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Native American Nations Volume 2

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Eye of the Eagle

Seattle isn't the only place where danger lurks. Conspiracy also grows to the North, threatening to tear the Tsimshian Nation apart and shatter its government. The radicals behind it are willing to die for their cause. Their tools are the weapons of violence, fear, chaos, and an ultimate weapon, something so dark and terrible it should have been left buried.

Native American Volume Two contains an adventure and source material for Shadowrun. The adventure, Eye of the Eagle, uses material found in the sourcebook section, which provides details on the Algonkian-Manitoo Council, the Athabascan Council, the Trans-Polar Aleut Nation, and the Tsimshian Nation.

112 pages, Paperback

Published January 1, 1991

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About the author

Nigel Findley

68 books45 followers
Nigel D Findley (July 22, 1959 – February 19, 1995[1]) was a game designer, editor, and an author of science fiction and fantasy novels and role-playing games (RPGs). Findley died suddenly on February 19, 1995, at his home in Vancouver, British Columbia. He suffered a heart attack at the age of 35.

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Displaying 1 - 2 of 2 reviews
Profile Image for Jerry.
Author 12 books28 followers
February 22, 2018
Presumably this is meant to be used completely separately from Volume 1. To help with that, several parts of it are directly copy-and-pasted from the earlier volume. Like Volume 1, it consists of an adventure in the front and a Danchekker’s guide in the back. And also like Volume 1, I did not read the adventure, on the off chance I’ll end up playing in Shadowrun again.

I did read the player text that intros it, and it was a direct copy of the same intro from Volume 1, with the Johnson’s name and description changed. To make up for this, the book also includes one of those short stories that were popular in then-cutting-edge games before the real adventure. It’s fine, and presumably sets up that the adventure will involve a terrorist group that doesn’t care about the people they’re trying to set free.

The Danchekker’s Guide also reprints most or all of the initial history from Volume 1. It then goes into the far-northern Nations, the Algonkian-Manitoo Council (Algonkian, Ojibwa, Iroquois, Navaho, and Apache), the Athabascan Council (Aleut, Inuit, Koyukon, Yellowknife, Chilcotin, and Dene), the Trans-Polar Aleut Nation (which is not really a nation and likes it that way; Inuit and Aleut), and the Tsimshian Nation (Tsimshian, Tlingit, Haida, and Kwakiutil).

One benefit of having both volumes is that there is a rough map in the back that shows the boundaries of the various nations, from slightly south of Sacramento/Salt Lake City/Cheyenne up through Alaska.

It is marred by one bit of ridiculously poor editing. The book mentions the city of Godthåb several times and apparently no one noticed that the printing process they were using was leaving the å blank, so that the city comes out as “Godth b” every time. It would have made more sense to use the name Nuuk, which it had already changed to in 1979 and is likely what it would continue to be called after the transition to the NAN.

Otherwise, though, if you’re interested in adventuring in the Native American Nations, this provides a lot of gaming ideas. Browsing through it I thought of several ideas for shadowrunners to make a bit of nuyen if they were enterprising enough.
Profile Image for David Sarkies.
1,959 reviews391 followers
April 29, 2015
Another indepth look at the Native Americans in Shadowrun
26 August 2013

I'm not sure why I ended up purchasing this book because one of the aspects of the Shadowrun World that didn't interest me were the Native American nations. I think the reason that I did end up buying it was because it was selling at a discount, and that was probably because nobody else was buying this book. In fact I never ended up getting volume 1, though I probably did flick through it when I was in a gaming store. However I never really had the money to inflate my Shadowrun collection with that particular book (not that I would considering doing so now).

The story with the Native Americans in Shadowrun is that after years of oppression and being relegated to unproductive reserves where they ended up drinking themselves stupid (similar to what is happening here with the Australian Aboriginal population) the Native Americans revolted and ended up overthrowing their oppressors when they brought magic back into the world (though one may argue that it had never left, just that the ability to be able to use it had been lost).

I did a similar thing with the Aboriginal nations in Australia, relegating the white population to a narrow strip on the East and South coasts, with Perth becoming a city state. Most of central Australia had been returned to the Aboriginals, though the Japanese had invaded and conquered Northern Australia. However, most of the land that I ended up giving to the Aboriginals turns out to be, well, unproductive desert, which is basically what is happening now. As was the case in the United States, it turns out that this desert is not actually unproductive because there is a lot of mineral wealth underground which, I believe, the mining companies are able to exploit without actually paying all that much money to the traditional land owners.

In the United States, the Indians basically get most of the plains and the west coast, and have divided into a number of nations. The two books describe four nations each, this one looking at the northern four nations, while the first book looks at the southern four. Personally I can't remember much beyond that, though there is a nation called the Souix Nation, but that is basically it.
Displaying 1 - 2 of 2 reviews