.

The most fascinating aspect of Kilmoor, however, is its relationship with dragons and Chaos. Kilmoorian nobility is divided into families aligned with patron dragons, and the fate of the patron dragon during the once-a-decade mating event known as Dragon Night determines the status and alliances of the family. Unlike the Corvellians, the Kilmoorians (and the dragons) don't see Chaos as evil; rather, they believe in using it in moderation to exert control over nature, much as a gardener trims a hedge. On the other hand, they don't hold with pure Chaos, simply because it's too destructive – you don't cultivate a hedge by chopping it to bits and burning the stump. Dedicated Chaos magicians are no more welcome in Kilmoor than they are in Corvel. Reading this, I had to keep reminding myself that these are the "Bad Guys". (The bits about slavery, racial hatred, and religious fanaticism brought things back into focus nicely, of course.)

The centerpiece of the section is a description of the various Kilmoorian provinces, including the population, ruling Shah, capital, politics, and patron dragon. This clarifies the odd concept of house rank based on dragon mating and establishes a government rife with intrigue – just the sort of thing for heroes trapped behind enemy lines to exploit.

Kainal Islands

The Seris and Kilmoor chapters detail Corvel's chief maritime ally and enemy, respectively. But suppose you're in the mood to get away from the Corvel-Kilmoor war altogether and just indulge in some adventuresome swashbuckling? That's where the Kainal Islands come in. A highly tolerant and freewheeling society willing to trade with anyone and relying heavily upon privateers and bounty hunters for security, Kainal is the perfect place for characters to be heroes while turning a healthy profit. The only criticism I have of the place is that it supposedly survives without a standing army by requiring that individuals do everything in their power to defend themselves and their property. While the islands are known for their master duelists, I find it hard to believe that individuals acting on their own could repel an organized invasion, no matter how skilled they are with a blade.

Life at Sea

The chapter first looks at the life of a sailor with a deft combination of real-world facts and their fantasy twists on the world of Nia – food spoilage is an issue during sea voyages, for example, and elves tolerate spoiled food much less well than do orcs. Other topics include pirates and privateers, flag communication protocols, and the status of women and faeries as crewmembers.

Next comes a discussion of tribal islanders – their religious beliefs, primarily, although their relationships with sea-dwelling races are included as well. This is interesting information, although their magic depends entirely on traditions described in the magic supplement Anima: Primal Magicks. And while I can appreciate the chapter's assertion that tribal cultures vary widely from place to place, I'd have like to have gotten some general idea of what real world cultures they resemble. Corvel seems European, and Kilmoor is clearly Arabic, but are the tribal islanders akin to Pacific islanders? Caribbean Amerindians? Australian Aborigines? All or none of the above?

The chapter concludes with a discussion of surviving underwater conditions – the cold, the pressure, the darkness, etc. (Actually, darkness isn't that much of an issue in the oceans of Nia. In one of those little touches that makes the setting unique without being totally alien, a form of bioluminescent plankton keeps the ocean waters lit to depths of up to 1,000 feet.) The section includes rules for the movement difficulties that undersea dwellers face on land and that land dwellers face underwater. (I like the fact that legless ocean creatures must use their Climb skill to travel on land, for example.) Finally, the section features modifications to weapon damages in underwater combat. (Along with a warning that blood in the water tends to attract predators…)

New Races

The book includes four new PC races:

  • Marrish: Amphibious frog-people magically descended from brownies.
  • Mer: Lanky aquatic humanoids descended from elves, with really nifty bioluminescent tattoos.
  • Ordanyo: My personal favorites, sea dwarves that look like a cross between dwarves, crabs, and sea turtles. Their racial caps are what I think those of their land-dwelling brethren should have been, with their slightly greater-than-human strength.
  • Shal'taka: Dragon men, the result of Kilmoorian priests unsuccessfully attempting to turn themselves into dragons by drinking dragon blood. They present an interesting quandary to Kilmoorians – on the one hand, they aren't human, which is bad, but on the other, they're part dragon, which is good. Since they're found in colonies all over Nia's warmer regions, the Shal'taka can serve to fill the "lizardman" niche.

