[PnP] Ships / Cultures 3 of 3

Scott Adams longshot at darktech.org
Sun Nov 19 04:40:26 CET 2006


      41. The Kolari 

          These tribes are in a rugged but beautiful land with hills,
      mountains and forests.  The culture is divided between two groups
      based on a religious schism.  The two groups are designated by a
      ending "i" or "o".  The Kolari tribes are partially civilized.
      Each group tends to hate each other.  Only one tribe (a forest
      tribe) has no access to water or ocean areas.  The Kolari have no
      ocean going ships other than light craft that stay within sight of
      the coast.  If they travel further out they are likely doomed.  The
      breakdown of the boats are as follows:
                     Nearby hexes       Boats       Encounter Chance
          Tribe     River  Coastal   River   Coastal   River Coastal
         Kolavassi    12      -        14       -        5%     -
         Vanaddi       -      3         -      12        -     20%
         Ghavas       23      -        10       -        2%     -
         Roanni        4      -         7       -       10%     -
         Umeri         6      2         5       2        3%     5%
         Usetti        8     13         6       6        5%     2%
         Worro         -      3         -      14        -     15%
         Covo          6      -        12       -       10%     -
                            Total      54      34
          The listed Coastal number in the table is coastal craft only
      and not ocean going but listed to separate the areas.  Most rivers
      go right to the sea.  Pirate activity in the area is moderate as
      most tribes can't battle on the water and are easy prey.  

      42. Lemasa

          Lemasa was once a great empire nation that had control over
      many people.  There were great wars with the Fomorians which made
      them decline however.  Even now though they are still powerful.
      Being a island nation they have a great strategic location away
      from other nations so they can rule their nearby waters with little
      interference.  The Lemasans are one of few people who know the
      existence of the Easter Lands. A great Western Continent far out
      to sea.  It is a very private and state secret.  Only the Emperer,
      close advisors, select privileges sea captains and select merchants
      may know of this information.  It is a trade and colonial monopoly
      they wish to keep from their enemies.  Only a few select ships
      head to the Eastern Lands on approval from the Emperor.  These
      ships may be the only public location (if you call it public)
      where a map may exist to the Eastern Lands.  The chance of finding
      a map (since it would be well hidden on the ship by natural or
      magical means) is only 2%.  The civilian fleet breakdown is as
      follows:
           City/Area      River    Ocean   Hexes   Encounter Chance
           Yymab City       -       530     -/18      -   / 50%
           Khara City     100       410     5/3      30%  / 70%
           Kai'cera City  200       270    10/3      30%  / 65%
           Aurisia City    -        190     -/12      -   / 25%
           Vasa City       -        160     -/6       -   / 40%
           Lilini City     -        110     -/4       -   / 25%
           Lemasa Island   -        240     -/46      -   / 10%
           Yyast Colony    -        120     -/- *     -   / 20%
           Kshka Colony    -         80     -/- *     -   / 10%
           Na'Yymab Colony -         50     -/- *     -   /  8%
           Dagha Island    -         30     -/1       -   / 10%
           Tiama Island    -         30     -/2       -   / 25%
           Island Towns    -         80     -/2       -   / 10%
                  Total   300      2300
          The Colonies are not on the map but in the Eastern Lands. The
      Hexes are the number of river/ocean coastal hexes around the area.
      For river hexes this is the total amount of river hexes.  For
      Coastal this is the estimated "area" the citizens tend to utilize
      for their home port.  The encounter chance is the chance of
      encountering one craft in any given hex in that area.
          The Lemasan Empire and kingdoms have nine fleets. Their strengths
      are listed in the table below.  The Empire has a force of 2,400
      marines, organized into 480 five-man units, who serve as pilots for
      vessels headed east.  (No vessel can legally head east without a
      pilot team.)
           KINGDOM       WARSHIPS  TRIREMES  Total  Encounter %
           Imperial         32       12        44        5%
           A'Khara          20       10        30       20%
           Atla             15        1        16       15%
           Aurisia          10        0        10        5%
           Vasa              5        3         8        5%
           Yyast             6        0         6        5%
           Kshka             3        1         4        2%
           Na'Yymab          3        0         3        2%
           Kai'cera          2        0         2        2%
           -------------------------------------------------
           TOTAL            96       27       123
          The Encounter chance is the chance of encountering such a
      warship in the immediate kingdom patrol zone.  The imperial navy
      itself patrols a wider area while vassa only may patrol 5 nearby
      hexes.  There are 2 rivers and thus 2 river battle barges that
      patrol these two rivers. The chance of seeing the river barge on
      patrol for Khara's river is 20% while the Kai'cera river is 10%.
          Pirates seek the island for rumors of vast treasure and hope of
      learning the secret of some mystery far off land. There is a large
      forest on the island as well for ship timber.

      43. L'p'nth

          The L'p'nth are just as home in the desert as they are in the
      hills and mountains to the north.  They are a nation of fanatical
      religious warriors who will seek conquest and conversion to their
      faith.  This nation has no sea going craft.  They do have some river
      and lake craft however.  The breakdown of these craft are as follows:
           City     River Craft     Lake Craft  Encounter chance
           K'p'ch'       -              20           50%
           L'd'm'      150               -            5%
           Towns        50               -            5%
               Total   200              20
          K'p'ch is near a 30 mile wide lake where they enjoy to fish and
      relax from the hot desert sands.  So these lake craft are fishing,
      transportation or salt collection craft.  L'p'nth city is near a
      river to the east but its almost 100 miles away and near Katai land
      so they do not use it at all.  The river from the mountains south to
      L'd'm to H'ss'r mountain is over 500 miles.  They use the river to
      protect the H'ss'r mountain citadel and to supply it with warriors
      and supplies.  They will also patrol the south but only about 60
      miles south of the H'ss'r mountains.  About 50 river craft come from
      some hill and desert villages along the river bank.  These tend to
      be fishing, supply and transportation craft.  They are not prepared
      for any battle.  L'd'm keeps 3 patrol river battle barges on constant
      patrol  One tends to be in the hills and mountain part of the river.
      One is always on the look out south of the H'ss'r mountains and the
      other one is in the north end from the hills down to   the H'ss'r
      mountains.  These 3 craft have dedicated highly trained priestess
      who are ready to fight to the death to protect their land.  The
      chance of encountering these river barges are 2% (North), 2%
      (Middle) and 10% (South of H'ssr' mountains).  

