[PnP] Ships / Cultures 1 of 3

Scott Adams longshot at darktech.org
Sun Nov 19 04:37:35 CET 2006


   *  Culture Notes

         These notes are related to information that may be important to
      sea or waterway operations for your campaign.  For more detailed
      notes you should consult the Culture Book.  This material does not
      cover the geo political influence on each nation and their neigbhors.
      The data below is for current year in the timeline. 

         Most of the data used to determine the number of ships is directly
      from the culture book with some extrapolation from the mythos,
      population, type of culture (civilized vs barbarian), basic style of
      culture (basic characteristics, weapons), economy, religion and
      personality sections.  The ships are divided up into civilian and
      the purely military fleets.  The military is a constant presence to
      protect the nation.  In some cases this presence may be controlled by
      a single force like the nation's leader or a collective (like various
      dukes or what not).  The civilian fleet is divided up into two areas.
      River craft which tend to be only light craft made for river traffic.
      Sea craft are those sea-worthy craft.  The military is pre-determined
      and did not chance from the culture book information.  The only part
      the military fleet may have been fleshed out to show where they tend
      to be spread out and any chance of encounters.  Military craft was
      further divided up into River and Sea.  River warship that were not
      previously mentioned was added to the culture as river patrol barges
      or other warship would likely be a part of that culture.

         In determining the level of civilian ships six various formulae
      was used.  But in overall general terms the bulk of the data is from
      pure population numbers.  In this determination the towns along a
      river helped to populate river traffic and same for ocean coastal
      towns/cities.  But obviously not all of a culture's population is
      just on the water so some other working of the numbers was used.
      For example a culture with jungle, hills and plains might have
      1/3rd of the population in each unless the data showed otherwise
      (like division of military forces).  Clearly the hills have no
      access to rivers or ocean so that means at least 1/3rd of the
      nation's population would not contribute to the number of craft.
      At most times these numbers determined 5-30% of the overall
      population.  Many factors helped to determine the final amount
      including a culture may not be sophisticated enough for sea or desire
      to (Goidan for example) or fear the water (jungle barbarians) and
      thus in these cases the lowest numbers were generated or put up to
      half of what could exist.  Overall these numbers should reflect the
      fair amount of ships based on many factors.  Another major area for
      data was historical records I studied for North Africa, Athens and
      Rome in ancient times.  Some of the books I read for this project
      included some number analysis.  The final number of ships would
      be a MAX figure.  This max figure would vary from Summer, Fall to
      Spring as the seasons prevent sailing.  Also the figures listed
      are if 100% of the craft were on the water.  This could easilly
      be factored by Seaons (Summer 80%, Fall 60%, Winter 30% and Spring
      40% for example applied to the max figures).  

         Each culture has data on further analysis of the numbers and
      distribution of the fleets.  For a final breakdown summary of the
      culture data see the bottom for a complete summary chart.

         Many ships have special ships for their cultures that are not
      covered below.  For details on these ships consult the special
      ships material.  

         Lastly, a note should be stated about change of encounters.  In
      getting the percentage chance I came up with a few other formulae.
      Factors would include distribution of sea area, number of ships
      and other varying factors.  Sea area includes number of sex or
      water hexes around the culture as a "patrol" or "sailing" zone.
      For example Clima has a big area of about 10 hexes in any direction
      around it ships would likely sail.  While Ba'ru city on the Sea
      of Cholchara would have about 2 hexes of its own and another
      dozen or so in the sea they would be on to a lessor degree.
      So encounter chance is higher for a nation's primary area and
      less for its secondary.  Even less of a chance for ocean transit
      ships which are way off the nation's main shipping lanes.  These
      percentages should be fair for a single ship encounter if you
      wish to create tables for the area.  Another factor that encounter
      chances had a factor on was visibility.  If a nation has 100
      craft at any one time in e 20 mile hex chance of encountering
      the craft is likely high compared to a nation with only 3 ships
      per hex around it.  Basic calculation for number of water area
      hexes divided by number of ships should give a general rule for
      number of ships per zone and encounter chances.  In many cases
      the chance of encountering a single ship in a 20 mile hex is
      around 3-5% based on a sunny day with full normal observation.
      Of course the Referee is free to use any or all of the data
      below as you see fit.  