Character Creation

Here the book presents tweaks to the Lifeline tables for the creation of characters from Seris, Kilmoor (citizens and slaves), the Kainal Islands, tribal societies, and aquatic races. A table of racial caps and special abilities for aquatic races, both PC and NPC (from the New Creatures section below) is also included.

The additions are both welcome and useful. Beyond that, the only observation I have is that most of the new tables seem to offer more chances to acquire combat skills than do the default tables in the main rulebook:

  • The Kilmoorian Social Status table includes one result with combat skills; the standard table offers none.
  • Members of all social strata get combat skills on the Kilmoorian Military Apprenticeship table; on the standard table, nobles in the Military get no combat skills.
  • Kilmoor also has an optional Slave Training Table to replace the Apprenticeship table that includes Gladiator training.
  • Members of all Kainal Islander social strata other than Indentured receive Combat Skill: Gallant, and all members of the military receive combat skills.
  • Tribal islanders have two Apprenticeships that offer combat skills – Hunting and Warfare – to the one on the standard table.

Hopefully, this isn’t a quiet first sign of supplement power creep in the line.

Religion

This chapter continues the detailing of Kilmoorian culture by looking at their religion, Shal'ekk'niar.

Again, the Kilmoorians have an interesting take on Chaos. While Corvellians see the Kilmoorians as evil for advocating a balance between Order and Chaos rather than pure Order, the Kilmoorians themselves seem to approach Chaos with a healthy sense of caution. Marg, the Father of Chaos, is distrusted but not hated as pure evil, and the Chaos serpent Aghali, who was allegedly responsible for the birth of man through an "unclean" copulation with an elf, is seen as an enigmatic trickster whose pranks occasionally have good results.

The Niarites (as the practitioners of Shal'ekk'niar are known) believe in the same Creator as do the Rellianites, but the Niarites hold the dragon mother Shal'ekk as their primary object of worship, with her children serving as the gods of air, sea, and earth. The doctrines of the church seem pretty reasonable – charity, tolerance, forgiveness, etc. – until you get to the part about the good stuff only applying to non-infidels.

The chapter also includes a discussion of ancestor worship, a practice common among the tribal islanders. The perspectives of such peoples regarding supernatural phenomena inherent in the setting are interesting – since many of them maintain a firm belief in reincarnation, for example, they see no connection between the undead and the deceased. Instead, they see them as just another form of evil spirit.

Naval Combat

Since DEEP, system used in Arrowflight, is a more advanced version of the XPG system, it shouldn't be surprising that the naval combat system introduced in Bloode Island XPG forms the basis for the more advanced version in Island Nations.

Ships have five stats: SAIL, OAR, GUNS, HULL, and CREW (a measure of the crew’s competence and morale, not its size). A single roll determines both initiative and the distance each ship can move in a round, treating SAIL+OAR as the attribute (i.e., the number of d6's rolled) and CREW (plus the captain’s Seamanship skill, if applicable) as the skill (i.e., the target number for the roll). Likewise, when firing, GUNS becomes the attribute and CREW (plus the applicable skill of any PC leading the gun crew) becomes the skill.

The number of successes on an attack roll translates directly into damage, and HULL measures how much damage a ship can take before sinking; however, weapons can be loaded to attack SAIL, OAR, or CREW as well. SAIL and OAR are reduced at the same rate as is HULL, but CREW is a special case: no matter how many guns are fired at crewmembers, only one point of CREW may be lost per barrage. In essence, this represents a reduction of crew morale, not actual losses – in fact, there's no mechanic for translating CREW losses into actual numbers. This mechanic is simply for the benefit of drama, preventing broadsides from robbing the PCs of the chance to board and conquer. When a CREW takes losses, it must make a morale check on 1d6 vs. the new score plus the leader's Command skill. Failure gives the crew an increasing penalty to all actions, while a roll of 6 causes them to instantly surrender and a roll of 1 increases the CREW score by one up to the maximum.


