
Ships and navigation
The OSE rules, on which Wind Wraith is based, comprise a list of ships provided with stats and price tags. None of these matter, as Wind Wraith comes with its own ship types and rules. Judging from the illustrations, sailing technology of this campaign setting seems to be rudimentary, the finer art of rigging lost in the cataclysm that shattered the world. While some ship types are named so as to imply a certain type of rigging, like „sloop“ or „brig“, these names appear to relate to one-masted and two-masted ships, respectively, in general. The three-masted ship is called „tall ship“ accordingly. There are also several types of boats and exotic ships, like the puny coffin-pod, the shellmarine (a shell-submarine) or the tyrant’s war galleon powered by arcane engines.
The ships are provided with stats like a player character, with AC and ThAC0 (which is fine), and the six ability scores. Where have I seen this before? And why would anyone want to describe a ship in terms of strength, wisdom, charisma etc., instead of thinking about rigging, points of sail, hull structure and the like? To keep it simple for very dull players? Or is it because Lazy Litch is an Irishman? Ireland as a well-known fact being landlocked between the Celtic and Irish Steppes and the Atlantic Wastelands, we really shouldn’t blame him for having no interest in naval matters …
Now in all fairness, let us look at his ship character rules, starting with non-combat related stats.
A ship’s Charisma is defined as a measure of how comfortable life is aboard the ship. Awesome, I like this very much! The only other RPG I know which has a cosiness stat is the French system HOMEKA. Charisme here has immediate effect on the game as you can only hire crew, even without special naval skills, if you provide a ship having a Charisma score of 11 or higher. The requirements for hiring expert crew, which provide a range of benefits, are even higher. In practice, this means we can only hire simple crew for a tall ship (Cha 11) or a tyrant’s war galleon (Cha 12). For all other types of basic ships, we would first have to raise the Charisma by hiring certain experts (which is obviously not possible) or by providing upgrades to the ship (which requires naval adventuring in the first place). What? It would make much more sense to lower the hiring bar to 8 Charisma. Then, the only ships which would trouble our recruitment efforts would be the bare raft (Cha 6) and the claustrophobic shellmarine (Cha 7).
A further use of ship’s Charisma is that mutiny points accumulate against it before the crew will resort to drastic measures. A nice mechanic, for once!
Next, a ship’s Intelligence represents the crew’s navigational skill. The crew’s, not the ship’s, actually! Alright, the ship has an intrinsic base vale for INT, that probably means better ships stay on course more reliable. We will have to roll a 10 on a d20, modifed by the OSE INT modifier, when moving on the sea map in order enter the intended hex. The standard ships have INT scores ranging from 7 to 13, which corresponds to OSE language modifiers (the only modifier linked to INT) of mostly 0, or +1 for INT 13. So without expert navigators on board or navigational add-ons we have a 45% chance of getting lost / blown off-course each time we try attempt to enter a new hex (decent ships having speed values of 3 to 6 hexes/day or what I would identify as knots). This is another hint that knowledge of the but the most basic sailing technologies have been lost. Do sailors in this world measure speed using knotted lines? Do they navigate by measuring time and the position of the sun in its apex, or by observing stars? We don’t know that, but according to the rules, it will be a rather awkward journey to reach an intended destination within a 1-day sailing distance.
Then, a ship’s Wisdom measures the crew’s (!) collective experience. It is required to navigate through a storm. There is a weather table for percentages ranging from 0 to 100 (Are we supposed to roll a d101 minus 1?), wherein storms of different severities appear on 75 and above. Weather is checked in every hex and does not take into account previous results, so it is wild and unpredictable. D20 checks need to result in equal to or less than 3 to 11 depending on the strength of the storm, modified by the OSE WIS modifier. Which is a neglectable 0 or +1 for most ships the player character personae will want to take. Doing some simple math and approximations, we discover that ship-wreck will occur about every 8 hexes, in average, or once every two days of travel for most of the ships. While this certainly makes for exciting adventures, exploration will be frustrating. I wonder how merchants survive. At least, as the ships do not have a price listed, and there are no rules for building ships, the narrator (we cannot in good conscience call them referee or dungeon master in this context) has to hand them out for free, and our investment into acquiring ships does not weigh too heavy upon us each time we loose a vessel …
It is obvious that the author artistically penned down the navigation rules without ever playtesting any of them.