         The cultures are handled in the order listed below:
         1.  The A'ha'Kacili             2.  A'Korchu
         3.  The Aratad Confederacy      4.  The Assiran
         5.  The Bal'Sani                6.  Ba'rual
         7.  Bhamotin                    8.  Caldo
         9.  Empire of Ced              10. Cerulean Empire
        11. Chiros                      12. Choshai
        13. Chunrey                     14. Clima
        15. The Confederation of Shanda 16. Dawana
        17. Dechat                      18. Dirllar
        19. The Djakschil               20. Djanesborg
        21. Donara                      22. Fomorian Empire
        23. The Fierazi Tribes          24. Ghazai
        25. Ghiamen                     26. Goidan
        27. Gom                         28. The Helva
        29. The Humagi                  30. The Ipanza
        31. Iravoy                      32. The Izza
        33. Ja'xon                      34. The Kakana
        35. The Kalem                   36. The Kameran
        37. Katai                       38. The Kazi
        39. Kirazan                     40. The Kll'maun
        41. The Kolari                  42. Lemasa
        43. L'p'nth                     44. Ma'helas
        45. Marentia                    46. The Mopazi
        47. Nerid                       48. No'mal
        49. Novarask                    50. The Nylasa
        51. The Omavor                  52. Regis Baya
        53. The Rhuselska               54. The Rizeela
        55. Ro'babza                    56. The Robari
        57. The Rogizini Empire         58. The Sarghut
        59. Shiben                      60. Shurikal
        61. Taolisa                     62. Teos
        63. Thaliba                     64. The Thaliban Tribes
        65. Ticasi                      66. The Timbaza
        67. Treaus                      68. Valheim
        69. The Vassa                   70. Zarun
        71. The Zen'da


      1.  The A'ha'Kacili
         
          These barbarian tribes tend to be more traders and mercs rather
      than sailors.  In fact due to their desert world water is so precious
      that only a rare select few may be a sailor on the two rivers. But
      this is usually for some short term purpose rather than long term.
      They are also land locked so have no sea ships but do have 2 rivers
      in their desert so it is possible they have rivercraft.  All sailors
      will be male with no female sailors due to their cultural view on
      women. River trade will deal with fine goods, tolls and the slave
      trade operations.  Their level of technology would indicate most
      river craft would not have any weapons other than personal weapons
      like bows.  Due to their stay in the desert the A'ka'kacili are keen
      on the winds since they may have to avoid sand storms.  Because of
      this they will have a slight bonus in river craft use with the sails
      they would rig up.
          The only water sources for craft are the two rivers in the western
      desert.  The first river is 140 miles long through the desert.  The
      nearby tribes that use this river are the A'qamar and A'rianir.   Due
      to the vast desert and no organized cities on the rivers at any one
      time there may only be little over 3,000 people along the river or
      less if that out of the 11,000 possible in the area.  From this
      there are typically 34 craft at any one time on the river max from
      these two tribes.  The second river (the Douma River) is used by the
      Pava and A'anar tribes.  This river due to local population would
      tend to have up to 18 craft at any one time on it.  So the total
      river craft fleet is 52 at any one time. First river would tend to
      have 4 craft in every hex (7 hexes) at any one time.  The basic
      chance of seeing such a craft would be 28% at any one time. The
      second river (7 hexes) would tend to have 2 ships in every hex at
      any one time giving a basic chance of encounter at 18% chance.  Of
      the 52 river craft at least 2 are combat oriented ships that tend
      to have skilled warriors on them (one each river).  This is for the
      protection of the river and tribe.  Pirate activity on the river is
      very rare and tend to only be when a brave pirate ship is out to
      flee pursuit from the ocean.  Those on the first west river may
      occasionally visit Foha but due to poor relations only do so if
      they need supplies or help.  Due to their desert there is little
      if any resources for wood so river craft production tends to be
      limited.  There is a small forest to the east in the A'ha'kacili
      land but that is the only resource of wood.  In times of wood they
      will have to pay for materials to make any form of river fleet.  

      2.  A'Korchu

          Island nation that does no trade with other nations so the
      civilian craft tends to be limited to personal craft.  What little
      merchant traffic exists is done for internal use only between island
      cities and towns.  There is a special ship designed to carry the
      Griffins and their riders from location to location in times of war
      (see special ship section for details).  Based on its national
      mistrust of outsiders (by will of its rulers and no trade) the nation
      tends to only have 600 civilian ships at any one time in the water.
      Out of over 1 million people that is a very tiny amount of craft in
      relation to the civilian population.  To help determine where these
      craft are spread out you can use the following table:
               Percentage   Total   Location
                   54%       324   Around main Island
                   36%       216   Islands with cities
                   10%        60   Other small colonies
          This would mean each city would tend to have 9% of the ship
      traffic at any one time related to it.  This is 54 craft.  Depending
      on the time of year at least one third of those would be at port and
      the rest out to sea or the coast if needed (more sailing in summer
      than stormy winter).
          The nation has a good supply of wood in the forests so at times
      of war can use their own internal supplies for new ship construction.
      There are also some pirates around the various islands (less around
      the main island due to fear of capture).  These pirates will tend
      to raid on the few civilian craft they can find.  The rulers under
      the God Emperor states that pirate activity is non-existent in the
      area to boost morale of the people and the people tend to respect
      this view almost to the point of being too complacent.

