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<br>
<font face="Courier New, Courier" size=1> * Culture
Notes<br>
<br>
These notes are related
to information that may be important to<br>
sea or waterway operations for your
campaign. For more detailed<br>
notes you should consult the Culture
Book. This material does not<br>
cover the geo political influence on each
nation and their neigbhors.<br>
The data below is for current year in the
timeline. <br>
<br>
Most of the data used to
determine the number of ships is directly<br>
from the culture book with some
extrapolation from the mythos,<br>
population, type of culture (civilized vs
barbarian), basic style of<br>
culture (basic characteristics, weapons),
economy, religion and<br>
personality sections. The ships are
divided up into civilian and<br>
the purely military fleets. The
military is a constant presence to<br>
protect the nation. In some cases
this presence may be controlled by<br>
a single force like the nation's leader or
a collective (like various<br>
dukes or what not). The civilian
fleet is divided up into two areas.<br>
River craft which tend to be only light
craft made for river traffic.<br>
Sea craft are those sea-worthy
craft. The military is pre-determined<br>
and did not chance from the culture book
information. The only part<br>
the military fleet may have been fleshed
out to show where they tend<br>
to be spread out and any chance of
encounters. Military craft was<br>
further divided up into River and
Sea. River warship that were not<br>
previously mentioned was added to the
culture as river patrol barges<br>
or other warship would likely be a part of
that culture.<br>
<br>
In determining the level
of civilian ships six various formulae<br>
was used. But in overall general
terms the bulk of the data is from<br>
pure population numbers. In this
determination the towns along a<br>
river helped to populate river traffic and
same for ocean coastal<br>
towns/cities. But obviously not all
of a culture's population is<br>
just on the water so some other working of
the numbers was used.<br>
For example a culture with jungle, hills
and plains might have<br>
1/3rd of the population in each unless the
data showed otherwise<br>
(like division of military forces).
Clearly the hills have no<br>
access to rivers or ocean so that means at
least 1/3rd of the<br>
nation's population would not contribute
to the number of craft.<br>
At most times these numbers determined
5-30% of the overall<br>
population. Many factors helped to
determine the final amount<br>
including a culture may not be
sophisticated enough for sea or desire<br>
to (Goidan for example) or fear the water
(jungle barbarians) and<br>
thus in these cases the lowest numbers
were generated or put up to<br>
half of what could exist. Overall
these numbers should reflect the<br>
fair amount of ships based on many
factors. Another major area for<br>
data was historical records I studied for
North Africa, Athens and<br>
Rome in ancient times. Some of the
books I read for this project<br>
included some number analysis. The
final number of ships would<br>
be a MAX figure. This max figure
would vary from Summer, Fall to<br>
Spring as the seasons prevent
sailing. Also the figures listed<br>
are if 100% of the craft were on the
water. This could easilly<br>
be factored by Seaons (Summer 80%, Fall
60%, Winter 30% and Spring<br>
40% for example applied to the max
figures). <br>
<br>
Each culture has data on
further analysis of the numbers and<br>
distribution of the fleets. For a
final breakdown summary of the<br>
culture data see the bottom for a complete
summary chart.<br>
<br>
Many ships have special
ships for their cultures that are not<br>
covered below. For details on these
ships consult the special<br>
ships material. <br>
<br>
Lastly, a note should be
stated about change of encounters. In<br>
getting the percentage chance I came up
with a few other formulae.<br>
Factors would include distribution of sea
area, number of ships<br>
and other varying factors. Sea area
includes number of sex or<br>
water hexes around the culture as a
"patrol" or "sailing" zone.<br>
For example Clima has a big area of about
10 hexes in any direction<br>
around it ships would likely sail.
While Ba'ru city on the Sea<br>
of Cholchara would have about 2 hexes of
its own and another<br>
dozen or so in the sea they would be on to
a lessor degree.<br>
So encounter chance is higher for a
nation's primary area and<br>
less for its secondary. Even less of
a chance for ocean transit<br>
ships which are way off the nation's main
shipping lanes. These<br>
percentages should be fair for a single
ship encounter if you<br>
wish to create tables for the area.
Another factor that encounter<br>
chances had a factor on was
visibility. If a nation has 100<br>
craft at any one time in e 20 mile hex
chance of encountering<br>
the craft is likely high compared to a
nation with only 3 ships<br>
per hex around it. Basic calculation
for number of water area<br>
hexes divided by number of ships should
give a general rule for<br>
number of ships per zone and encounter
chances. In many cases<br>
the chance of encountering a single ship
in a 20 mile hex is<br>
around 3-5% based on a sunny day with full
normal observation.<br>
Of course the Referee is free to use any
or all of the data<br>
below as you see fit. <br>
<br>
The cultures are handled
in the order listed below:<br>
1. The
A'ha'Kacili
2. A'Korchu<br>
3. The Aratad
Confederacy 4. The Assiran<br>
5. The
Bal'Sani
6. Ba'rual<br>
7.
Bhamotin
8. Caldo<br>
9. Empire of
Ced
10. Cerulean Empire<br>
11.
