[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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