[PnP] Ships / Cultures 2 of 3
Scott Adams
longshot at darktech.org
Sun Nov 19 04:38:40 CET 2006
22. Fomorian Empire
A. Aredan
As their religion worships gods of Sea the ocean is part of
their daily life. This nation is near islands like Xaghan which
may have pirates laying in wait for passing ships so the Aredan
tend to have fast moving or well protected civilian fleets. A lot
of their income comes from harbor fees from ships that drop in for
a rest or repairs. Unfournately due to these pirates and the Shurikal
presence the civilians stay on land for the most part so the true
size of the civilian fleet is half of what it truly should be.
There is about 35% chance of encountering a civilian ship in
a coastal hex. In a river hex it is only about 2%. The 5 warships
of the Aredan navy tend to always stay in the Aredan port. However
if there is a critical merchant convoy one trireme may escort that
fleet from one spot to another. Another problem with Aredan is the
resources for new ships is poor. But due to ships that harbor in
Aredan city they can buy timber but if the port is ever blockaded
the city could be in drastic need of help.
B. Ashudan
Ashudan and Aredan work closely together in Sea Trade and
anti-piracy operations. Being a island nation they have more ships
than Aredan but less room for their people. The island of Xaghan
has a small forest that helps to support the construction of new
ships. The breakdown of ships tends to be as follows:
City/Area Civilian Warships Trireme
Ashudan City 180 16 5
Xaghan City 140 16 5
Ashudan Island 500 1 -
Xaghan Island 400 1 -
Fort Novan 30 1 -
Quequar 15 1 -
Djaja 10 - -
Tariti 5 - -
Ocean Travel/Patrol 100 4 5
Total 1200 40 15
The islands have over roughly 620 miles of shoreline in the
two island areas. They do have to worry about enemy nations nearby
but not as much as Aredan does. The chance of encountering a civilian
craft in any Ashudan nation shore hex is 15% (1-3 ships per hex).
The chance of encountering a warship is slim at 2%.
C. Atler
Atler people will avoid war if they can but keep a strong navy
for their tiny nation. Their navy tends to be split up among their
two cities at any one time rather than set out to sea. The nearby
river which goes deep into the forest and mountains tend to only be
used by those who seek work in the mining or timber industry. Most
civilians will avoid it due to the dangers and the nearby tribes.
Atler has a constant single river craft on patrol in the river to
help against pirate and barbarian raids. Of the civilian fleet 180
tend to call Atler city as home while 100 call Maboiba home. The
other nearby towns and villages get about 100 ocean going craft.
The chance of encountering a river Atler craft is about 15% while
on the coastline anywhere from 15-20 may be in the area so chances
are high around 45% of encountering such craft. The chance of
encountering a warship however is only 5%. The Atler people believe
it to be their duty to be on the seas to prevent the Korchu empire
from growing in that area. They have excellent resources as they
are near the big forest for timber for new ships.
D. Kingdom of the East
This nation consists of islands and some areas on the mainland
which is dominated by the jungle. Being in the sea in this area could
be as dangerous as the land due to Katai and other raiders constantly
on the prowl for prey. There is a rumor that a powerful ship sails
the waters here that works for a secret society. It is said those
who see this ship never see anything else. The breakdown of the
various ships are as follows:
City/Area Civilian Warship Trireme
Ocedan City 540 13 4
Fadan City 320 13 4
Lemdan City 230 12 4
Pildan City 130 12 4
Coasa Peninsula 450 3 1
Lemdan Area 105 3 1
Hunki Island 60 3 1
Tyan island 80 3 1
Musmasa Island 20 3 1
Na'Asida Island 20 3 1
Pira 10 3 1
Na'Innamu 10 3 -
Nara 5 3 -
Na'Chobar 5 3 1
Open Sea/Patrol 115 20 16
total 2100 100 40
While the ocean ships are sea-worthy and well constructed the
jungle is their main source of wood. This wood is not as highly
prized as forest wood but is a good alternative. The navy has 1,600
elite trained marines as well which makes them a strong fighting
force. Their river craft stay in the rivers and do not go out into
the ocean. But a lot of their ocean ships can enter the rivers so
they do not have as many rivercraft as other nations may have.
E. Fomoria
The island nation of Fomoria has a long history with the sea
and has proven their control over the seas. There are three special
ships that are specially built and blessed to perform the Tribute to
the Spirit of the Lake. It is against the law for any non blessed or
non-priests to board the tribute ship that is not approved. Doing
so may be punishable by the highest powers. The merchants here have
a monopoly of exporting Orichalum since they are the only source of
it in the world. These merchant traders can tend to sell the material
at high prices.