Playtest: For a trial combat, I decided to pit the pride of the Corvellian fleet, a galleon, vs. the pride of the Kilmoorian fleet, a heavy galley. The galleon had a big edge in GUNS (11 cannon per side vs. 4 cannons per side and two squads of archers) and HULL (50 vs. 40 + one point of armor); however, the heavy galley had the edge in speed (4 SAIL and 6 OAR vs. the galleon's 7 SAIL). I decided to give the opposing captains scores of 2 in all relevant skills and to give both ships a CREW of 3. To speed things up a bit, I put a hypothetical PC with a score of 2 in charge of all gun crews.

Initially, I was under the impression that all ships' actions fell on their initiative. Run this way, the heavy galley won initiative, fired first, damaged the SAIL and CREW ratings of the galleon, then ended its move outside of the firing arc of the galleon's guns. This meant that the galleon got in no hits on the first round. Since the heavy galley won initiative even more easily in the second round, it was able to finish off the galleon's sails, leaving the ship dead in the water – again, before the galleon could fire. So, seemingly, speed was the pivotal factor.

However, upon discussion with Todd Downing, I learned something that I'd missed in my first reading: ships can fire at any time during the combat round, including while the enemy vessel is moving. In other words, there's really nothing a ship can do to dodge incoming fire so long as it's within gun range. So, I re-racked the battle.

Again, because HULL scores are so much higher than SAIL and OAR scores, I decided to have the ships go after the latter first. In the initial exchange of fire – which was now simultaneous, for all practical purposes – the galleon was reduced to SAIL 3 and CREW 2 (due to the galley's archer squads) and the heavy galley was reduced to OAR 1 and SAIL 2.

(Note that initiative and movement had gone from being pivotal in my erroroneous battle to irrelevant in this one. There's no way movement can prevent an attack aside from fleeing the battle, which neither side was going to do, and neither was either side going to attempt to close and board.)

In the second round, the galleon was reduced to SAIL 2 and CREW 1, while the galley was reduced to OAR 0, SAIL 0, and CREW 2. At this point, the galleon's crew actually got a 6 on the morale check and gave up – which seemed odd, since they'd just completely immobilized the enemy ship.

Deciding to ignore that result just to see how things would have gone, I noticed something odd: the battle was now at something of a stalemate. Why? Because immobilized or not, the heavy galley could still fire its cannon and launch its arrows, and all it would take was one hit to finish off the CREW of the galleon. Contrariwise, there was no way the galleon could finish off the galley's CREW score outright, since it could only reduce that score by one point per round. True, the galley's crew might surrender due to a failed morale roll, but that wouldn't have done the galleon much good with its own crew defeated.

What did I learn from all this? Well…

  1. Since initiative order doesn’t affect attack order and since it’s not possible to maneuver into an advantageous position, speed really doesn't make any difference in naval combat.
  2. Because speed doesn't matter, destroying a ship's propulsion doesn't make victory any more likely if neither ship intends to flee.
  3. Because destroying a ship's propulsion doesn't win the fight outright, going after HULL or CREW is necessary.
  4. Unless one ship has an overwhelming advantage in guns and CREW, going after an enemy's HULL is suicide – the typical CREW rating will run out much sooner than will the typical HULL rating, even given the one-point-per-round limit on CREW damage.

So, it would seem that naval combat is something to fear even in the mightiest warships. The best tactic, then, is to eliminate the enemy's crew rating as quickly as possible… but that can't be done quickly with heavy weapons. That's where boarding comes in.