      3.  The Aratad Confederacy

          This nation does a lot of sea trade so would have a substantial
      sea force of merchant ships and military to support them. The two
      coastal cities Aratad and Rhozad are the centers of their national
      navy.  Of the roughly 600 civilian craft at any one time 55% would
      be centered around Aratad city (330) and the other 45% at Rhozad
      (250).  Course depending on the time of year most of those ships are
      at sea.  Typically only 20-50% might be in port at any one time.
      Their island colonies would also have about 20 sea craft.  Rhozad
      has a problem being in the gulf near A'iam.  Those first 60 odd miles
      sailing in the gulf could be dangerous due to dislike of each other
      so it is commonplace for a military ship to escort large convoys to
      Aratad.  Due to this nearby problem Aratad keeps a steady active
      warship fleet in harbor for help when it is needed.  The Confederacy
      owns three islands so convoys of supplies and trade are often
      encountered in the area on established trade routes.  The islands
      due to pirate activity may tend to have anywhere from 5-10 warships
      in the area (3-5 Trireme sized).
          Due to no large expanse of forest they will tend to have to
      import their materials for ship construction.  This is especially
      dangerous for the 3 islands as if they are cut off their defense
      will be hard to mobilize.  Pirate activity around the two cities
      is rare but along the Iravoy coast or the islands its in moderate
      amounts from Clima and Porta mainly.
          Western fringes of the Aratad people may have some minor river
      craft on the Ticasi river.  The people of Eured would use the river.
      The amount of craft would range from 17-20 at any one time on the
      river.  These craft would not be sea worthy though.  There is no
      military river craft since the military concentrates on the ocean.

      4.  The Assiran 

          Being land-locked mountain folk these people do not have any
      ocean going craft.  But there are a couple of nearby rivers where
      they MAY have a craft of two.  The Valheim river may have a couple
      of river craft owned by Assiran people for trading or fishing.
      These craft would not be too sophisticated or big.  

      5.  The Bal'Sani

          These people stay to their mountains and if a boat exists it is
      a rare situation.  They do not like outsiders so much so do not trade.
      There may be a brave or curious person in the Bal'boni tribe that do
      make a small coastal craft (biggest may only be a 20x20 craft).  The
      listed number (6) in the table covers the entire coast of the hills
      and a max number of ships in the water at any one time.  These craft
      are only coastal and if they go too far out to sea are surely doomed.
      The chance a person encounters such a craft is 5% along the 50 miles
      of the hilly coastline.  Most such craft may be a fishing boat or a
      simple transportation craft to go from one place to another.  They
      are not prepared for battle situations.

      6.  Ba'rual

          The Ba'rual people are on the shore of the Cholchara lake and
      thus do have lake and river craft.  They will trade with nearby
      nations and are open to friendly relationships with other nations.
      Through the long river down through Cholchara and Marentia (Lake
      Sivas) they do have access to the open sea.  But typically they
      stay on the lake and river in their area.  There is one exception
      in that a rich merchant house has a single large freighter that
      does work on the high seas as far as the Sea of Tears.  See the
      special ship section on details on this unique situation.
          Their river craft could not last long in the ocean.  The city
      of Ba'ru tends to keep 9 warships in the port at any one time and
      one warship on patrol in the lake.  The chance of encountering this
      warship on the lake is only 5% in the 150 odd miles of the lake.
      Marentia keeps 3 of their warships in Ba'ru as well for a total of
      12 warships in port.  The lake itself is relatively safe for civilians
      so they will use it often.  Ba'ru tends to have 56% of the lake
      traffic (170 ships) while the surrounding villages and towns will
      have 44% (130 craft).  There is a 25% chance of encountering such
      a craft on the lake.  There is only a 10% encountering such a craft
      on the north or south rivers.  Civliian craft are of all types in
      this area but tend to be more pleasure and fishing craft.  The arms
      industry is common so this is a major draw for pirates but also a
      deterrent as such arms dealers will be well defended.
          Due to trade they have good resources to build and replace their
      ships in times of need.  Merchants and traders will go north through
      the river Sich to trade with the plainsmen they have relationships
      with.  The only other reason to be on the north river would be
      transportation of people up the river.  The south river though is
      more populated as people head south to Marentian for many purposes
      from trade to tourism.  