Because of the mist and the mystical mist in the past the
Fomorians have become experts in the use of tactics in the fog and
mist naturally found in the open. While most sailors may be hard
pressed to travel in fog the Fomorians would not if they know a
battle is coming or there is a great need for it. The island of
Fomoria is one large mountain chain that has a great lake in the
center with no access to the sea. The Fomorians protect the gold
on the lake floor from gold hunters and protect the island from
raiders by keeping a active lake sea force. The Lake force never
exits to the ocean itself but they patrol the lake for any trouble
and help in times of invasion if need to. But being a enclosed lake
the civilians use this lake in great numbers in pleasure, fishing
and other duties of life. There are many civilian craft in the
lake at any one time. Because of the strength of the Fomorian navy
pirates in the area are few but brave. The Lake itself may have a
small collection of pirates who only act on little risk. The ocean
going pirates though tend to stay in hidden alcoves and caves waiting
for passing ships.
The breakdown of the ships is as follows:
Civilian Warships
City/Area Ocean Lake Ocean Lake Trireme
Fomoria city 1,100 - 20 - 9
Fort Inan 300 - 19 - 9
Asidan 420 - 19 - 6
Manadan 300 - 19 - 5
Miridan - 220 19 - -
Island Villages 680 680 19 - 5
Lake Patrol - - - 15 -
Ocean Patrol - - 20 - 8
Ocean Travel 200 - - - 8
Total 2900 900 135 15 50
All Trireme going ships are in the ocean not the lake as that
would be a waste of resources. The materials to maintain this large
fleet of ships is imported or traded for as the nation itself doesn't
have timber resources.
F. Kingdom of the Islands
This nation of the islands make their living by the sea. Most
of the smaller islands though have trouble with weather so living on
such islands can be dangerous. The breakdown of the ships is as
follows:
City/Area Civilian Warship Trireme
Firdan City 170 10 5
Firdan Island 300 10 6
Bolgidan City 150 10 5
Bolgidan Towns 300 3 1
Zeudan City 90 3 1
Zeudan Towns 10 2 -
Zerdu Island 70 2 1
Paidu Island 40 2 -
A'henas Island 30 2 -
Hoda island 10 2 -
Island Patrol - 2 1
Ocean Travel 30 12 -
Total 1200 60 20
The Kingdom depends on Kingdom of Fomoria in times of war but
has a strong force to maintain some level of defense. They have
forests so have good resources to maintain the fleet they have.
G. Musira
Due to their constant past wars against Shandan tribes they
keep a stable navy ever ready for war and support operations. Due
to the size of the nation it is not big enough to support piracy but
there is known to be one pirate ship that roams around the coastline
at times. Musira port has about 140 civilian ships in berth or in
between travel at any one time. The surrounding towns and villages
have another 260 or so ships at sea at any one time. Most ships are
centered on timber trade operations. The two triremes tend to always
stay in the Musira port.
H. Port Doman
This culture centers around slavery and as such their civilian
ships cater to slave cargo. In fact some of their ships are floating
slave market places where many are sold from town to town. Virtually
all of the Port Doman navy is also rowed by slave labor. The Prince
has declared pirates to be outlaws. Yet there is a undertone of
partnership where pirates actually deliver some slaves to the state.
Because of this the Price publicly hates them but privately welcomes
their trade. A foreigner found victim to pirates thus will likely
see no help from the state. At any one time 1-2 warships may be on
coastal patrol of the Izza or Port doman shoreline which covers
roughly 260 miles. The chance of encountering a warship in these
coastal hexes is only 2%. There is one river dedicated warship that
patrols the 200 odd miles of river the civilians tend to use (no port
domans enter the desert river area). The chance of encountering a
river warship is 1%. The chance of encountering a civilian rivercraft
is 30% since 1-3 may be in any river hex at any one time. The chance
of encountering a civilian craft at sea on the coastline is 30% (1-3
in any one hex at any time). Only the small portion of actual
Fomorians tend to own ships in this area. They use the jungle wood
to make new ships but it is not as high quality as forest timber.
I. Shestar
Shestar is aware the sea is a major battlefield at times but
their goal of conquest of the plains has driven them to neglect the
navy as much as they should have. In fact most of the year they keep
their small fleet in port and avoid the sea. The nearby river gives
a tactical advantage to them as they can hide their fleet and head
out to the sea if needed. Though if the river entrance is blockaded
that tactic may fail. The nation is in a good spot in terms of
nearby enemy nations so they do have some breathing room for the
civilian fleet. However, storms in this area of the world tend to
be fierce so many natives tend to avoid the sea and ship ownership.