Alas, the awful naval combat
It should come as no surprise that naval combat shuns all notion of spacial scale, as did the maps. Instead of a proper tactical OSR combat system, we get a sophisticated narrative naval combat system, centered on the narrator and forgetting the players.
We will use the ship’s speed, initiative, DEX, STR, CON, ThAC0, AC, hit points – so all investment in the form of add-ons or crew will pay out. However, the only decisions the players can make at this point are: fleeing (possible only having the faster ship or winning initiative in the encounter), approaching for boarding combat, or not. If no party flees the scenery, and at least one party decides to approach for boarding, there will occur three rounds of ranged combat. There is no consideration of speed differences between ships, rigging and points of sail. Spells are taken account of in ranged combat and boarding melee, and there are some creative ideas like casting web to slow projectiles or wizard eye to gain a tactical bonus. However, some standard spells like fireball, which would have a devastating effect under OSE or similar rules, become ridiculously inefficient.
One crew member will die for every 3 points of hull hp damage – good rule! The players are supposed to „weave narratives of how the death unfolded“ for their crew – not so good, storygamer!
In melee, a certain number of d4 will be rolled for damage. The author has some notion stirring in the back of his mind that the players may be bored, as they are denied proper tactical decision making and must endure the narrator’s never-ending prose, so he has solution: Distribute the damage dice equally among the players so that everyone gets to roll dice! No kidding. This is a real instruction on page 94! Had the author playtested his rules, he would have seen where his players would have stuck the damage d4s.
OD&D Book III contains naval combat rules (though somewhat cumbersome and flawed in the points of sail), the AD&D 1E DMG expands and streamlines them, even OSE has some rules elements for naval combat. It is very well possible to create working naval combat rules relying on those rules building blocks.




Ship upgrades
We get a double page of exciting ship upgrades, listed with their name, benefits and required building material. For instance, an ice cannon requires a frost giant heart and a sapphire to build. Can anyone build it? Or only a magic-user of say 9th level and above? Or is that exclusive to some NPC guild? At least the weapon is given a range (400′) – which doesn’t matter in naval combat, see above.
Or let’s get a wind orb to increase our ship’s speed! We need a crystal orb and a wind mage „of high level“. What is „high level“, Lazy Litch? Are we supposed to MAKE IT UP as we need for our narration? Perhaps it would be easier to go for rune sails instead. We need magical kraken ink and a rune mage. What is magical about kraken ink and what is a rune mage? The latter is neither a Wind Wraith class nor (as far as I know) an OSE class. So many great ideas, entirely undevelopped.
Ship encounters
A 4-page generator table titled „crew generation“ will actually provide us with ship to be encountered. The first page is a list of 20 ships, the following pages seem to be true generators, the columns to be rolled for independently.
A sample ship and its random crew: The Everwind, flag: circle with an island, is of collosal size and carries 3 windmills, gardens and grazing grounds. Reputation: 5 – barely known (why?). Secret weapon: a set mirrors of mirrors that portal cannon balls. Ship culture: A psychic mastermind captain controls the crew, their individuality is only an illusion. Ship type: crystalline (this column on the 3rd page is often at odds with the description column on the 1st page). Captain: a human fused to the ship! Crew: infected with arcane parasites (these are selected from their own table). Ship upgrades: Acidic cannon balls. Cargo: 10 sheep. Mission: smuggling. Specialist on board: the best navigator on the sea!
We get strange and inspiring results. Not all combinations fit easily, but we can adapt them and build on the ideas we are confronted with. Great! However, rarely the ships correspond to the standard ship templates we saw earlier. It would be nice to have a generator for ordinary ships beside the weird ones.
Also, there is no encounter table for the sea. How often do we encounter ships? What are the chances in dense seas and in sparsely populated areas? Whom will I meet in the trade network areas and whom far-off any island? MAKE. IT. UP. Encounter tables would have been such a reliable and well-known OSR tool, alien only to adherents of narrative games.