Boarding actions pit CREW scores against each other in competing Morale Checks, the winner gaining the advantage and the loser losing a point of CREW. Here, actual numbers matter, insofar as a numerical advantage of 1-1/2x, 2x, or 3x the opposing force gives the larger side a bonus of +1, +2, or +3 to the Morale Check, respectively. If one side gains the advantage three times in a row, the other side surrenders. This serves to keep boarding actions from bogging down into wars of attrition – like, say, two ships might experience while trying to sink each other. Here, if your side wins an exchange, the other side doesn't get in an effective hit. Furthermore, this mechanic makes the Command skill of a leader – like, say, a PC – absolutely pivotal. Consider that a boarding party with a CREW of 3 led by a captain with a Command skill of 3 has the edge over a group of leaderless defenders with a CREW of 5. And unlike during ship-to-ship attacks on CREW, the Command skill of the leader serves to help protect the CREW score as well as increasing the effectiveness of the crew’s own attacks. Besides which, the actual CREW score needn't be eliminated for a victory – all that's needed are those three victories in a row.

Bottom line? The rules make ship-to-ship combat a highly abstracted affair in which the key to outright victory a boarding action. I can appreciate the thinking behind this design, since it minimizes the complexity of actions that don’t directly involve the PCs. Still, I’d prefer a few tweaks to make ship-to-ship combat a bit less of a formality and a bit more of an interesting tactical exercise.

Having superior numbers affect boarding actions is all well and good, for example, but it seems to me that there ought to be a way to factor in actual losses from cannon fire. As it stands, a ship could take any amount of CREW damage from cannon fire without technically losing a single sailor, possibly leaving them with a numerical advantage bonus to pit against a boarding party.

In addition, I’d prefer to have speed and maneuverability be something between the total trump they were in my flawed initial trial combat and the total irrelevancy they are in the actual rules. Perhaps the difference between opposing initiative rolls could translate into an offensive and/or defensive bonus for the winning side, for example. That would also give ships’ gunners a good reason to target SAIL and OAR scores rather than CREW. Allowing called shots against a ship’s GUNS score would give gunners yet another valuable non-CREW target. And differentiating between cannon ranges might help as well, causing heavily armed heavy ships to try to destroy the SAIL and OAR scores of smaller, faster ships before the latter could get within range.

The chapter also includes suggestions for using spells in naval combat. These are fairly nebulous, mainly involving spells reducing targeted ship ratings by a point or two. This system seems to wash out any differences in spell power level in the same way that the GUNS rules wash out any differences between varying cannon sizes, barring GM fiat.

Speaking of differences between cannons, however, the chapter does go one better than Bloode Island XPG in that it offers standard weapon ratings for cannons, ballistae, and catapults, so that a hit from such weapons can result in something other than a flat “You’re dead.” This makes sense, given the fact that it’s far more likely that artillery in Arrowflight will be turned against living targets that can survive more than one hit.

Finally, the chapter provides stats on a dozen sailing vessels, from the mighty brigantine to the small-but-speedy sloop.

New Combat

The book includes five new combat styles:

  • Deyeushar: The elegant aquatic unarmed combat style of the mer.
  • Orannishar: The more straightforward aquatic unarmed combat style of the sea dwarves.
  • Bloadrata: A clever aquatic armed combat style that involves inflicting bleeding wounds on an opponent and fleeing, leaving them to curious predators.
  • Gladiator: Just what you’d expect – short swords, shields, tridents, nets, etc.
  • Krakhar: A curious armed combat style inspired by squids, involving catching a foe on a pole arm and pulling him in to stab the crap out of him.

I love the selection – especially Krakhar, just because it’s so off the wall.

One omission that confused me was Tokani, the two-sword fighting style for which the Kainal Islanders are supposed to be famous. Todd explained that this is simply the Kainal version of the Gallant fighting style described in the main rulebook and that the Kainal Islanders invented Gallant. That makes sense, although the book really doesn’t make it clear.

The chapter also features stats for four new weapons: the bolo, blade gauntlet, net, and scimitar.