Thus at least half of the amount of ships that could exist are out
there. The port of Shestar tends to have 130 civilian craft call it
home while the nearby towns and villages have around 300 on the
coastline. For the towns and villages along the river they tend to
have about 85 river craft (non sea-worthy) that venture up and down
the river. The military does not keep a dedicated river warship on
patrol but tend to have one of their sea ships patrol the river at
any one time. The coastline is patrolled by 1-2 other warships at
any given time of the year. The chance of encountering a civilian
craft on the river is 15% (1-3 on any one hex at any time) while on
the coastline it is only 5% (1-2 max). While the chance of
encountering a warship on the river is 2% and along the coastline
is 2%. The river and coastline are roughly the same distance about
140 miles long. The warships are all small mostly intended for
scouting, raiding and messenger service. There is a small forest
along the western shore that allows them good resources to replenish
their ships and boats.
J. Vahear
As a island nation Vahear has a great strategic location for
conquest of the nearby sea. As a island shaped as it is the inlet
lets fleets of ships sweep out in 3 directions (sea of Tears and
the seas to the South East/South West). Pirates also use this inlet
to hide their ships and then go out on raids before being seen. For
those with the courage to visit the cities and towns of this island,
they find they are dens to pirates. It is said the black market
here is vast and if it can't be found here it can't be found anywhere
else. Due to the pirate influence here on the island merchants have
set agreements to sail the seas without being attacked. This may be
from tributes to working for the pirates themselves. Very little
civilians actually have some free control of their fate here or if
they do its not for long. There are good forest reserves for new
timber if need on a couple of the islands and mainland. The break
down of the ships are as follows:
City/Area Civilian Warships Trireme
Vahear City 430 16 9
Inannadan City 120 15 8
Vahear Island 185 29 9 [Coastal Towns]
Olphar 230 15 4
Olphar Coast 365 5 1 [Coastal Towns]
Mossal Island 30 5 1
Undisan Island 10 5 1
Bista Island 10 5 1
Rey Deu Island 2 5 1
Ocean Patrol 10 4 [Active patrol]
Ocean Trael 118 10 1 [In transit]
Total 1500 120 40
Chance of encountering a Civilian around Vahear island itself
is 70% along the coastline. Chance of encountering a warship around
the Vahear coastline is 15%. Chance of civilian encounter around
Olphar coastline is 60% but a military encounter would be 10%.
Chance of encountering a Vahear civilian craft around the 4 islands
are 12% while a military encounter would be 5%. Chance of encountering
a military warship in open ocean is 2%. While chance of encountering
a Vahear civilian on transit in open ocean is 5%.
K. Xan
Xan has the best of both worlds with access to the Sea of
Tears and the Western Sea. But they are not as powerful enough to
effectively conquer both at a time. There has been a plan in the
works by the leaders for over 75 years to do a canal between both
seas at the shortest distance (about 60 miles). They know if they
could do such a canal they would prosper by charging transit fees
and grow even more powerful. But the problem as always is money.
They have the slave labor but if they had the money the project
would last for a couple decades likely. It is rumored the leaders
have even sought out wizards to create paths in the mountains with
magic. It is even said the High Elder (of the Dark Lands) was
approached but refused. Xan knows if this canal were to exist
though Fort Kira as the spearhead by Clima and Gom would have major
problems with it as the balance of power would surely shift to Xan.
So the Xan leaders are always approaching Atler and Fomoria with
possible sources of income for large deals or contracts. It is an
uphill battle to make the canal that may never come to life The
breakdown of ships is as follows:
City/Area Civilian Warships Trireme
Xantia City 300 45 10
Western Shore 60 5 -
Erdan City 140 30 5
Eastern Shore 60 5 -
Ocean Transit 40 - -
Total 600 85 15
The military tends to keep 5 ships on each shore on constant
patrol. Ocean transit are those ships that are at least over 1 hex
away from Xan's coastline at any one time. The Western shore tends
to be crowded with traffic (up to 20 ships in a Western Shore
Coastline hex) making a chance of encountering a Xan civilian on
the west shore at 80%. The Eastern shore tends to be less crowded
with about 5-10 ships in any eastern shore hex at any given time
making it a 40% chance of encounter. To encounter a warship in
either the western or eastern shore coastline is a 5% chance. Most
of the warships stay in port always being maintained for any sign of
trouble from enemy nations. The Sea of Tears fleet however is also
on many recon missions to scout the nearby nations for build up or
raids. Thus the Erdan fleet is designed for scouting and raiding
compared to the Xantia Fleet. Xan has access to nearby forests so
they have great timber reserves.
23. The Fierazi Tribes
The Fierazi are land based tribes that rarely if ever visit the
sea. Very few tribe members may never see bodies of water bigger
than a river or the few lakes in the area. Thus they have no sea
going ships at all. However due to the forest rivers and few small
lakes they do have small light craft. Most of these may be fishermen
or transport ships. The Fierazi are not used to water combat so no
water warship exists for the tribes. If they do engage in battle
it will be a melee combat rather than ship to ship. Due to the
hostile nature to outsiders the rare cargo transport may meet up
with only Caldo river ships if at all. They will not barter with
anyone else. In fact the tribal shamans tell of stories of dangers
that exist in the water. There are many myths and legends of the
rivers and lakes. One in particular gets told over and over. The
myth as told by the Shamans states that in one of the lakes if a
large gray ship is seen by a Great Shaman then this is a omen to
visit that ship. It is said that on the ship could be the key to
the old empire del'nord power. But the legend also states that
the ship could also, if the shaman doesn't have complete faith,
awaken a great danger to bring the old empire del'Nord back into
power.