      44. Ma'helas

          The Ma'helas countryside has been conquered in the past but now
      they rule their own nation.  Hele was founded to guard against an
      important mountain pass and now serves as a fortified buffer against
      their neighbors.  Hele is on a long and winding river which helps to
      support their mining operations.  Pirates will use this nation to
      patrol for prey due to the lack of punishment in their justice system
      (no death).  But the idea of going into Oblivion does turn some
      pirates away.  The river winds for almost 400 miles while they have
      over 150 miles of coastline.  The breakdown of ships are as follows:
                            Civilian     Warship     Encounter Chance
           City/Area     River  Ocean  River Ocean   CR / CO / WR / WO
           Matan City     150    310     5     5     10%/ 60%/  2%/ 2%
           Hele City      230     20     3     -     15%/  2%/  1%/ -
           Coastal Towns   -     150     -     5      - / 30%/  - / 5%
           River Towns    150     -      2     -     10%/  - /  1%/ -
           Ocean Patrol    -      20           5      - /  - /  - / 5%
                Total     530    500    10    15
          The Coastal hexes are 8 and River hexes in total are 19. All 5
      Triremes are based out of Matan city.  Coastal and River towns are
      villages and hamlets along the river and coast which use those areas.
      Ocean patrol are those warships on patrol 1-3 hexes from coastline
      or civilian ships in ocean transit.  For encounter chance CR is
      Civilian River, CO is Civilian Ocean, WR - Warship River and WO is
      Warship Ocean.  The chance to encounter such craft in any particular
      waterway hex.  The military guards mining ships up the river so why
      they have a large military presence on the river.  These ships can
      enter both the river and ocean with little difficulty.

      45. Marentia

          Marentia is a powerful nation in the region not only on land
      but also in the Sea of Tears.  Marentia is self-sufficient but still
      does a lot of trade as they are a central trading point from east to
      west.  Marentians combine both qualities of a civilized man and
      barbarian warrior.  This unusual quality allows them to be fit in
      just about every terrain from the plains to the sea.  Marentia is in
      a strategic place and well defended with allies all around her.  She
      is at peace with Thaliba but the pirates of Porta do not support this
      peace and will prey on Marentian ships.  The only real threat to
      Marentia is L'p'nth who often raid her eastern borders.  But in the
      sea Clima is her major threat to all levels of naval operations.
      Piracy in Lake Sivas is rare but along the long winding, over 500,
      miles of shoreline they do often prey on traffic when they can.
      All cities but Scortsi, which is in the hills, have access to the
      sea or the rivers. The breakdown of the ships are as follows:
                               Civilian           Encounter Chance %
             City/Area      Lake River Ocean      Lake    River  Sea
             Maren City      150   50   300       20%      5%    20%
             Sivas City      200    -   410       10%      -     15%
             Malnon City      -     -   250        -       -     25%
             Cholchara City  100  240    20       15%     35%     2%
             Valeu City       75  150    10       10%     15%     1%
             Asichi City      60   10     -       10%     10%     -
             Coastal Towns     -    -   110        -       -      6%
             Lake S Towns    125    -     -        5%      -      -
             Lake C Towns    100    -     -       10%      -      -
             River V Towns     -   50     -        -       5%     -
             River C Towns     -   50     -        -       5%     -
             Sea Travel        -    -   100        -       -      2%
                   Total     800  550  1200
          Maren city is on Lake Sivas and most of their traffic tends to
      stay in the Lake itself.  But many ships head out into the Sea of
      Tears via Sivas city.  Lake Sivas covers around 560 miles of water.
      Lake Sivas has no craft that tend to visit the nearby rivers but
      they have Lake and Sea Traffic. Their immediate coast covers about
      12 hexes and most Sivan craft extend out another 2-3 hexes away
      from those coastal areas.  Malnon city only has Sea craft which
      tend to stick close to shore, if not on a trip, about 1-2 hexes
      away from the 5 main coastal hexes around Malnon city.  Cholchara
      city mostly stay to the nearby lake however they may sail down to
      Lake Sivas and the Sea of Tears.  The Lake Encounter chance is for
      Lake Cholchara and that figure halved (round up) is the chance of
      encountering a Cholchara craft in Lake Sivas. Valeu traffic tends
      to stay on the river or Lake Sivas.  They do have a few merchants
      with Sea worthy craft that will take the long trip down the river
      to Lake Sivas then the Sea of tears but mostly they stick to the
      river.  Asichi city is so far north they don't bother going to the
      Sea of Tears since its an expensive trip for most of their merchants.
      They will stay mostly in Lake Cholchara.  However two or three craft
      may be found in the Zen'da river nearby trading with a local tribe
      or two.  Coastal towns are Sea of Tear Coastal towns and villages
      that also supply Sea of Traffic craft.  Lake Towns are those hamlets
      and villages along the two lakes that only do lake traffic craft.
      Lake S is for Lake Sivas and Lake C is for Lake Cholchara.  River
      Towns are those small towns that tend to support the river traffic
      with river only boats. Lake V is for Valeu's river and C is for
      Cholchara's river. These craft only tend to stay in the river itself.
      Sea Travel are those ships in the Sea of Tears going on some trip or
      merchant convoy.  Of the Lake craft at least 260 of those listed
      total above is for Lake Cholchara and the rest are in Lake Sivas.
      the breakdown of the military fleets are as follows:
            City/Area          Warship    Trireme
           Maren City            10          4       Ocean Fleet
           Sivas City            10          4       Ocean Fleet
           Malnon City           10          4       Ocean Fleet
           Lake Sivas Patrol      4          1       Ocean Fleet
           Coastal Patrol         3          1       Ocean Fleet
           Ocean Patrol           3          1       Ocean Fleet
           Cholchara City         2          1       Lake Fleet
           Asichi City            2          -       Lake Fleet
           Ba'rual city           3          -       Lake Fleet
           Valeu River            1          -       Lake Fleet
           Cholchara River        1          -       Lake Fleet
           Lake Cholchara Patrol  1          -       Lake Fleet
                      Total      50         16
          The military navy is in two groups.  The First is the Ocean Fleet
      which is based in Maren, Sivas and Malnon.  Chance of encountering a
      Lake Sivas warship in any Lake hex is 2%.  Chance of encountering a
      warship along the coast is 2% and the ocean around the coastal zones
      chance of spotting a warship is also 2%.  Valeu city does not need a
      warship in the river but often one does visit and tour the river.
      The chance of encountering this ship is 2% on the Valeu river.  One
      warship patrols the Cholchara river south of the city to Lake Sivas
      with a 2% chance of encounter. One warship patrols the Cholchara
      lake and encounter chance is 2%.  In the chart that shows river
      warship the 2 listed is from the 50 total not in addition to.
      Timber has to be traded or paid for through the port of Kasha in
      Bhamotin for new ship production.  The Thaliban forest are off
      limits for any timber industry.  