      7.  Bhamotin

          Bhamotins have river and ocean going craft.  Many civilian craft
      are designed as missionary boats to spread the Miracle of Bhamot.
      The small lake that surrounds the capital city island is guarded by
      the ships of the Order of Fiery Citadel.  The Order of the River
      also guards the rivers from raids. The four main cities support
      most of the big ocean going craft.  Of the 360 civilian craft 24%
      are home to these cities (87) the rest are spread around the various
      towns and villages (76% or 273).  Of course most of these villages
      and towns do not have decent sized ports for large craft.  Generally
      25% (or 25) of the warships are home to one of the four big cities at
      any one time.  Though typically at least 20% of those are on patrol
      in the ocean or shoreline at any one time.
          The one river is where the Bhamotins have river craft that can
      head to the capital island.  The river is highly protected by 13
      river warships that can only fight well in the river or lake.  They
      are not made for extensive use in the Sea of Tears.  The fleet is
      controlled by the Primate through his Bishop Admiral.  This navy
      also has 1,600 marines who are elite trained in naval warfare in the
      larger vessels.  This makes Bhamotin one of the few to have specially
      trained combat marines.

      8.  Caldo

          The Caldans may occasionally risk a ocean going ship down the
      river but due to Donara trying to stop them, they only take the risk
      if its the right time (like if Donara is distracted by war). The
      Caldans do have a lot of river traffic and a unusual trade pact with
      the Dwarfs in the mountains.  Due to the respect the Caldans have
      for a family if a person owns a boat they tend to be houseboats
      where the entire immediate family lives on.  The Dagger Legion and
      Jewel Guard may keep river warships at the ready at all times.  Due
      to their past battles and experience against trolls and giants they
      have perfected the art of ship ballista warfare.  Some of their best
      ship crews can take down a single giant in seconds with a few shots.
          Clan Caldo uses the river to go to the mountains in the east
      for mining or south to where its more dangerous to the forests for
      unting timber or more resources but they tend to stop short of Samma
      city. Of the roughly 300 miles of river 160 craft will tend to be on
      it at any one time or along the shores berthed.  The 16 river warships
      are always at the road over the river near Caldo at the call if needed
      One or two of these river warships may be on patrol up or down the
      river.  The chance of encountering such a warship is 3%.  The chance
      a civilian river craft is encountered tends to be 10% (usually 2
      craft per river hex).  The wood for the rivercraft can be found
      through trade with the Kaz (the NW forests) or going down near
      Samma and the Wild Forest if they wish to risk it.

      9.  Empire of Ced

          Due to their past defeats by the many Don Hosts their navy has
      decreased greatly and tends not to be rebuilt due to money or other
      political problems.  They do have a current small fleet but tend to
      stay by their territory as the Climans, Confederacy and Donarans are
      always on the prowl.  The 20 warships tend to stick close to shore
      rather than venture out to sea.  Due to the gulf and the Confederacy
      presence they keep half of their fleet usually in A'iam's port.  The
      other ten warships tend to be out in patrol of the 260 miles of
      coastline.  The chance of encountering such a ship is 4% per hex.
      It should be noted that the navy is way outdated and in poor
      condition.
          Of the civilian population A'iam gets 61% of the traffic with
      200 craft of various sizes and shapes.  These ships can go out as
      far as Marentia or Gom for trade if the profit is greater than risk.
      The coastline villages and towns have another 125 ships usually
      somewhere along the coast or in small fishing village like berths.
      The chance of encountering such a craft is 10% along the shoreline.
      The chance for encountering the A'iam ships in the gulf area is 10%
      outside the port.  Pirates are around to prey on the weak and poorly
      made ships.  The military tries to stop them but finds its a uphill
      battle.  The resources for building new ships is scarce and must be
      imported or traded for.  So in times of war they could be in bad
      shape to build a fast fleet.