24. Ghazai
The Ghazai are fierce and vicious jungle fighters but they do not
do sea going battles. The Great Chief believes the gods forbid them
to exit the jungle and enter the Great Water. In fact scholars
believe this to be a tactic to keep the tribes in line and stay in
their borders as they have little population as it is. They do have
however a few river craft used for transport and the Great Chief
allows use of the river but not the ocean. These boats tend only
to be for fishing or transport purposes. The chance of encountering
a Ghazai craft in any Ghazai river hex is 5% These river craft are
not prepared for battle in the river.
25. Ghiamen
The Ghiamen while organized at times have no desire to enter the
cold north seas. They have no ocean going ships but the rivers in
the forest do have some barbarian craft that usually help in trading
and hunting. The only tribe to have a river is the Ghomen who have
about 150 miles of river running through their forest. They do use
it for transportation and occasional fishing. At any one time there
may be 5-10 craft on the river. The chance of encountering a craft
is 3% per river hex. These craft, mostly small rafts, are not battle
ready.
26. Goidan
Goidan is a island nation in a desolate part of the Western
Sea which sees a lot of storms. The barbarian tribes are not one for
ocean going ships due to their level of technology or desire, but
they are one for some light river craft in their swamps and two
rivers. Trade is conducted by ships from Fomoria and Dirllar that
keep a tight reign on their market and thus in a way protect the
island from pirates and outsiders going to the island. The river
craft the tribes have are not advanced but simple craft to serve a
purpose usually of transportation or fishing/hunting. They tend to
be wooden curraghs that would not last long in the open sea. It is
said the Red Branch keeps a ship for combat training in times of war
if needed but the tactics and training is primitive. The Barbarians
keep the rivers clear of outsiders while the Fomorian and Dirllar
ships skirt the shore of the ocean. The tribes do keep a river ship
of war in each river for a total of 2 warships. But these craft
would not last long up against a fortified Trireme. But they do help
defend the river against light craft. They are also there to keep
the peace along the river in skirmishes. The people will tend to
have0 transportation or fishing boats.
The Connata tribe control the northern river of 100 odd miles
and tend to have 15 civilian craft at any one time on the river.
This gives about 12% chance of encountering such a craft on the river.
The UiNeill control the southern river and tend to have 18 craft on
the river at any one time in their 100 odd miles of river. This
gives a 15% chance of encounter. Those in the Eoghan tribe have
learned to use the swamps for their survival. They tend to have 12
craft in the swamps hunting or fishing at any one time for the various
villages. The chance of encountering a swamp boat is 5% in any swamp
hex.
27. Gom
Gom has a long history of warfare and defeat which has made them
weary of combat. They tend to prefer others to fight for them. Most
Gomese seek personal profit so trade is common on the seas for the
Gomese. Most of the military fleet is rowed by slaves. Gom is
known as a good trade center in the Sea of Tears. When the center
of the dynasty changed from Gom city to the more isolated Sheiram
many did not favor that decision. It is cut off from the Sea of
Tears. The one river that is there runs over 1,000 miles to the
Southern Ocean through the great desert and jungles to the south. As
a result of this long journey most do not wish to take the long trip
at all. Most civilians who have naval interests move to Gom city
itself. The breakdown of the Gom ships are as follows:
Civilian Miltary
City/Area River Ocean Warship Trireme
Gom City 100 370 25 10
Gom Towns 100 700 12 2
Sheiram City 300 280 - -
South Towns 350 - - -
Ocean Patrol - - 5 2
River Patrol - - 3 -
Ocean Transit - 150 5 1
Total 850 1500 50 15
The Gom Towns cover the northern coastal towns and coastlines
that would contribute to ocean traffic. South towns are those who
contribute to the river traffic on the southern river. Ocean and
River patrol are when warships are on patrol in those areas and the
amounts. Ocean transit are ships that are in the Sea of Tears (or
rarely Southern Seas).