      46. The Mopazi 

          This tribe has about 100 miles of coastline along the jungle.
      However, each year they lose 5% of their population from slavers,
      disease and the jungle.  Because of this the tribe tends to stay
      way inland away from the ocean so the Izza and others can't raid
      and take slaves.  Because of this they have no ocean craft at all.
      Pirates know this fact so may land a ship at the beach that is
      being chased to flee capture from authorities.  Once every few
      years there may be a rare case where a person has done a crime that
      requires banishment.  In this case the tribe will create a raft and
      set it afloat in the sea which will lead to the person's certain doom.

      47. Nerid

          Nerid is a port river city that has many neighbors around it.
      A lot of their economy is oriented toward making ship repairs and
      catering to pirate bands.  The true power is in the pirate bands
      from Donara, Aratad and Empire of Ced.  While the people of Nerid
      may be more kind the pirates are cruel at times.  Most of the river
      craft stick to the mouth of the river and only about 40-60 miles up
      the river.  There are only 2 warships and both tend to only stay in
      port.  They are vastly outnumbered by neighbors and even the pirates
      in port.  At any one time 2D6 (2-12) pirate ships may be in port.
      At any one time the people will have about 60 civilian ships in
      Nerid's port and 40 along the river in a couple hamlets.  The mouth
      of the river is crowded with 10-15 in any one river hex giving a
      encounter chance of 50-75%.  The small coastline (about 60 miles)
      encounter chance is about 25%.  OF the 60 in port the number includes
      the 2-12 pirate ships. These are only the native ships.   Foreign
      ships in for repairs may be as high as 30 at any one time in Nerid
      port. Of the 100 native ships all are ocean worthy to enter the Sea
      of Tears but many would not last too long in extensive trips.  The
      warships can patrol he coastline or the river.

      48. No'mal

          This small nation once liked pirates but now have a blood feud
      with the Dechan pirates and ships.  They will prey on such ships
      given the chance.  They would invade Dechat if it weren't for
      Cerulean support.  Civilian ships are as follows 310 from Coastal
      towns and 190 from No'mal itself where they berth.  All are sea
      worthy ships that do fishing, trading or transportation mainly.
      Chance of encountering a civilian ship in any one coastal hex is
      30%.  Chance of encountering a warship on patrol is 5%.  Most of
      the warships tend to stay in port but 1-3 will go out to patrol the
      nearby ocean or coast at any one time.  Pirates avoid this nation
      (especially Dechan pirates) due to their dislike of pirates.

      49. Novarask
        
          The Crystal City is so shrouded in mystery and legend that no
      one really knows much about it that has ever returned. It has been a
      matter of scholarly debate for many years.  In fact the city is
      located on a river and the harsh north sea. The north sea in winter
      can be so fierce and deadly even the city will avoid it.  So the
      city do not have river or ocean going craft.  For those who are
      lucky to get to the north sea they may pass the Crystal city as it
      may be hidden by magics or the rock wall itself.  Those who do find
      the area may find the Lesser city which looks more like a simple
      barbarian area.  For those on the river coming from  the south
      there is magic that prevents ships from going all the way up.  Once
      in awhile the Council of Five will order a mission to a far away
      land like the Dark Lands for some purpose.  In this case a ship will
      be built.  This ship can even sail in the icy north ocean.  It will
      have great magics on board that allows it to complete its mission.
      A high wizard will be on board to help the crew survive the trip.  

      50. The Nylasa

          Both groups avoid the river and ocean due to enemy nations all
      around them.  They fear being captured by slavers or killed in raids.
      So the river is not used at all unless its a rare transportation raft
      to get to one point or to cross a swollen river.  

      51. The Omavor

          These tribes are mostly made up of hunters.  There are two tribes
      deep in the mountains but two south tribes have access to rivers.
      The Burga have hills & forests with about 100 miles of river they
      can utilize.  Thus these people tend to have 30 craft on the water.
      Mostly for fishing, transportation or hunting.  The Omaga tribe have
      about 220 miles of river that is in forest, hills and mountains.
      This tribe can tend to have about 45 small river craft.  Chance of
      encountering the Burga craft is 5% while the Omaga river chance is
      about 8%.

      52. Regis Baya 

          This culture is land locked and has no access to river or the
      ocean so they have no ships of any kind.

