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Islands of the Lost: Hero Wars in the East Isles – Volume 3 includes some rules as well as more setting material and background. These are for ships and seafaring, particularly in the East Isles. Each vessel is defined by its Draft, Freeboard, Speed, Seaworthiness, Hull Quality, Structure Points, and more. They note that the Craft (Carpentry) skill is vital for ship maintenance and making minor repairs is a constant activity, and that Sea Lore or Shiphandling are used for navigation, augmented by Celestial Lore and the Cult Lore of the appropriate sea deity. Bound together stick charts are used by some cults. Numerous ship types from the raft and the canoe to the Lancaran warship of Fereva and the Andin War Canoe (both of which appear in the following scenarios) are detailed and illustrated. Warfare mostly consists of ramming and boarding along with the use of magic. The only thing missing here are deck plans, but otherwise these rules are serviceable.
Fires of Mingai: Hero Wars in the East Isles – Volume 2 is anthology of scenarios set on two islands previously detailed in Korolan Islands: Hero Wars in the East Isles – Volume 1. More specific setting information is provided for both islands, including settlements, major landmarks, and NPCs minor and major. Thus, for Mingai, this is the village of Verena; the Crack of Fire, sacred place to the women of Mingemelor cult; and Red Top Hill, renowned for its red rocks and the former occupant, a wizard called Red Top. Particular attention is paid to the village of Serena, since Mingai is the setting for three of the scenarios in the anthology. Whilst, for Sitoro Island, this the Senate House of Sitoro, seat of the Korolan senate, and the Dream Canal, which flows down from Laughing Plateau, and if paddled up to the waterfall at its far reaches, a gateway to the Dreamworld may be found and entered. Only the one scenario, the third, is set on Sitoro Island.
As with previous sourcebooks in the series, Islands of the Lost: Hero Wars in the East Isles – Volume 3 provides specific setting information about two more islands, in this case, Tamoro and Luvata, including settlements, major landmarks, NPCs minor and major, and the gods and cults particular to them. For this supplement, the most important of the gods is the Trickster, as one of his cultists plays a big role in the supplement’s two scenarios. For Tamoro, there is a description of Mount Tamorongo, revered as the Parondpara, god of the island, home to a labyrinthine temple complex, details of Simotora, its capital, as well as other settlements. There are write-ups of various NPCs, including Tamerana, Queen of Korola and the members of her court. In comparison, Lutvata is low-lying and marshy, and notably surrounded by an impassable reef of sharp corals that protects it and provides extra income for the fishermen who know the secret routes through it. Again, its ruling family is detailed, as are various locations. Its highlights include the Dance Mat, a large, multi-coloured rug on which dance rituals are performed and the Wet Fett Inn, a floating tavern with the bottom of its hull cut out, which caters to sea folk rather than humans and other land folk. Both sections are accompanied by classic ‘What your grandfather told you’ sections that neatly sum up the cultural outlook of the peoples of each island.
The first and shorter of the two scenarios is ‘Pirates of the Horizon’. It is two-part scenario that can be played through in roughly two or three sessions. It opens with the Player Characters in the coastal village of Anotora on Tamoro Island where they are told that pirate ships have been seen nearby. Summoned to an audience with Queen Tamerana, she tells them that they are not pirate ships, but Lancarans, warships of the Ferevan queen, and asks the Player Characters to sail out and find out what they want. The audience also gives a chance to interact with both the queen’s court and family, setting up relationships that play a bigger role in the second scenario. The Player Characters are able to find one of the ships and learn from its captain and passengers that its purpose is peaceful and what their purpose, though it is not part of the scenario itself. Instead, that really begins when on the way back, the Player Characters learn that one of the ships from the fleet of five has turned pirate and attacked a nearby village.
Confronting the pirates sets up a standoff that is only going to be broken by skilful bargaining or a bloody fight, if not both, whilst the immediate consequences require the latter when the Ferevan queen learns of what the crew did whilst sailing as part of her fleet. The long term consequences are almost an afterthought, but will set up another confrontation with pirates as the mask that hosts village of Anotora’s wyter is stolen and the Player Characters are asked to get it back. The trail leads to an uninhabited island where fortunately, the crew are getting drunk on the beach, making it easier for the Player Characters to sneak aboard the pirates’ vessel and get away.