Chiros
12. Choshai<br>
13.
Chunrey
14. Clima<br>
15. The Confederation of
Shanda 16. Dawana<br>
17.
Dechat
18. Dirllar<br>
19. The
Djakschil
20. Djanesborg<br>
21.
Donara
22. Fomorian Empire<br>
23. The Fierazi
Tribes 24.
Ghazai<br>
25.
Ghiamen
26. Goidan<br>
27.
Gom
28. The Helva<br>
29. The
Humagi
30. The Ipanza<br>
31.
Iravoy
32. The Izza<br>
33.
Ja'xon
34. The Kakana<br>
35. The
Kalem
36. The Kameran<br>
37.
Katai
38. The Kazi<br>
39.
Kirazan
40. The Kll'maun<br>
41. The
Kolari
42. Lemasa<br>
43.
L'p'nth
44. Ma'helas<br>
45.
Marentia
46. The Mopazi<br>
47.
Nerid
48. No'mal<br>
49.
Novarask
50. The Nylasa<br>
51. The
Omavor
52. Regis Baya<br>
53. The
Rhuselska
54. The Rizeela<br>
55.
Ro'babza
56. The Robari<br>
57. The Rogizini
Empire 58. The
Sarghut<br>
59.
Shiben
60. Shurikal<br>
61.
Taolisa
62. Teos<br>
63.
Thaliba
64. The Thaliban Tribes<br>
65.
Ticasi
66. The Timbaza<br>
67.
Treaus
68. Valheim<br>
69. The
Vassa
70. Zarun<br>
71. The Zen'da<br>
<br>
<br>
1. The A'ha'Kacili<br>
<br>
These barbarian
tribes tend to be more traders and mercs rather<br>
than sailors. In fact due to their
desert world water is so precious<br>
that only a rare select few may be a
sailor on the two rivers. But<br>
this is usually for some short term
purpose rather than long term.<br>
They are also land locked so have no sea
ships but do have 2 rivers<br>
in their desert so it is possible they
have rivercraft. All sailors<br>
will be male with no female sailors due to
their cultural view on<br>
women. River trade will deal with fine
goods, tolls and the slave<br>
trade operations. Their level of
technology would indicate most<br>
river craft would not have any weapons
other than personal weapons<br>
like bows. Due to their stay in the
desert the A'ka'kacili are keen<br>
on the winds since they may have to avoid
sand storms. Because of<br>
this they will have a slight bonus in
river craft use with the sails<br>
they would rig up.<br>
The only water
sources for craft are the two rivers in the western<br>
desert. The first river is 140 miles
long through the desert. The<br>
nearby tribes that use this river are the
A'qamar and A'rianir. Due<br>
to the vast desert and no organized cities
on the rivers at any one<br>
time there may only be little over 3,000
people along the river or<br>
less if that out of the 11,000 possible in
the area. From this<br>
there are typically 34 craft at any one
time on the river max from<br>
these two tribes. The second river
(the Douma River) is used by the<br>
Pava and A'anar tribes. This river
due to local population would<br>
tend to have up to 18 craft at any one
time on it. So the total<br>
river craft fleet is 52 at any one time.
First river would tend to<br>
have 4 craft in every hex (7 hexes) at any
one time. The basic<br>
chance of seeing such a craft would be 28%
at any one time. The<br>
second river (7 hexes) would tend to have
2 ships in every hex at<br>
any one time giving a basic chance of
encounter at 18% chance. Of<br>
the 52 river craft at least 2 are combat
oriented ships that tend<br>
to have skilled warriors on them (one each
river). This is for the<br>
protection of the river and tribe.
Pirate activity on the river is<br>
very rare and tend to only be when a brave
pirate ship is out to<br>
flee pursuit from the ocean. Those
on the first west river may<br>
occasionally visit Foha but due to poor
relations only do so if<br>
they need supplies or help. Due to
their desert there is little<br>
if any resources for wood so river craft
production tends to be<br>
limited. There is a small forest to
the east in the A'ha'kacili<br>
land but that is the only resource of
wood. In times of wood they<br>
will have to pay for materials to make any
form of river fleet. <br>
<br>
2. A'Korchu<br>
<br>
Island nation that
does no trade with other nations so the<br>
civilian craft tends to be limited to
personal craft. What little<br>
merchant traffic exists is done for
internal use only between island<br>
cities and towns. There is a special
ship designed to carry the<br>
Griffins and their riders from location to
location in times of war<br>
(see special ship section for
details). Based on its national<br>
mistrust of outsiders (by will of its
rulers and no trade) the nation<br>
tends to only have 600 civilian ships at
any one time in the water.<br>
Out of over 1 million people that is a
very tiny amount of craft in<br>
relation to the civilian population.