      53. The Rhuselska

          These peaceful hunters prefer to hunt and defend their land from
      invaders rather than sail the sea.  The Rhuselska are on the border
      of the northern sea with over 180 miles of coastline and tundra.  But
      they do not wish to enter the cold and fierce sea since they could
      not control it.  The two tribes that do have river access are the
      Miriska and Moeska.  The Miriska tribe may have around 25 river
      craft on the river that spans about 180 miles in length.  The chance
      of encountering such a craft is 10%.  The Moeska's river goes to the
      northern sea but myths and legends prevent them going to far north
      due to the magics they fear in that area.  But the part of the river
      they do sail on spans about 60 miles plus another 80 miles into
      another tribe's land where they may trade if the need arises.  The
      chance of encountering a craft on this river is 10%.  The Moeska
      tribe will have about 15 river craft on it at any one time.  These
      craft are simple rafts for transportation, hunting, cargo or fishing.

      54. The Rizeela 

          Peaceful men who know the ways of war who prefer hunting and
      farming but always alert for enemies.  In past have fought wars
      with Qa'indi and helped Bhamotin against the Cerulean Empire.
      They are always alert for Cerulean and L'p'nth trouble that could
      lead to a war.  These tribes are land locked but do have river access.
      Two of the south tribes have access to river on each side of the
      river.  These are the Azer and Qazela tribes.  Each share a river
      that is about 150 miles long.  They do not enter the plains from
      the hills as that would get dangerous from the nearby Cerulean
      empire.  They stick to the hills and mountains.  Each tribe field
      about 25 river craft each for total of 50.  This gives a chance of
      encounter with one in any one river hex at 15%.  Most of these craft
      will be used for hunting, fishing, trade, transportation or cargo.
      They will have to trade with overland caravans for timber for these
      rafts and boats.

      55. Ro'babza

          The nation is a mix of a civilized city and several tribes
      spread around the vast south plains.  The tribes are poor herders
      and hunters while the capital city is civilized. The nation has no
      ocean going ships but may have coastal and river small craft. The
      city of K'lza'babwe likely has 50 river craft at any one time along
      80 miles of river in their immediate area.  These are mainly for
      cargo, fishing, pleasure (in the small lake) and transportation.
      Chance of encountering such civilized river craft is 20%. The tribe
      N'yetali likely have 30 small craft for fishing and transportation
      that can sail the 160 miles of river. The chance of encountering
      these craft in any one river hex is 5%. The Hobali tribe may field
      20 coastal craft for fishing or transportation.  Chance of
      encountering these craft along the 100 milss of coastline is 5%.
      There is a river of 100 miles in the south that goes to the southern
      seas.  It is shared by the Kunni and Zuiassa tribes.  The Kunni are
      likely to have 10 craft along their 40 miles of river they utilize.
      This would give a encounter chance of 10%.  The Zuiassa will have
      10 in the river and 10 that head along the coastline for fishing
      mainly.  Chance of encountering them on the river is 5% and 2% along
      the coastline. The summary chart of craft lists 30 for Ocean but
      these are coastal craft only.  They would not last long in the deep
      sea out of sight of the land.

      56. The Robari 

          The Robari are a culture that prefer to stay in their hills and
      mountains.  While the Ullan tribe have access to the sea and the
      Roban have access to a nearby small river both tribes refuse to use
      any of it.  They are surrounded by enemies from the Rogizini in the
      north to the cruel desert A'ha'kacili people.

      57. The Rogizini Empire 

          This Empire is one of the oldest empires in the world.  The
      river basin is highly irrigated and agricultural areas. This empire
      is surrounded by enemies but is powerful enough it can maintain its
      own power in the region.  The ten cities of the empire control in
      their immediate area 9-14 coastal hex zones around them where their
      citizens tend to travel back and forth.  The breakdown of the
      civilian ships are as follows:
                           Civilian         Hexes       Encounter %
           City/Area    River    Ocean   River  Ocean  River Ocean
         Araou City       -       140      -     14      -    30% 
         Araou Towns      -        55      -     14      -     2%  
         Maoun City       -       250      -     12      -    65%
         Maoun Towns      -       600      -     12      -    80%
         Musci City     100       210      7     12     55%   55% 
         Musci Towns    100       560      7     12     20%   75% 
         Zirinava City  120         -     14      -     25%    -   
         Zirinava Towns  60         -     14      -      5%    -
         Rogh'sa City   160       810      8     11     30%   80%
         Acghiza City     -       510      -     13      -    65%   
         Acghiza Towns    -       130      -     13      -    15%   
         Shiea City       -       170      -     11      -    20%
         Shiea Towns      -       250      -     11      -    35%
         Assin City       -       110      -     11      -    15%
         Assin Towns      -       200      -     11      -    30%
         Shiazi City      -       190      -     18      -    15%
         Shiazi Towns     -       500      -     18      -    45%
         Tilal City       -       300      -      9      -    50%
         Tilal Towns      -       155      -      9      -    20%
                Total   540      5250
          Where it says Towns this is the area where coastal or river
      towns/villages/hamlets have craft as well.  The river traffic tends
      to be fishing or cargo ships that do not enter the sea. The coastal
      ships serve every other purpose a ship can perform. The fleet is
      divided among the various nobles. The eight fleets of the Rogizini
      Empire are as follows:
            EMIRATE   WARSHIPS  TRIREME OR LARGER  Encounter Chance
            Imperial*    40             7                2%
            Acghiza      25            10               10%
            Shiazi       25             5                5%
            Tilal        14             3                2%
            Assin        11             2                5%
            Musci         9             2                5%
            Maoun         5             0                2%
            Araou         5             1                1%
               Total    134            30
          The encounter chance for each warship represents a common patrol
      in any one given hex for that province.  For the "area" see the
      civilian chart for number of hexes they patrol. For the imperial
      they can be called anywhere at any time so they may have to go the
      entire 60 plus hexes.  The river in the plains have a very light
      forest around the river banks and so does Shiazi island but not
      enough to maintain a large effective force without stripping it
      completely.  So the Rogizini have to import and trade for timber.
      Rogizini pirates are common along the entire coast, though they tend
      to avoid the capital.