New Creatures

For a relatively small supplement, Island Nations provides a very impressive bestiary. It starts off with a great assortment of new Outsider (i.e., non-PC) races:

  • Aghali-ny: Jungle-dwelling magical snake/elf hybrids.
  • Coriphin: Disturbing piranha-like mer/fish hybrids.
  • Merrow: Sea goblins with dolphin tales.
  • Mon'taka: Ape men! Woohoo!
  • Sea Troll: Fairly self-explanatory. (In fact, I wonder why they don’t get their own nifty race name as do the sea elves, sea dwarves, and sea goblins.)
  • Seeliss: Aghali-ny changed to a more eel-like form for a fully aquatic existence.

Animals are up next – 25 in all, terrestrial and aquatic. (More, if you count the small, medium, and large stats for fish and sharks separately.) Note that some of these creatures are “mundane” animals only by Arrowflight standards: Among the crocodiles, eels, sea turtles, and water buffaloes are the giant sea snail, the hippocampus, the strangle-kelp, and the dayshar, the latter being a jet-propelled jellyfish relative used as a kind of organic underwater scooter by some aquatic races.

From the realm of the undead comes the mummy, a fine inhabitant for the tombs of Kilmoor. (And they eat brains! Well, the Kilmoorian variety do, at any rate.)

Finally, the chapter takes the same diverse approach to sea serpents – in Arrowflight terms, seagoing dragons – as the main rulebook takes to dragons in general:

  • Aaris: Relatively small (10’-16’) and docile sea serpents raised as food animals by some undersea races.
  • Hydra: The classic multi-headed monstrosity, noteworthy in this incarnation for its drive to hunt an area into desolation.
  • Leviathan: Dumb but enormous (up to 150’) dragons akin to giant mososaurs.
  • Ma’dor: The classic ship-crushing sea serpent.
  • Sea Drake: These fill the niche of the Nessie/plesiosaur-like sea serpent; however, they're water-breathers, so you lose that cool image of a sea monster with its neck raised high out of the water leaving a wake.

Adventure Seeds

The authors decided to provide multiple adventure ideas rather than a single adventure. Given the scope of the areas covered and the limited space left for an adventure, that’s understandable. The adventure seeds are awfully basic, though, and are mostly suggested by the setting descriptions earlier in the book: the PCs as Kilmoorian prisoners/gladiators, the PCs as pirates or privateers, etc. The section also lists some general adventure types supported by the three island nations, although this seems even more like a recap of the respective island chapters.

STYLE

This 8-1/2” x 11” softcover maintains the look of the main rulebook, elegantly combining beautiful original artwork spiced with old thematic etchings. The maps, in particular, manage to look “authentic” yet legible. The layout actually improves on that of the rulebook, looking much cleaner and less cluttered.

The writing does a great job of evoking the setting, although the game mechanics weren’t as clear as they might have been. The only typos I noticed were a few instances of inconsistent capitalization.

Organization is generally good. I give kudos to any small supplement that nevertheless includes an index, for example, and the presentations of the island kingdoms avoids the awkward headfirst dive into minutia that hampered the core rulebook. The biggest organizational flaw is in the “New Creatures” chapter, where the mundane animals appear in no apparent order.

CONCLUSION

This is a supplement that accomplishes precisely what it sets out to do, and it does it with a very low fluff-to-meat ratio. The naval combat rules could use some work to make them more tactically entertaining, but they do serve their intended purpose to keep PC action in the foreground. More importantly, the rich setting information met and exceeded my expectations.

In short, I cannot recommend this supplement strongly enough to Arrowflight fans – those who wish to explore the nautical aspects of the setting, those who want more information about the nefarious Kilmoorians, or those who are simply completists. Island Nations should satisfy them all.

SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 5.0

  • Rules
    • Quality = 3.5
    • Quantity = 4.5

STYLE:

  • Artwork = 5.0

  • Layout/Readability = 5.0

  • Organization = 4.0

  • Writing = 4.0

  • Proofreading = <0.5>

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