Constructs, Monsters, Parasites
The construct generator is accompanied by information on where they are created, how they are repaired and how to program them. Yes, player characters could learn how to program an arcane construct to their use! Strangely, some constructs have armour class above 10 and some below – is it an ascending or a descending AC system? The use of ThAC0 indicates descending class, i.e. Armour class values between 10 and -10. I am truly at loss here.
Sample construct: HP 35, (ascending type?) AC 18, ThAC0 20; fuel type: ground flesh; Attack: Psionic Mind Control Ray; build: silver-coated branches and vines form a large humanoid; programmed function: Capture & Research; deactivation: complete darkness; core: a cursed painting; special functionality: shrink to hand-size.
Monsters are determined either according to the depth layer of the sea or according to landscape type when they inhabit an island. The generator is interesting, except that I would not randomly determine stats like armour class, ThAC0, hit dice, morale and saves randomly. The general description should dictate armour class and hit dice, the HD being linked to a ThAC0 and saves.
Sample bathypelagic (i.e. 3rd sea level) monster: Urchin soldiers, HD 3, AC 9, morale 5; weakness: gold; attack: ray of distortion; fears: the possibility that it is inherently evil; wants: to collect skulls; colour/texture: green exoskeleton; saves: D16 W8 P14 B5 S9; attack style: berserker; ThAC0: 11; personality: manipulative, daring, dramatic, inventive; magical abilities: attack in your dreams once it has learned your name.
You can further variate the monster by adding mutations, variations, behaviours.
One type of monster, the Seaweed Dragon, has its own template. This mutated bastard will use its breath weapon against your ship’s hull to infect it with anaerobic bacteria. Unfortunately, there are no rules for how long it takes the bacteria to immobilise the ship, grow a membrane over it and suffocate the crew.
Arcane parasites, strange spell energy that seeped into this dimension and keeps multiplying, are detailed in a list of 16 entries. You really don’t want to become infected with any of these!
Miscellaneous bits and tools
Underwater locations: a list of 20 ideas for things to discover in the depths.
The People of the Deep: Their description is extremely poetic and I promise you will be shaken by the nature of their disturbing souls. Is this an expression of the artists self-perception? Or a well-aimed jibe at critics unfairly pointing their ghoulish fingers to the flaws in his masterpiece?
Kêtoskrill and the Capillary City: A floating island and the society toiling to keep it afloat. What is capillary about it? For sure, the author seems very fond of the word „capillary“.
Potion recipes (closely guarded secrets).
Random treasure: basic, advanced and rare. Some have a g.p. value, others don’t.
Lots of art.

Conclusion
This ghoul, in a rough and relentless manner, has drawn its readers‘ attention to many flaws and oversights in the design of this setting generator. Did you count how often I wrote MAKE IT UP? Wind Wraith is not the maritime Yoon-Suin it wishes to be. However, the author-artist is gifted, he is creative in a way I could not emulate. Are his visions redeeming his lack of understanding of OSR gaming culture?
If you are a collector of coffee table books, this beautiful piece of art will do greatly beside your Whitehack, Black Hack, Knave, Cairn, Shadowdark, Mörk Borg collection. You could also use it to create a joint artpunk security area between your Zak books and your Pat books (Only, what to do with The Maze of the Blue Medusa? I hid my copy behind a painting). This book is for you!
One Piece manga fans, you too will rejoice, this book is exactly for you!
This book is also for you, if you are a veteran referee who likes to tinker with your own rules and tables anyway, and you just want to find a weird inspirational setting with plenty of brilliant ideas to trigger your follow-up ideas. Yes, this game is definitely for me.
This book is not for you, if you are even slightly afflicted with artpunk intolerance.
I tried very hard to rate this beautiful book 3 out of 5 for inspiration and creativity, but. The design flaws are more than just a few oversights by an inexperienced „aspiring OSR content creator“, instead I detect an utter disregard for rules and a case of sterile non-player authorship. Although I do like the Wind Wraith setting, and I am considering running a campaign, based on gameability considerations, my final verdict on this never playtested gaming supplement can only be:
2 out of 5 tiny undead druids running in a hamster wheel to power an arcane construct.