The second adventure, ‘Islands of the Lost’, is a much longer affair in three parts that will take multiple sessions to complete. It combines a mystery with Romeo & Juliet-style set-up as Queen Tamerana’s youngest daughter, Yotheata Earth-Sleep, vanishes. In ‘Islands of the Lost Part 1: Thief of Hearts’, the Player Characters are again, asked by the queen to investigate, and soon discover that the missing woman is in a secret relationship with Raingo, the son of chief Itos Arinta of Luvata, the much hated rival Queen Tamerana. They must follow in Yotheata’s path to Luvata and after some adventures on the island and a confrontation with Raingo, learn that she has disappeared at sea after fleeing Luvata.
The continued search for Yotheata Earth-Sleep goes awry in ‘Islands of the Lost Part 2: Bhat-Nupu’ as the Player Characters’ ship is caught in a boiling current and shipwrecked. This middle part is an almost static change of pace as the Player Characters and the crew and passengers try and survive on the desert island. Their capacity to do so is tracked as Survival Points and as they fall, so does the Constitution stat of both the Player Characters and the NPCs. The Player Characters have the chance to counter this through a series of survival encounters, including with the wildlife and other things on the island, all whilst they are attempting to build a raft. The effort is complicated by the activities of some of the surviving crew and passengers, including the scoundrelle who has been flitting in and out of the Player Characters’ adventures, the harsh environment, and assuaging the needs of some wonderfully mythical NPCs. The adventure concludes with a heroic rescue, though not yet of Yotheata Earth-Sleep, and a hard won escape from the island.
‘Islands of the Lost Part 3: Cwat-Bajat’ turns up the pulp action with a desert island temple full of zombies and undead, in what is effectively a dungeon! Even if the Game Master scales the opponents to the Player Characters, this is challenging situation and they will be hard-pressed to make their escape at the end, chased by Yotheata Earth-Sleep’s captors. If they succeed in getting her home, the Player Characters will be very rewarded.
This is a decent pair of adventures, and though linear, both take the time to discuss the different means by which the Player Characters might tackle one challenge or another. Early on, both scenarios call for gift-giving, so the players and their characters need to get used to that as part of the local customs. It would have been a nice touch if the scenarios had developed some ideas for gifts a little more, but there is nothing to stop the Game Master from doing that. Both scenarios offer plenty of opportunity to roleplay, especially in their early parts, whilst they tend to switch to action in the later parts. Better suited to the experienced Game Master, overall, these are entertaining scenarios that though perhaps a little heavily plotted in places, offer up lots of scope for good roleplaying, action, and excitement.
Much like Fires of Mingai: Hero Wars in the East Isles – Volume 2 before it, one of the elements missing from Islands of the Lost: Hero Wars in the East Isles – Volume 3 is a set of pre-generated Player Characters. Given the differences between the setting of Dragon Pass and the Korolan Islands, pre-generated Player Characters would serve as a way to ease the players into and past those differences, showcasing the different Occupations and Cults. It would also make the two scenarios in the anthology easier to run.
Is it worth your time?
Yes—Islands of the Lost: Hero Wars in the East Isles – Volume 3 continues both the entertaining scenarios from Fires of Mingai: Hero Wars in the East Isles – Volume 2 and the exploration by the players and their characters of cultures different to those they would normally experience in RuneQuest: Roleplaying in Glorantha.No—Islands of the Lost: Hero Wars in the East Isles – Volume 3 is too location specific and too radical a change in cultural outlook to be of use in a general RuneQuest: Roleplaying in Glorantha campaign.
Maybe—Islands of the Lost: Hero Wars in the East Isles – Volume 3 is too location specific and too radical a change in cultural outlook to be of use in a general RuneQuest: Roleplaying in Glorantha campaign, but its scenarios could be used to explore a clash of cultures.