      58. The Sarghut

          These tribes on the vast eastern plains do not have access to
      any ocean hexes.  The only tribe (of the 3) that does have a nearby
      river is that of the Tsashut but they do not use the river at all.
      They prefer to stay on the plains.

      59. Shiben

          This small duchy is land locked in the hills.  While the sea
      and some river areas are nearby they have no ships or boats of any
      kind.  Rich shiben citizens may have ships in nearby ports they
      rent or own however.

      60. Shurikal 

          The city of Shurikal itself cares nothing of sailing the high
      seas.  The tribes however have nearby rivers and some coastal areas
      they may on some rare occasion use those rivers for fishing, hunting,
      transportation or cargo purposes.  The Apina tribe may occasionally
      get desperate due to famine or disease, during such times  they may
      trade with passing ships for food or other supplies they need.  In
      some even rare occasions they will trade gems for food if things are
      really bad.  The few river craft that may exist are as follows:
                      River Craft   River
            Tribe       Number      Hexes    Encounter Chance %
            Kon           4           6             2%
            Morkel       20           9            10%
            Apina         5          5/3           5%/2%
            Dirani        8           5             3%
              Total      37
          The Kon are not stupid.  They know at one point in the river is
      a fortress setup by Aredan to guard that part of the river.  They
      will only use the northern 6 hexes of the river if at all.  The
      Morkel tribe use about 180 miles of the river in the hills and
      mountains.  The Apina will if they need to make small boats to
      head up river through the badlands to speed up travel time.  They
      tend to use 100 miles of the river.  But when need is great they will
      use about 60 miles of their coastline nearby to fish or trade.   The
      split encounter chance is finding a Apina craft in the first 100
      miles of the river while the second lesser figure (2%) is finding a
      craft in the 3 hexes to the right of the river basin.  The Dirani use
      the river for transportation through the badlands. But this amount
      is half of what it could be.  They do not cross the badlands to the
      coast.  Desperate pirates will use the badlands to hide in if being
      chased.  But they tend not to stay long due to the fierce tribal
      response.

      61. Taolisa 

          This island nation has had a difficult history.  At one time
      they were very bloody and fierce pirates.  Then they were conquered
      by Lemasa but once that conquest ended they turned to piracy and
      raiding again.  The island has a large merchant fleet that does
      a lot of trade.  The dark side of the island deals in a lot of drug
      sales however that tend to be on the black market end of things.
      The Sea Guard is known far and wide for their brave sailors and
      great training programs.  The Taolisa are also known for lighthouses
      which many nations later developed for their coasts.  The breakdown
      of the ships are as follows:
                        Civilian     Military    Encounter Chance
           City/Area   Ocean Craft   Warships   Civilian / Military
           Taolis City     320        13 /  6      50%       5%
           Irwe City       200        13 /  6      30%       5%
           Coastal Towns   440        14 /  6      30%       1%
           Ocean Transit   140         6 /  -       1%       1%
           Coastal Patrol   -         10 -  2       -        2%
           Ocean Patrol     -          4 /  -       -        1%
                 Total    1100        60 / 20
          Both cities tend to have their city home craft around half of
      the island so each city divides up the island.  The total island
      covers about 22 hexes.  The coastal towns are towns all along the
      coast of the island that also have ocean going craft.  Ocean transit
      are ships in deep sea or nearby Lemasa or mainland doing trade or
      other purposes.  Coastal patrol are warships that patrol the island
      back and forth.  These warships are always looking out for trouble.
      Ocean patrol are ships that head to the North-east & East (1), South-
      East patrol (1) and 2 warships that patrol the ocean to the West and
      North-west.  They patrol a 100 square mile area usually in any given
      area of their patrol sector.  Having a past of piracy the military
      will try to stop piracy in large amounts that interfere with growth of
      the nation.  But in small amounts where it interferes with foreign
      ships near their island they tend to be more ignorant.  Resources
      for new ships are poor so they have to import or trade timber.
      Though there is one merchant with 3 ships that heads to the forest
      on the northern side of Lemasa and braves grabbing timber from there
      for sale.  Its a risky operation.  The nation is one of a few rare
      nations that have elite trained marines (2,000) that are used in
      naval battles while also guarding the Taolisa's harbors.  These
      marines are a elite group from the Sea Guard and highly respected
      on the island.

      62. Teos 

          This nation is divided up with jungles on one side and hills the
      other.  About 30% of the people live in the hills, 60% in the jungles,
      and 10% live along the coastal plains.  Most find the jungle easy to
      hide from invaders and thus more protection.  They are the world's
      largest producers of emeralds and thus have many merchants who seek
      this trade niche.  While a peaceful people who tend to prefer to avoid
      battles they maintain a military only to avert Cerulean naval
      interests in the area.  The breakdown of the ships are as follows:
                        Civilian      Warship      Encounter Chance
           City/Area    River Ocean  River Ocean   River   Ocean 
           Teosa City     30   360     -     6     15%/-   80%/5%
           Usec City     120   160     8     6     15%/2%  40%/5%
           Sa'ues City     -   120     -     6       -/-   25%/5%
           Jungle Towns   20   120     -     7     15%/-   25%/5%
           Hill Towns     80    30     -     -     15%/-   25%/-
           Plains Towns    -   210     -    10       -/-   50%/5%
                         250  1000     8    35
          The River Inda has 8 river barges while the Teosa city river is
      too small to merit a patrol.   Of the 3 cities each has 1 Trireme of
      the listed warships.  The dual encounter chances are for civilian and
      Warship River craft and civilian and Military ocean craft in any given
      hex or area around that city.  Most of the warships are built for
      patrol duties, scouting and outrunning enemies.  They try to avoid
      battle.  Pirates do not enter the rivers but may stick to the city
      for berth or a coastal town to hide out in.