      10. Cerulean Empire

          The Cerulean Empire is a vast and strong empire that is over
      1400 miles from Halle in the west to Sammai in the east.  The river
      system itself consists of 4,140 miles of river water (207 hexes).
      This vast river network is used by the Ceruleans to their advantage
      to move resources around faster than by land.  The Empire has 12
      major cities in the vast plains.  Hadat, Indar and Nyshan are near
      rivers (within 1-2 hexes).  The cities of Chohas, Cerul, Erment,
      Huam and Halle are on the river itself and those rivers can reach the
      sea. Chaol, Halle and Samai are directly on the ocean and have the
      largest harbor areas.    The other two cities of Dhalran and Ba'shan
      are on the plains.  The Empire has a total population of 3 million.
      The ocean coastline consists of 1,400 odd miles of plain coastline.
      The plains tend to hold half a million on the coastline areas to
      support the various villages and towns (like fishing hamlets).  The
      civilian fleet figures break down as follows:
               City    River   Sea      City   River   Sea
               Chaol     -     120     Sammai    -     260
               Halle    30     260     Hadat   180      -
               Indar   360      -      Nyshan  290      -
               Chohas  200      20     Cerul   800      50
               Erment  110      10     Huam    140      15
               Inland  500      -      Coastal   -    5000
          This gives on average 5,735 ocean going civilian craft and 2,610
      river going craft.  There are also river patrol craft used by the
      Imperial Navy to patrol the rivers alert for any trouble.  This
      breaks down to:
               City    River Warship   City     River Warship
               Chaol        2          Sammai        2    
               Halle        3          Hadat         6    
               Indar        6          Nyshan        7    
               Chohas       2          Cerul         6    
               Erment       1          Huam          2
          These river warships tend to be barges with warriors always on
      the duty.  The other warships break down as follow:
               City     Warship   Trireme   Area    Warship  
               Chaol      10         5      Coastal    30
               Sammai     10         5      River       6
               Halle      10         5      Open Sea    2
          Inland above is villages and towns that are along the various
      river banks.  Coastal is the ocean coast shoreline areas. The above
      numbers are only a suggested working of the various numbers.  Seasons
      cause these numbers to change.  For example Open Sea may not have
      trireme patrols in winter but stay in harbor.  Just because a city
      has a trireme doesn't mean they stay there.  They may be around that
      city area on patrol or other duty operations.
          The chances of encountering a civilian river craft in any one
      river hex is 60%.  The chance of encountering a ocean going civilian
      craft in a ocean hex is 77%.  The chance of seeing a river warship
      is 1% in a river hex.  The chance of encountering a ocean warship
      in the ocean is 5%.
          Pirate activity is rampant in the empire due to the easy pick of
      the civilian craft.  The resources for new ships are scarce and have
      to be traded for or imported into the empire.

      11. Chiros 

          Chiros tend to be cowardly in terms of their personality so
      their navy is more for their paranoia than warfare. They have a
      secret alliance with Donara at times and their navy may support
      them if they feel the need is worth the risk.  Duke Salim really
      rules the navy itself for the most part. The Ducky itself is very
      small only 60 square miles or so.  The shoreline covers 40 miles so
      its easy for the navy to protect it if need be.  The civilian
      population has about 100 sea going craft that call it home. The
      shoreline villages and towns have another 60 or so. Chiros is a
      poor nation so most craft will be simple fishing boats.  Resources
      are poor for ships so they will have to buy the materials to make
      new ones.  Duke Salim controls the navy which is typically all
      stored in Chiros harbor.
          At any one time there may be 2 warships on patrol along the
      small 40 miles of coastline.  Of the 18 warships (12 are pirates).
      The chance of encountering a Chiros warship near the shore is 20%.
      The chance of encountering a chiros civilian craft is 60% near the
      shore.  Pirate activity is controlled by Duke Salim.  He knows better
      to prey on his own people so will prey on traffic that comes near
      Chiros.  The chance of encountering a Duke Salim sponsored pirate
      ship is 10-40% depending on if they are out looking for prey or not.
      Though not rich in oney they do have the resources to replace their
      ships if there are devastating storms or battles.

      12. Choshai 

          Choshai are forest people so timber is their stock and trade on
      the high seas.  They especially hate pirates so no pirate activity
      exists here without great risk.   Many of the ships are rowed by
      barbarian slaves oarsman.  The forest coastline covers 520 miles.
      The ten warships the realm owns tend to patrol the waters for pirates.
      It is rumored that a secret forest entrance holds a small village
      harbor that berths the warships to hide them.  But only a select
      few may ever know its true location.  The chance of encountering a
      warship while along the coastline here is 2%.  The chance of
      encountering a civilian craft is 20% in any one hex.