For river encounters the chance of Civilian encounters on the
Gom river is high 60%. The chance to encounter the 1 Gom River
warship in the 100 miles of Gom river is 2%. The 320 miles of the
southern river are heavily trafficked for the most part and encounter
chance is 15% for civilian craft and for the 2 military patrol craft
it is 8%. For the greater amount of river (1000+ miles) the chance
of encountering a Gom river craft is just 2%. The Gom Southern River
patrol (2 warships) would never venture past the mountains into the
desert and jungle part of the southern river. The chance of
encountering a Gom ship in the sea of tears is about 2% in any one
Ocean hex. The northern Gom coastline is crowded most of the year
and chance of encountering a Gom civilian craft is 30% in any Gom
coastline hex. Chance of encountering a Gom warship on the northern
coastline is 10%. Gom resources for ship replacement is not great
so they have to trade for timber or gather it from the Wild Forest
on the northern side of the Sea of Tears.
28. The Helva
The Helva are a vicious tribe that rather fight than co-exist
with their neighbors. This matriarchial society is always on the
watch for their neighbors and weary of any advances on their
territory. They are always watching for problems and will be ready
to stop any invasions even if its just the least amount of people.
The tribes are land locked so do not have any ocean going craft.
But two of the tribes do live alongside rivers. These are the Kiesa
and the Karashaka whoa re in the mountains and forests respectively.
The Kiesa live near a winding river on their southern area and tend
to have 12 small wooden river craft on it at any one time. The
chance of encountering such a river craft is about 2%. The other
Karashaka use the river to move among the hills and small mountains
faster. They tend to have 8 ships on the river at any one time.
These craft do not enter into the heavy mountain chains though only
stay to the hill river hexes. The chance of encountering such a
craft is 5%. The Kiesa tribe do not stray far from their nearby
territory while on the river. These tribes do not have any river
warship craft. Most tend to be fisherman, transportation or small
trade craft (usually of small to medium raft size).
29. The Humagi
The Humagi are like the Helva, vicious fighters. They are known
to capture and torture people like the Helva but also take heads as
trophies or just eat the person. They are specially trained horse
warriors who aren't fully capable in the water. They are a land
locked culture so there is no access to the sea for ocean going
ships. But there are two Humagi tribes that have access to nearby
rivers. The Srimoga have about 160 miles of nearby river to enter
while the Kaoga have well over 250 miles of river. They will use
these rivers for patrols, recon, fishing and transportation. Most
river craft are wooden rafts but some may be as large as 20 person
rafts. The Mopoga tribe do have a nearby river but do not venture
on it as the Zen'da are very territorial of their river. The Humagi
do not have river warships. It is common knowledge that most
outsiders should avoid these river areas or risk their lives at
great peril. The chance to encounter a Srimoga river craft in any
nearby river hex is 3% while the chance to encounter a Kaoga river
craft is 10%.
30. The Ipanza
The Ipanza are a hardy people who live in the most extreme cold
climate in the Perilous lands called the Frozen Lands. It is nothing
but Tundra for hundreds of miles. These nomads are hunters and
gathers who try to survive in this harsh environment. They rarely
deal with outsiders. There are no rivers in this area so no river
craft exists. There are hundreds of miles of coastline but the arctic
like northern sea tends to be so cold, stormy and in some cases full
of floating icebergs that they do not desire to sail the sea. So in
all these people have no ships or boats at all. The only time they
may trade is with Novarask or in the Dark Lands nearby if at all.
31. Iravoy
Iravoy is land locked with no rivers just miles of hills. They
do not have ocean or river going craft. However a rich Iravoy
citizen may own a craft that is berthed in a Aratad Confederacy port.
32. The Izza
The Izza are hated by many neighbors so know they could not
muster a well defendable fleet. Being nothing but jungle land
there is no good port as well. Though they allow Port Doman to
help them in times of war. The only craft the Izza may have is an
occasional coastal craft that is for transportation (going from one
place to another) to avoid long areas of jungle. The chance o
encountering such a craft along the Izza coast is only 2%. These
craft would not last in the open sea so only stay within a few
hundred feet of the coastline.
33. Ja'xon
Ja'xon is a small nation but it controls a major land trade
route that is heavily used. In some ways the river allows trade
to be sent through the desert and their land all the way up to
Roghara city. Since Ja'xon is friendly with the Shanda they use
the city as a trade site as well. Ja'xon has no ocean going ship.
The river that goes through Foha does go to the southern seas but
goes through the desert and jungles to the south. The desert tribes
raid any Ja'xon if they see fit therefore most Ja'xon do not travel
that far south on the river. If at all they only travel 20 odd miles
into the desert away from Foha port if that. Ja'xon has 2 river
warships that are large patrol barges based at Foha city. They keep
the peace from any desert raiders or enemy craft that may brave going
up the river toward their land. Most times those these 2 river
warships are idle and their crews do get lax most of the year.