      63. Thaliba 

          Thaliba is a diverse culture of mixed extremes.  Fortress Thalib
      is the center of power and civilization for the Thaliba nation.  While
      in porta the criminal gangs rule in utter chaos.  The tribes are
      barbarians who serve only as a buffer against outsiders.  Thalibans
      prefer to stay isolationist and do not deal with outsiders.  Porta
      is the one city where trade (at your own risk) is done.  The Golden
      Guard is the only military force the outsiders may ever see.  The
      breakdown of ships is as follows:
             City              River Craft Ocean Craft Encounter Chance
             Thaliba Fortress       4             -       1%  /  -
             Thaliba Margins       16             -       5%  /  -
             Porta City            14           140       5%  / 20%
             Porta Margins         16            30       5%  /  5%
                      Total        50           170
          Thaliba fortress may occasionally have to send out missions of
      trade, military scouting or other purpose so up to 4 craft of medium
      size is kept for river travel.  Most of the time of year though these
      stay in the safe fortress docks.  The city margins however may have
      more craft for fishing, trading, hunting, cargo and transportation.
      These people may be more visible on the river but still a low chance.
      Porta has many ocean craft (a lot are pirates) who seek their next big
      payoff.  Porta is controlled by 10 gang bosses but only 2 of them own
      the fleet of 4 warships.  Pirates control up to 13 more at any one
      time in the city (they call it home).  The problem is getting this
      "fleet" to organize into a strong united front in a threat.

      64. The Thaliban Tribes

          These tribes do not like outsiders and prefer to stay away from
      all cities or away from those who live in them.  They are paranoid
      and defend their area with a fierce nature. These tribes have no
      ocean going craft as they wish not to visit the ocean at all.  The
      Bumai have access to Lake Cholchara but do not enter it due to the
      Marentians and the cities there.  They stick to the mountains.  Two
      of the tribes have access to a flowing river through their forest
      area.  The Batani have about 180 miles of river and the Tilini have
      about 120 miles of river.  The Tilini do not enter the part of the
      river where the plains start and the Thaliba fortress is.  They fear
      the citizens and the magics in this area.  The Batani have 20 river
      small craft at any one time on the river (10% chance of encountering
      one craft in their river hexes). The Tilini have 10 craft usually (5%
      encounter chance).  These craft serve as personal fishing, hunting,
      cargo or transportation craft.  They also serve as a communication
      system that allows the two tribes to alert each other of outsiders
      in their land.

      65. Ticasi

          Ticasi is a small nation but powerful in the world of academics.
      It is one of the most important centers of learning in the world.
      The civilian fleet of 120 ships is mostly fishing which spreads out
      up to 100 miles away from the coastline.  The Coastal Guard patrols
      the small 20 odd miles of coastline and are based in the Ticasi
      coastal fortress.  The schools have large interest in the ships via
      the following fields of study: Astronomy (trying to learn navigation
      by the stars), Engineering (better ship design and construction
      techniques), Geography (mapmaking improvements to help sailors on
      trips), History and Military History (so that people can learn from
      past mistakes and improve on them in naval warfare), Magic (in new
      and mysterious magical techniques from ship protection to magical
      ship weapons) and finally Navigation (for improvements on navigational
      aids and training navigators).  It is common for rich merchant
      families or military sailors to send people here to study the
      techniques to take back home.   The chance of encountering a Ticasi
      civilian ship in the 1 hex of coastline is 90% while further out to
      sea it decreases by half for every hex going out (45%, 23%, 12%, 6%,
      etc.). The Coastal Patrol - the military fleet - has 10 warships (1
      which is a Trireme).  At any one time 3 of these warships are in
      training operations to train military officers and sailors.  Chance
      of encountering a training warship is 5% since they are out in the
      Sea of Tears).  Two warships tend to patrol the coast at any one
      time (chance of encounter is 10%).  The rest stay in the fortress
      harbor.  There is a rumor the Scholar of Magic has a personal ship
      that is a battle ready merchant ship.  It looks like a merchant
      ship but has hidden magic that make it looks weaker than it really
      is.  What particular magics no one knows.  

      66. The Timbaza 

          They are peaceful fisherman and hunters.  They only fight in
      self-defense.  Never known to invade anyone and suffered greatly as
      a result from their neighbors.  They will tend to have 20 coastal
      fishing craft in the water at any one time.  They avoid the rivers
      as that would bring slavers and attacks.  The fishermen stay only
      within sight of the land since their small fishing boats are not
      ocean worthy.  These craft are also not battle ready.  The summary
      chart lists 20 River but they are really coastal craft.  The chance
      of encountering one of these craft along the coast of their territory
      is 5%.

      67. Treaus

          Treaus has no military fleet but they may have a few river and
      coastal civilian craft.  They have about 40 miles of river and 40
      miles of coastline these craft will sail on near Treaus city.  Treaus
      city will have about 90 craft in berth of its river docks.  While
      the coastal towns and villages will have another 15 or so.  The
      chance of encountering a river craft is 75%.  While the chance of
      encountering a coastal craft is 10%.  The river craft do not enter
      the forest and only stay by the plains and the river hexes.  All of
      these river craft are not sea worthy ships so stay close to shore.

      68. Valheim 

          Valheim is a central point where it is the only city for 200
      miles for nearby cultures.   The Valheim river runs through their
      tiny nation for 120 miles.  It then continues for another 280 miles
      through the mountains in two branches. The Valheim culture have no
      ocean craft but they do have river craft.  Of the 150 river craft
      50 are home to Valheim city itself and 100 are from river towns on
      the plain. All of these craft can go the entire length of the river
      if they are transporting, trading or scouting.  But most craft stay
      on the plains.  About 10% may enter the mountain river hexes (10% =
      15 for an encounter chance of 5% in any one river hex).  The majority
      stay within the 120 miles of river in their territory (giving a
      encounter chance of 25% in any given river hex).  These craft tend
      to be fishing, hunting, transprotation, pleasure or cargo haulers.
      They do not need river warships as the land forces tend to control
      things.