      13. Chunrey

          Once a great nation has now shrunk back to their own lands and
      given self rule by Katai.  Because of their worship of Sea and Storm
      forces they are keen on the use of ships in the ocean and river.
      The mainland has 440 miles of coastline.  The river is another 440
      odd miles of water way that branch in two directions.  The two nearby
      islands are owned by Chunrey and travel between them is commonplace.
      Typically 4 Trireme sized warships are in each of the 3  cities
      (Chunrey and the two island cities) at any one time to protect it.
      The other 40 warships may be on patrol or in the port of the 3
      cities.  The chance of encountering a warship in a coastal hex
      area is 2%.  The capital city of Chunrey will have 443 river craft
      tend to call itself home but they will travel among the river
      system.  The  mainland will support another 57 odd river craft
      making a total civilian river craft total of 500.  The chance of
      encountering a river craft in a river hex is 20% at any one time.
      The sea going civilian craft number as follows:
            City/Area      Sea Going Craft  River Craft
            Chunrey             447             447
            Chunrey Mainland    570              57 [Towns/Villaes]
            Ita City            330  
            Ita Island Area     240
            Mokasa city         250
            Mokasa Island       190
                       Total   2227             500
          There are 15 river warships in each of the two main branches
      (North west and North-east).  Most are based out of Chunrey city
      but patrol the river.  Of the 28 river patrol barges 5 are from the
      Imperial Fleet.  The nobles control 25 other river patrol barges in
      their areas.  This gives 1-2 river barges in every river hex.
      Chance of encountering the river warship on a river hex is only
      10-20%.  Chance of encountering a river craft in a river hex is
      only 10% as only 1 civilian craft may be in a hex at any one time.
          Of the roughly 1,220 miles of coastline and island coastline the
      chance of encountering a sea going craft in any hex of coastline is
      20% as most hexes will have 1-2 ships in it at any one time.
          Of the 12 Triremes 3 are controlled by the Imperial Fleet and
      9 are controlled by nobles.  The nobility participate in piracy (at
      least 30% o nobility vessels) to help get more income.  The imperial
      fleet does not do piracy however. Of the 2,227 civilian craft if 10%
      are noble vessels then that's 223 roughly.  That would mean there
      are 66 civilian craft doing piracy actions.  Chance of encountering
      a pirate ship in a ocean or river hex is 10%.  Chunrey do not have
      great amounts of materials for their ships so will need to trade
      or import for it in times of war.

      14. Clima

          Being a island nation Clima has found the sea to be useful for
      their survival.  They have waged many wars with nearby nations over
      the centuries and maintain a strong navy in the Sea of Tears.  Their
      whole economy depends on the sea from fishing, piracy, raiding and
      tributes.  The priestess sects even endorse piracy on the high seas
      as a buffer for raids and for tributes.  Beside the state endorsed
      piracy there is a strong civilian piracy force around the island as
      well.  Climans are known to use magic in their navy operations as
      priestess are known to be onboard ships at sea.  There are no rivers
      so all craft are sea-worthy ships.  The breakdown of sea going ships
      are as follows:
              City/Area     Number  Warships   Trireme
         [Clima Island]
              Clima City     500       13        4
              Shimana City   300       13        3
              Melecin City   180       13        3
              Vizan          140       12        3
              Clima Mainland 700       13        3
                     Total  1820       64       16
         [Western Colonies]
              Affea           50        8        2
              Affea Mainland  20        8        2
              Fort Kira       20        8        2
              Fort Mainalnd   60        8        2
                     Total   150       32        8
         [Island Colonies]
              Ho'Daiva        48        4        1
              Ghova           70        4        1
              Ba'helos         3        4        1
              Lys              3        4        1
              Mera             7        4        1
              Island Patrol    -        4        1
              Khat'u          10        2        1
              Chala            4        2        1
              Murani           3        2        -
              Merin            2        2        -
                     Total   150       32        8
         [Open Sea Travel]   200       32        8
                Grand Total 2320      160       40

          Of her fleet shipwrights are competent, highly-trained
      specialists.  Of her 160 warships 25 of those are quadreme or
      larger.  While 40 of the 160 are fast triremes.  The only problem
      with Clima is her ship building resources. She has to import wood
      from her Affea colony.  If Affea were to fall she would be in
      trouble for making new ships. Affea gets their timber from the
      Wild Forest's almost endless supply of wood.  
          The main island of clima has roughly 740 miles of coastline. The
      island is heavily trafficked on the shoreline and so there may be at
      any one time as little as 20-50 ships in any one shore hex.  The
      chance of encountering a civilian craft in one of these hexes is
      almost automatic (80-100%). The chance of encountering a warship
      is 10% as only 1-2 warships may be in any one hex.  As one goes 1
      hex away the chance is decreased by half and so on.  So 2 hexes
      from shore civilian craft encounter chance is 40% then 20% at 3
      hexes and 10% at 4 hexes out, 5% at 5 hexes and so on. The amount
      of this traffic makes Clima a very safe island from invasion.
          The Western Colonies of Fort Kira and Affea do not tend to
      support civilians as it is a more dangerous frontier for them.
      So the civilian craft in this area would only be used to support
      the colony like fishermen or transport. For Affea and Fort Kira
      there are 100 miles of shoreline to patrol.  This would mean for
      Affea at any one time up to 10 civilian craft and 1 warship is in
      any one shore hex for Affea.  For Fort Kira this would be 4 civilian
      and 1 warship in every hex at any one time. The chance of encountering
      would be 20% in Affea shore hex and 5% for warship.  For Fort Kira
      this would be 10% and 5% for warship.  
          The islands themselves cover roughly over 840 miles of shoreline
      to patrol.  This would mean typically there may be up to 3 civilian
      craft in each coastal hex for a encounter chance of 15%.  The chance
      of encountering a warship would be about 5% (1 per hex patrol at
      various times of the year).  There are a vast number of Climan ships
      on the high seas sailing every which way.  The chance of encountering
      a civilian craft in any one hex is about 3-5%.  The chance of
      encountering a warship in any one ocean hex is 1%.  