The city of Ja'xon does keep some river craft in the deep mountains
(about 50 at any one time) for mining operations mainly. Half of
those may be non-merchant pleasure craft. They seek a part of the
river that is known to have a 3 mile rapids area which fun seekers
love as tourist spots. The chance of encountering a Ja'xon city
craft in the north 60 miles of the river is high at 50%. These river
people tend to feel safe in this part of their territory even from
Gom. Foha on the other hand has about 30 craft at any one time on
the river portion they control (up to the desert). The chance of
encountering such a craft is only 10% at any one time. These people
tend to only use the river for a purpose like fishing or
transportation up river. They know the desert and thus raiders are
always nearby. Foha is also a trade center that sees a lot of traffic
so the river craft mainly serve as transportation here. Most rich
Ja'xon city land owners who may own a bigger sea going ship will
berth it in Roghara city to the north. Another 20 odd craft may be
on the river at any one time from river bordering villages and towns
(usually in their hex) for fishing, pleasure, mining or transportation.
These river craft are in the river between Ja'xon city and Foha and
the chance of encountering a river craft in these areas increase at
times by 10%. There is a rich merchant in Ja'xon who does charter
a small fleet of ocean going trade ships for the Sea of Tears (based
in Roghara). But this is only done during the summer months when
travel is best. The number varies from 10-20 ships depending on the
level of trade goods to ship. River pirates who have strayed from
authorities (escaped from really) or in hiding seek the river for
shelter. They know the mountains are safer than the jungle and
desert so some may risk the trip up the river and prey on Ja'xon
river traffic.
34. The Kakana
The Kakan tribes are not very big but they worship the god Kototh.
Part of this religion makes them think like a serpent and thus fear
water. While they live by the ocean and two rivers they do not use
the water at all so they do not have any craft. In fact they live
deep within the jungle, many may never see the water in their everyday
life. Kototh may imbue a quest on one of their great elders every
few years. In this case that elder may override his imbred fear of
the water and build a small raft to brave the river to go to a nearby
land for scouting or some other purpose. But this would likely be
the only reason they would ever create such crafts. One such quest
was found out by a trader when he spotted a Kakana near the road in
the desert far to the north. The single warrior was there seeking
out some strange object of merit. This person was last seen entering
the great desert but never again.
35. The Kalem
The Kalem are almost the opposite of the Kakana in their nature.
They are more peaceful but dedicated warriors when they need to be.
They have a short area of jungle coastline to the sea. They prefer
to hunt and farm in their isolated villages. The only time they will
make a small shoreline boat is to trade when times are hard for their
people like during sickness or other problems with the people. During
these rare events they will make 1-2 coastline boats to watch for
passing ships to trade with. The chance of encountering such a craft
during the spring and summer is 2%. During fall and winter they would
not do this at all due to the storms and their inability at ocean
seamanship in the rough seas. These craft stay within sight of land
since if they head out of sight of land they are doomed.
36. The Kameran
The Kameran are a small tribe who pride themselves in the
conquest of the forest and nearby hills. Their weaponsmiths are
known far and wide for their unusual metal weapons. While the Kameri
tribe in the hills have no water for craft the Alesi tribe in the
forest have a nearby river they do utilize. The river is used for
transportation, hunting, moving simple cargos of metal or minerals,
fishing and secret rites. These secret sites are performed by the
Blue Moon mystical lodge which is a subset of the Ancient Moon group.
This sub-group has found they do their best work during certain
periods (phases) of the moon. They have learned the river shifts,
though very subtle, at certain times (tides). This group even helps
nearby villages to plan their harvest and growing periods based on
the moon with the help of the flowing river nearby as it shifts. It
is said this group has a hidden base at the tip of the river but is
hidden by some means (its unclear if its magic or nature - rumors say
both). At any one time the river will have 30 river craft on it.
While about 80 miles of the river is in their established area
another 220 odd miles are in other areas. They are friendly with
the nearby Zen'da clan so they drift down the long winding river
(about 250 miles up to the point in the west where it branches
northward and continues westward). The chance of encountering an
Alesi river craft is 10% in the 250 odd mile river stretch. The
chance of encountering them in the eastern part near the Moon
fortress is 15%. These craft are simple rafts or small barges not
prepared for battle.
37. Katai
Katai is a culture teaming with life over 7 million strong. They
are the most populated nation on the world and have 1 million just
in the 20 cities. Most of Katai is hills and plains but there is an
extensive river network which allows the citizens to transport
materials and people from place to place quicker than overland routes.
Many of these rivers go hundreds of miles inland and extend out into
the sea nearby. Katai has no forests of its own and must trade with
Choshai for its timber for ship production which makes them an
important trade ally. Katai crime gangs do help to promote piracy
on the rivers and open seas so piracy is common in some high traffic
areas even while the military tries to stop them from their operations.
Citizens have thousands of ships and boats. Most are small
purpose craft like junks which serve as cargo, transportation or
fishing mainly. But every level of society from the lowest peasant
to the richest Katai household has craft that serve in virtually
every purpose. There are three main groups of trade going on with
the various ships. The huge agriculture market moves all the food
around to various distribution centers. The metals from the mines
and hills give a metal cargo trade market and thus complete the
manufacturing market in the cities for finished goods from simple
every day items to fine luxury items.