      69. The Vassa 

          They are peaceful hunters who have lived in their land since the
      great migration.  Often they are raided by neighbors and they return
      the favor in equal fury.  They are a vengeful people. They are skilled
      hunters & warriors who prefer peace. They like to trade, entertain,
      have festivals and enjoy solitude in the woods.  They are known as
      quick thinkers and generous friends.  These tribes have no access to
      any river or oceans thus they have no boats of any kind.  The
      Voloravassa tribe have a nearby river in the Omaga territory but they
      do not enter the deep mountains.

      70. Zarun

          This culture has gentle people who have seen a lot of war in their
      past even with the Great Lich their main enemy.  The nation has been
      trying to rebuild for a long time and the hopes are on trade in the
      sea for expansion of their national income.  The forest produce fine
      wood for their fleet of ships.  The Zarunese are proud of their
      freedom.  Because of this pride they maintain a small warship fleet.
      The nation hopes that due to no taxes this will lure more citizens
      into the land and thus grow the economy by their support.  Zarun is
      friendly with the Confederacy so its not uncommon to find Zarunese
      craft in Aratad's harbor.  The river Zara extends for about 220 miles
      from the sea.  It twists through the plains, hills and mountains.
      But the Zarunese avoid the river (northern 80 miles) that enters the
      hills and mountains due to the skirmishes with neighbors there.
      Those who do enter this end of the river tend to be brave hunters
      or miners who wish to strike it big.  Most of the civilian fleet
      stays to the river plain hexes.  The breakdown of the ships are as
      follows:
                          civilian                    Encounter Chance
           City/Area     River  Ocean    Warship   CR/CO    Warship
           Zara City      160    130        4        -         -
           River Towns    140     -         3      30%/-       5%
           Coastal Towns   -     200        3       -/30%      1%
           River Patrol    -      -         3        -         5%
           Ocean Patrol    -      -         3        -         2%
           Ocean Transit   -      70        -       -/2%       -
                  Total   300    300       16
          CR is Civilian River craft encounter chance and CO is chance for
      civilian ocean craft in any given listed hex area.  So for the river
      there is a 30% base chance of encountering a river boat while only
      5% for a warship encounter.  Ocean patrol is a patrol area which is
      due west of Zara city all the way to the Aratad gulf.  Ocean transit
      tends to be ships in transit (70% is the ocean patrol zone and 30%
      elsewhere in the Sea of Tears).  Pirates find it difficult to remain
      in this area due to patrols but do slip in to prey on the occasional
      easy target.  The flagship of the navy always remain in Zara's harbor
      ever alert for any future problems. This flagship is a trireme which
      is often used for military shows or political events.  The warships
      can enter both the river and ocean with ease as long as they tend to
      get back to shore no more than 3 days for maintenance.

      71. The Zen'da

          The Zen'da are hunters, herders and raiders who rule most of the
      continent's largest plain.   They have had a dramatic effect on many
      nations of the west. The Zen'da are brave horse warriors who keep the
      plains in constant observation for any intruders.  While they have no
      access to the ocean and thus no sea worthy craft, the border of many
      tribes have a network of rivers.  These rivers are used by the tribe
      as transportation, scouting, patrols, cargo and mild fishing. The
      tribes know the river defines their border so they use it as a patrol
      zone for small light river craft. They know horses are fast but in
      fast flowing river currents river craft is even faster and thus this
      allows faster communications across the plains as well.  Eight of
      the tribes have access to rivers in or along their territory.  The
      breakdown of these river craft are as follows:
                                                            Encounter
         Western   Tribe      Craft  Number of River Hexes   Chance
          Tribes  Cu'truna     14    16- North/West Border     5%
                  Bra'mani     28    16- Through territory     5%
                  E'ponischa   22    12- North border          8%
         Central  Fel'oros     26    36- West Border           3%
          Tribes  Fel'masa     10     7- Mostly avoid          5%
                  Draca'epi    12    14- Mostly avoid          3%
         Eastern  Ga'fel'ora   35    18- Border               10%
          Tribes  Ser'manda    17    11- Through land          5%
                       Total  164
          These 164 craft are a typical amount on the rivers.  When you
      consider its out of 275,000 people that is a very small amount. The
      central river that runs to the Cholchara lake is used the most for
      outsiders and Zen'da people.  They use this river as a way to trade
      with Marentia.  These craft are not battle ready but the warriors on
      them will not hesitate in using them for battle if the situation calls
      for it.  At least 99% of these craft could not go up against any
      modern warship.  Pirates would be stupid to enter the plains and
      try to do piracy.  So they avoid the rivers all together.  



   *  Culture Fleet Chart

      This is the breakdown of the numbers for each culture that shows
      the important factors summarized.