      15. The Confederation of Shanda

          From the past the trade meetings created the empire.  So sea
      trade is still a major part of Shanda life.  However, due to their
      distrust of strangers most of their trade routes are well established
      and set in their ways.  While the land is starting to get civilized
      the tribes tend to stay to the coast and not far out into the sea.
      In fact the Shanda do not enjoy sea travel.  They rather stay to
      their land.  The city of Roghara is the only place they  have any
      form of ship traffic.  They keep 10 warships and 10 merchants
      (equipped to carry troops) in the port.  They are always weary of
      neighbors like Gom so keep them ready in case they are needed.  But
      for the most part they will avoid the ocean if they can.  Because of
      this nature pirates will tend to sneak along the western shore or
      the sea of tears and raid the various villages and towns. The only
      protection the Shanda tend to have is their land forces. The chance
      of encountering a pirate along their western sea border is about 4%.
      The chance of encountering a pirate ship on their Sea of Tears
      shoreline is 7%.

      16. Dawana

          Dawana being a small country near the sea has some ships and
      boats but no military navy.  They seek to promote life and nature
      not harm it.  The few ships they do have are fishermen and other
      ships that roam the small shoreline from village to village.  The
      Missionary Order however has saw to their faith by building a
      massive missionary fleet of small sea going vessels.  These ships
      have dedicated crews that decide to spread the word.  Once these
      ships leave they tend to rarely return.  They roam all over the
      Perilous Lands in hope of converting new people to their faith.
      The exact number of these missionary boats are not known but some
      estimate in the hundreds.  They stretch from Katai in the east to
      Goidan in the west.  Once these crews tend to leave most do not
      return home as they wish to spread the faith and setup new converted
      camps across the globe.  The actual nearby civilian fleet consists
      of ships that sail the 70 odd miles of coastline going from place
      to place or in port of Dawana city itself. Dawana city has about
      25 ships at any one time while the village sand towns have another
      25.  The missionary boats are special craft blessed to spread the
      word (see the special ship section). Pirates tend to leave the
      coastline free as they know the militant orders will capture and
      try to convert them.  To many pirates this is worse than death.
      For resources they tend to import or trade for wood for their ships.
      Sometimes a merchant will head to the western edge of Lemasa and
      the forest there to cut down and bring back timber for more ships.
      The chance of encountering a Dawana ship is about 10% in a Dawana
      coastline hex area.  The chance of encountering a Missionary boat
      abroad is very slim so the Referee will have to assign this value.

      17. Dechat 

          The city of Decha is a vicious place full of cutthroats and
      pirates.  They allow Cerulean and Rogizini empire ships in port or
      in their waters but openly attack any other nation's ships.  Even
      the citizens of the area avoid the seas since they'll be raided or
      required to pay tribute to pirate gangs. Those who are on the high
      seas already have arrangements with the pirate groups to be allowed
      to sail the area or work for a pirate captain in some fashion.  It
      is said Decha has a black market second only to Vahear.  The
      civilians that do brave the shoreline are few but number about 30
      craft in the port of Decha and another 40 along coastal towns and
      villages.  This tends to be about 1 ship per coastal hex zone or a
      5% encounter chance in the 80 odd miles of shoreline. The warships
      and pirate ships will be in 3 areas at any one time.  For open ocean
      they are hunting and conducting piracy operations (about 2% encounter
      chance within 20 hexes of Dechat) and tend to number about 15-20.
      Around the coastline another 15-20 (usually 17) tend to patrol the
      coastline giving a 10% encounter chance (about 2 ships in every
      coastal hex area).  Another 15-20 may be in Decha's harbor.
          The breakdown of warships is as follows:
             Emir               -  12 Warships
             Cerulean Resident  -   3 Warships (1 is Trireme)
             Pirate Captains    -  36
          The Cerulean Resident is Admiral Chjaza Mir'yan who tends to
      keep his ships in line in the harbor rather than out to sea. The
      major sea captains are as follows:
             Person       Merc #     Sailor #      Warships
             Noman Kha      400        1200      12 Warships
             Ali Mala       200         600       6 Warships
             Serban         100         300       3 Warships
             Lady Boma      100         300       3 Warships
             9 Others       400        1200      12 Warships
             -----------------------------------------------
             TOTAL         1200        3600      36 Warships
          Merc # is the number of mercenary men they may have at their
      disposal.  Sailor # is the number of sailors on their payroll.
      Natural resources for building new ships is poor so they will tend
      to trade or just capture loads of timber on the high seas for their
      replacements.