Two cities Tirat and Katai (with over 200,000 people which is
the world's largest known city) are inland and land locked too far
from the sea or river. There are 8 cities that are right on the
ocean coastline. They are:
Civilian Encounter Chance
City River Ocean River Ocean Hex Hexes #
Tiansar - 300 20% 20% 2/7 10/10
Si'chava - 270 - 25% 6 30
Koulou - 290 - 40% 15 8
Musdao - 200 - 5% 24 1
Qimou - 800 - 90% 42 40
Dzhamou - 150 - 20% 12 4
Ul'liaou - 180 - 20% 15 4
Jiuquo 750 530 45% 50% 15/15 10/11
Total 750 2820
Katai is a huge land with thousands of miles of coastline. So
there is no short coastline for any one craft to patrol or use. As
a result the above encounter chances are slightly different than
other cultures. The above cities are all coastal cities. Jiuquo is
near a river though not right on a river so they have a lot of river
craft as listed above while also a lot of ocean going craft. Tiansar
also is near a river so has both river and ocean traffic. The column
listed as Hexes is the number of hexes around the city the ships tend
to stick in. For example, Dzhamou, most craft stay in the nearby 12
hexes around them. This would be 3 rows and about 6 hexes on each
side. Thus the 20% chance of encounter is chance of encountering
just one Dzhamou ocean going craft. These hexes are not set in
stone but are only here as a general reference. The # column is the
number of craft typically found in each hex at any one time. More or
less may come about due to time of the year but this is the typical
amount. If two numbers then first # is for river and second is for
ocean. Qimou is a large city and thus has 800 craft at any one time
in port or at sea or in some other combination. They utilize up to
120 miles out to sea around the city for various purposes like fishing
or trading. The area here is so crowded with ships its sometimes
hard to navigate with all the ships.
The other cities are those that are on a large river network or
at the end point of a river itself. These cities tend to only have
river going craft but may have a small amount of ocean going craft.
In the Hexes column below is the number of nearby river hexes the
city has access to.
Civilian Encounter Chance
City River Ocean River Ocean Hex Hexes #
Koi'lan 410 50 15% 1% 31 3/-
Scaloo 380 10 25% 1% 24 5/-
Kodao 500 200 70% 70% 10 20/20
Choundeu 780 100 70% 25% 6 20/5
Pamau 125 250 35% 40% 6 7/8
Shantou 200 200 10% 10% 25 2/2
Sangsao 100 100 50% 50% 10 10/10
Ci'jian 110 220 20% 40% 10 4/7
Da'qaid 240 60 40% 10% 10 8/2
Li'jian 100 700 5% 90% 10 1/20
Total 2945 1890
Koi'lan is a city with 31 river hexes it can have access to the
north or down south to Tiansar and the south ocean. Scaloo, Kodao and
Choundeu are all on the same river which leads to the ocean. Scaloo
is deep inland while Choundeu is nearing one end and Kodaois at the
sea part of the river basin. The city of Pamau is at the sea but it
has 6 hexes of rivers that go into the mountains. This river is not
used as much by most civilians other than hunters, farmers and miners.
Shantou and Sangsao are on the sea with the first being midway and
second at the sea coastline. Ci'jian is a city where the river craft
is mostly timber oriented where they go up river to meet with trade
convoys on the road to deliver new wood from the Choshai forest.
Da'qaid and Li'jian are on the same river. Most civilians do not
venture far into the river mountain hexes as that frontier sees some
high dangers (like occasional Zen'da travelling bands). They tend to
stick to the hill river hexes.
The grand total of the Katai Civilian fleet is as follows - 3,695
river craft and 4,710 ocean going craft in the water in various levels
(10-60% of those total in the water at any one time depending on the
time of year. At least 80% of these craft are not sophisticated
enough for any battle conditions. About 10% may be prepared for a
pirate repulse if the sailors are skilled while another 10% may be
just designed to be well protected (like rich merchant ships). It
is not uncommon to have water traffic jams in some areas of a river
or river basin area due to the amount of water craft. But the Katai
have learned to live with this as a everyday thing and thus this
tends to only upset outsiders.
