[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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