      18. Dirllar

          Dirllar is ruled by the Duke and council of 13.  While they
      depend on the road and smuggling they do use the nearby sea for
      their trade to some degree.  The nearby swamps are vast and as
      such help to buffer the nation from raids and help to hide smuggler
      bands.  Due to nearby forests they have good resources to replace
      lost ships in battle.  Dirllar city is home to about 300 civilian
      craft (many are pirates and smugglers) while the surrounding villages
      and towns have about 200 of various sizes and purpose.  The coast
      may at times be crowded with as much as 1-15 ships in any coastal
      hex giving a civilian encounter chance of 25% chance at any given
      time.  But the chance of encountering a warship along the 240 odd
      miles of coastline is slim abut 2%.

      19. The Djakschil 

          This land locked collection of tribes has no navy at all.  But
      the tribe Wyaschil may have a few river craft along the 180 miles
      of riverbank the tribe controls.  These craft would only be small
      rafts for transportation or mild fishing if that. At most 10 craft
      may be on the entire river at any one time but more likely 1-3 on
      average depending on time of the year. The chance of encountering
      such a small boat is 2%.  With the nearby forest there is plenty of
      resources for these rafts to be made.  If a foreign river craft is
      lucky to encounter the Wyaschil on or along the banks they can
      sometimes barter pelts and furs from the hunters for other goods.  

      20. Djanesborg 

          The Djani worship gods of sea so its easy to see where they
      would depend on the sea and river traffic.  A lot of their culture
      is born from piracy and so piracy is abundant here and commonplace.
      Women have little standing in this society so all sailors are male.
      Being known for their archers the boats are also known for platforms
      of war using archery weapons. The breakdown of ship organization is
      as follows:
             City/Area       River Craft   Ocean   Warships
             Djanesborg           60       260      200
             Loch Svear           40       100
             Novholm               -        90        5
             Coastal Towns       100       500
             Noatun                -        30         
             Goidan Colony         -        60       15
             Other Nobles/pirates  -         -       20
                         Total   200      1040      240
          The coastline of Djanesborg is roughly 410 miles of shore and
      coves.  This typically gives about 10-15 ships per coastal hex at
      various times or a encounter chance of at least 60%.  The coastline
      of Djanesborg is very well defended by constant warship patrols so
      the encounter chance is 60% as well.  The two rivers aren't too vast
      but 160 and 100 miles in length.  The chance of encountering a river
      warship on a river hex would be 2%.  But the chance of encountering
      a civilian craft would be about 70% as its used often for work and
      recreation.  The nation is a rich one so civilians can afford to have
      many craft for work and for personal use.  The nearby forests also
      give a great supply of timber for these ships.

      21. Donara

          Donara is a rich land where trade is common both on the rivers
      and the ocean.  They have a strong military navy as well as a
      civilian fleet force of merchants and other type of craft.  While
      Donara has many cities but only two cities of Pelara and Salaqara
      are actually on the Sea of Tears.  Salaqara and Samma are on the
      two rivers that border the nation.  The breakdown of the ship force
      is as follows:
            City/Area    River Ocean  Warships   Trireme
            Pelara        50    420      40         15   [Royal Fleet]
                                         20          5   [Pelaran Fleet]
            Samma         30    130       4          -
            Salaqara      50    250       1          -
            Other Nobles  20    800      10          -
                 Total   150   1600      75         20
          Duke Actin of Pelara commands the combined Pelaran fleet and is
      a very powerful man.  The Donarans have 10 specially made river
      patrol barges that do nothing but patrols for the military on the
      river.  This is 5 per river.  The chance of encountering such a
      river patrol ship is 2%.  In the Samma river about 90 river craft
      are on it at any one time and for the other Salaqi river its 50.
      Those on the Samma river do not travel up river beyond about 80
      miles since once they enter the hills its more dangerous.  For those
      on the Salaqi river they stop at the Elder mountains as the Dwarfs
      tend to be very protective of that area of the river.  Some may risk
      it if the mining is good enough for profit however.  The chance of
      encountering a river craft in a Samma river hex is 20% while in the
      Salaqi river its 10%.
          The ocean coastline is over 400 miles (roughly 410) so its not a
      big area for patrol ships.  For any one ocean hex this may mean 1-4
      civilian craft in it giving a encounter chance of 25%.  There is a
      5% chance of encountering a Donaran military warship in a ocean hex
      at any given time.  Pirates tend to stick to the Samma side of the
      nation but tend to avoid the other sections as they are more heavily
      patrolled.  For resources the Wild Forest gives great resources for
      replacing ships lost in battle or age.









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