                                                                   
                      Civilian      Military                 Land  Timber 
    Culture         River   Sea   River   Sea  Tri  Pirates  Lock  Resources
The A'ha'Kacili       50     -       2      -    -   Rare     Y    Rare
A'Korchu               -    600      -    140   50   Some     N    Good
Aratad Confederacy    20    600      -    100   30   Some     N    Minor
The Assiran            5     -       -      -    -   None     Y    Minor 
The Bal'sani           -      6      -      -    -   None     N    Minor 
Ba'rual              300      1     10      -    -   Minor    N    Good
Bhamotin             130    360     13    100   45   Some     N    Good
Caldo                160     -      16      -    -   None     N    Good
Empire of Ced          -    325      -     20    -   Some     N    Poor
Cerulean Empire     2610   5735     37     76   20   Many     N    Minor
Chiros                 -    160      -     18    -   Some     N    Poor
Choshai                -    280      -     10    -   None     N    Excellent
Chunrey              600   2227     30     52   12   Some     N    Minor 
Clima                  -   2320      -    160   40   Many     N    Good
Confederation-Shanda   -     10      -     10    -   Some     N    Good
Dawana                 -     50      -      -    -   None     N    Poor
Dechat                 -     70      -     51    1   Many     N    Poor
Dirllar                -    500      -     12    -   Minor    N    Excellent
The Djakschil          -     10      -      -    -   None     Y    Good
Djanesborg           200   1040     20    240    -   Many     N    Excellent
Donara               150   1600     10     75   20   Some     N    Excellent
Fomorian Empire
  Aredan              30    190      1      5    5   Minor    N    Poor
  Ashudan              -   1200      -     40   15   Minor    N    Good 
  Atler               30    390      1     10    3   Minor    N    Excellent
  Kingdom of East     50   2100     20    100   40   Many     N    Good
  Fomoria            900*  2900     15*   150   50   Minor    N    Poor
  Kingdom of Islands   -   1200      -     60   20   Some     N    Good
  Musira               -    400      -     12    2   Minor    N    Excellent
  Port Doman          75    150      1      8    1   Minor    N    Good
  Shestar             85    430      -     15    -   Minor    N    Good
  Vahear               -   1500      -    120   40   Many     N    Good 
  Xan                  -    600      -     85   15   Minor    N    Excellent 
The Fierazi Tribes    10      -      -      -    -   None     Y    Excellent
Ghazai                36      -      -      -    -   None     N    Good
Ghiamen               10      -      -      -    -   None     Y    Excellent 
Goidan                45      -      2      -    -   Minor    N    Excellent
Gom                  850   1500      3     50   15   Minor    N    Poor 
The Helva             20      -      -      -    -   None     Y    Excellent
The Humagi            45      -      -      -    -   None     Y    Excellent
The Ipanza             -      -      -      -    -   None     N    None       
Iravoy                 -      -      -      -    -   None     Y    None       
The Izza               5**    -      -      -    -   None     N    Good 
Ja'xon               100      -      2      -    -   Minor    Y    Good
The Kakana             -      -      -      -    -   None     N    Good
The Kalem              -      2      -      -    -   None     N    Good
The Kameran           30      -      -      -    -   None     Y    Excellent 
Katai               3695   4710     70     80    -   Many     N    Poor      
The Kazi              75      -      -      -    -   None     Y    Good
Kirazan                -      -      -      -    -   None     Y    Poor
The Kll'maun          15      -      -      -    -   Many     N    Excellent 
The Kolari            54     34      -      -    -   Many     N    Good      
Lemasa               300   2300      2    123   27   Many     N    Excellent
L'p'nth              200      -      3      -    -   None     Y    Poor 
Ma'helas             530    500     10     15    5   Some     N    Poor 
Marentia            1350   1200      2     50   16   Some     N    Good
The Mopazi             -      -      -      -    -   Minor    N    Good
Nerid                100      -      -      2    -   Many     N    Poor
No'mal                 -    500      -     20    3   None     N    Poor  
Novarask               -      -      -      -    -   None     N    Rare  
The Nylasa             -      -      -      -    -   None     N    Rare  
The Omavor            75      -      -      -    -   None     Y    Good
Regis Baya             -      -      -      -    -   None     Y    Poor
The Rhuselska         40      -      -      -    -   None     Y    Excellent
The Rizeela           50      -      -      -    -   None     Y    Poor
Ro'babza              90     30      -      -    -   None     N    Poor
The Robari             -      -      -      -    -   None     N    Poor
The Rogizini Empire  540   5250      -    134   30   Many     N    Poor
The Sarghut            -      -      -      -    -   None     Y    Poor
Shiben                 -      -      -      -    -   None     Y    Poor
Shurikal              37      -      -      -    -   Minor    N    Poor
Taolisa                -   1100      -     60   20   Some     N    Poor
Teos                 250   1000      8     35    3   Minor    N    Poor
Thaliba               50    170      -     17    -   Many     N    Excellent
The Thaliban Tribes   30      -      -      -    -   None     N    Excellent
Ticasi                 -    120      -     10    1   None     N    Poor 
The Timbaza           20      -      -      -    -   None     N    Good 
Treaus               105      -      -      -    -   Minor    N    Excellent 
Valheim              150      -      -      -    -   None     Y    Poor      
Vassa                  -      -      -      -    -   None     Y    Excellent 
Zarun                300    300      -     16    1   Minor    N    Excellent 
The Zen'da           164      -      -      -    -   None     Y    Excellent 

  Table Explanations:
     * No River but the Fomorian have Lake River warships not ocean warships
    ** Not river or ocean but just simple coastal craft

  River     - Craft found in any river hex or river basin hex
  Sea       - Craft found in any coastal or open ocean hex
  Tri       - Trireme number, this is the number included in warship figure
  Pirates   - Amount of pirate presence in this culture
  land      - Yes or No if this culture is land locked [No Ocean access]
  Resources - Level of timber resources for ship construction

  Pirate Activity
      Level   Presence Percentage
      None            0%
      Rare        0.1%-2.5%
      Minor       2.6%-5.0%
      Some        5.1%-7.4%
      Many        7.5%-10.0%

      To determine the amount of possible pirate groups or pirate ships the
    table above can be used (or altered).  This percentage should be applied
    against the civilian fleet.  If the culture is more river craft to ocean
    craft use the larger figure.  The Referee is free to increase or
    decrease the percentages.  The level of pirate activity is based on the
    culture data itself that include factors of how the military handles
    things, if the pirates can gain profit (fishing compared to a culture
    that has a lot of merchant ships) among other things.  

      Example: Nerid has 100 civilian craft with Many pirates.  This means
    7.5-10% of the 100 figure.  So they could have as many as 8-10 pirate
    ships at any one time around the area.

  Timber/Land Resources
      Level        Description of Resources
      Rare         Light woods, very few if any resources
      Poor         Small woods, enough for limited number of light craft
      Minor        Moderate woods, enough for sizable number of small craft
      Good         Light forest
      Excellent    Heavy forest

        For use of this chart consult the ship construction section.  A good
    rule of thumb is one forest hex could likely build thousands of
    trireme sized ships.






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