For the military Katai has an Imperial fleet and nine provincial
fleets. Their strengths are as follows:
PROVINCE WARSHIPS RIVER PATROL Encounter Chance
Imperial 20 40 2-10%
Tiansar 10 0 2% / 0%
Koi'lan 0 5 0% / 1%
Si'chava 15 0 5% / 0%
Musdao 5 0 2% / 0%
Choundeu 0 15 0% / 10%
Scaloo 0 10 0% / 2%
Sangsao 10 0 5% / 0%
Jiuquo 15 0 5% / 0%
Ci'jian 5 0 2% / 0%
-----------------------------
TOTAL 80 70
Encounter chances will depend on the time of the year and how
busy the military may be at the time. For a culture of millions 80
warships is nothing compared to many other cultures so they are
spread thin. Imperial warships will patrol the coast and rivers
depending on trouble spots or imperial decree. Chance of encounter
varies from 2 to 10% depending on coastline and river length. Chance
of encountering a Tiansar based warship is 2% in the open nearby
coast and 0% (no chance) on the river. Koi'lan no chance of warship
encounter and 1% of encountering a river patrol barge. Si'chava there
is a good (5%) chance of spotting a warship on active patrol in this
area. The Musdao fleet is always concerned about nearby Chunrey so
tend to always keep the sailors in top notch readiness. Choundeu
tend to patrol the river in pairs so there is a good chance of
seeing not one but two river patrol barges at any one time. Scaloo
river patrols are thread bare so its hard to find them in any one
river hex. Sangsao doesn't have much to patrol so there is a good
chance of seeing a warship here. Same goes for the Jiuquo fleet.
Finally Ci'jian is not so rich so the chance of seeing a warship
is not so high.
Each warship is small to medium while the imperial warships may
be fairly large. They do not have sophisticated weapons but can hold
their own if need be. Each river barge has 40 soldiers in its crew.
These soldiers are not elite.
Katai pirates are common in some areas due to the crowded sea and
river lanes. Many criminal organizations do nothing but piracy on
the high seas in fast moving ambush craft.
38. The Kazi
The Kazi are in a barren and desolate area full of badlands for
the most part. They are one of the most blood-thirsty warriors on
the continent. They are mostly warriors, hunters and raiders but
some of the tribes do have rivers nearby which the Kazi will often
use. One river goes all the way to the western sea but they never
go that far (they typically stop where the river ends at the base of
the badlands in the west). The Kazi are friendly toward Dwarfs and
the Caldo so they have some experience on the river with these people.
While they do not do major trade they will barter for things they
need. Six of the 8 tribes have access to nearby rivers and may use
them. These tribes have 60-80 miles of river at their disposal.
They will often use this small stretch of water for transportation,
fishing or hunting. The break down of the river craft is as follows:
Tribe Number of River Craft River Hexes Encounter %
Kado 16 3 20%
Riora 15 4 15%
Gazdo 12 4 15%
Haido 11 4 10%
Kirra 11 4 10%
Shara 10 2 25%
Total 75
The 75 river craft is assuming the max number of craft on the
river at any one time. Usually 1/3rd to 2/3rd may be on the river
at any one time. Most of these craft are light wooden boats not
ready for battle. The Kazi have no ocean going ships or warships.
There is enough nearby forest to maintain enough wood reserves.
There is a special society of dagger duelist that use boats for
ceremonial challenges of Dagger members. For more detail see the
special ship section.
39. Kirazan
This land locked nation is a major trade center for nearby
cultures. They have no sea or river craft at all. However, rich
citizens may own a craft or two in the Shestar city or along the
Shestar river.
40. The Kll'maun
The tribes are made up of fanatical skilled fighters who are
also known to be deadly trackers. There is only one tribe that has
direct access to water. The other tribes along the Eastern Forest
have coastal areas that are to the ocean but the tribes wish not to
have any sea going craft. With this said though individual tribesman
may meet up with ocean going craft for trade but this is a in-frequent
event. The forest is plenty of land to hide the tribes from invaders
so the tribes do not have to put up much defense on their coastal
borders. As a matter of fact pirates use the coastal forest zones
to hide ships and wait for others that pass by for prey. The coastal
tribe villages have been known to attack pirate camps often so pirates
stay at their own risk.
The only tribe to have some form of craft is the tribe set in
the hills and mountains - the Soraun. This tribe are chaotic oriented
and are followers of the Sorceress of the Dark Lands. They act like
a small army for her but they know it is a relationship that is on the
edge at any time which could break if one did something to offend her.
This tribe has 9 river hexes (180 rough miles) of river in the
hills and deep into the mountains. This river extends west and
southward through the great plains. The tribe will have 15 river
craft on the river or riverbank at any one time. For those who are
in their land the chance of encounter is 5% per river hex. These
craft are not battle designed but mostly are for transportation,
scouting, hunting, tracking or minor mining operations. The
warriors on these ships though are ready for battle and can fight
while on the river.
There is a rumor among those in the Dark Lands that the Soraun
have a special craft that do missions for the Sorceress. She will
send her minions to the Soraun and a small band of warriors will
use this craft and head down the long winding river to shorten the
lengthy ocean trip. Because this single unusual craft goes through
enemy territory she has implanted many wards and magics on it.
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