To help determine where these<br>
craft are spread out you can use the
following table:<br>
Percentage Total Location<br>
54% 324 Around main
Island<br>
36% 216 Islands with
cities<br>
10% 60 Other small
colonies<br>
This would mean
each city would tend to have 9% of the ship<br>
traffic at any one time related to
it. This is 54 craft. Depending<br>
on the time of year at least one third of
those would be at port and<br>
the rest out to sea or the coast if needed
(more sailing in summer<br>
than stormy winter).<br>
The nation has a
good supply of wood in the forests so at times<br>
of war can use their own internal supplies
for new ship construction.<br>
There are also some pirates around the
various islands (less around<br>
the main island due to fear of
capture). These pirates will tend<br>
to raid on the few civilian craft they can
find. The rulers under<br>
the God Emperor states that pirate
activity is non-existent in the<br>
area to boost morale of the people and the
people tend to respect<br>
this view almost to the point of being too
complacent.<br>
<br>
3. The Aratad Confederacy<br>
<br>
This nation does a
lot of sea trade so would have a substantial<br>
sea force of merchant ships and military
to support them. The two<br>
coastal cities Aratad and Rhozad are the
centers of their national<br>
navy. Of the roughly 600 civilian
craft at any one time 55% would<br>
be centered around Aratad city (330) and
the other 45% at Rhozad<br>
(250). Course depending on the time
of year most of those ships are<br>
at sea. Typically only 20-50% might
be in port at any one time.<br>
Their island colonies would also have
about 20 sea craft. Rhozad<br>
has a problem being in the gulf near
A'iam. Those first 60 odd miles<br>
sailing in the gulf could be dangerous due
to dislike of each other<br>
so it is commonplace for a military ship
to escort large convoys to<br>
Aratad. Due to this nearby problem
Aratad keeps a steady active<br>
warship fleet in harbor for help when it
is needed. The Confederacy<br>
owns three islands so convoys of supplies
and trade are often<br>
encountered in the area on established
trade routes. The islands<br>
due to pirate activity may tend to have
anywhere from 5-10 warships<br>
in the area (3-5 Trireme sized).<br>
Due to no large
expanse of forest they will tend to have to<br>
import their materials for ship
construction. This is especially<br>
dangerous for the 3 islands as if they are
cut off their defense<br>
will be hard to mobilize. Pirate
activity around the two cities<br>
is rare but along the Iravoy coast or the
islands its in moderate<br>
amounts from Clima and Porta mainly.<br>
Western fringes of
the Aratad people may have some minor river<br>
craft on the Ticasi river. The
people of Eured would use the river.<br>
The amount of craft would range from 17-20
at any one time on the<br>
river. These craft would not be sea
worthy though. There is no<br>
military river craft since the military
concentrates on the ocean.<br>
<br>
4. The Assiran <br>
<br>
Being land-locked
mountain folk these people do not have any<br>
ocean going craft. But there are a
couple of nearby rivers where<br>
they MAY have a craft of two. The
Valheim river may have a couple<br>
of river craft owned by Assiran people for
trading or fishing.<br>
These craft would not be too sophisticated
or big. <br>
<br>
5. The Bal'Sani<br>
<br>
These people stay
to their mountains and if a boat exists it is<br>
a rare situation. They do not like
outsiders so much so do not trade.<br>
There may be a brave or curious person in
the Bal'boni tribe that do<br>
make a small coastal craft (biggest may
only be a 20x20 craft). The<br>
listed number (6) in the table covers the
entire coast of the hills<br>
and a max number of ships in the water at
any one time. These craft<br>
are only coastal and if they go too far
out to sea are surely doomed.<br>
The chance a person encounters such a
craft is 5% along the 50 miles<br>
of the hilly coastline. Most such
craft may be a fishing boat or a<br>
simple transportation craft to go from one
place to another. They<br>
are not prepared for battle
situations.<br>
<br>
6. Ba'rual<br>
<br>
The Ba'rual people
are on the shore of the Cholchara lake and<br>
thus do have lake and river craft.
They will trade with nearby<br>
nations and are open to friendly
relationships with other nations.<br>
Through the long river down through
Cholchara and Marentia (Lake<br>
Sivas) they do have access to the open
sea. But typically they<br>
stay on the lake and river in their
area. There is one exception<br>
in that a rich merchant house has a single
large freighter that<br>
does work on the high seas as far as the
Sea of Tears. See the<br>
special ship section on details on this
unique situation.<br>
Their river craft
could not last long in the ocean. The city<br>
of Ba'ru tends to keep 9 warships in the
port at any one time and<br>
one warship on patrol in the lake.
The chance of encountering this<br>
warship on the lake is only 5% in the 150
odd miles of the lake.<br>
Marentia keeps 3 of their warships in
Ba'ru as well for a total of<br>
12 warships in port. The lake itself
is relatively safe for civilians<br>
so they will use it often. Ba'ru
tends to have 56% of the lake<br>
traffic (170 ships) while the surrounding
villages and towns will<br>
have 44% (130 craft). There is a 25%
chance of encountering such<br>
a craft on the lake. There is only a
10% encountering such a craft<br>
on the north or south rivers.
Civliian craft are of all types in<br>
this area but tend to be more pleasure and
fishing craft. The arms<br>
industry is common so this is a major draw
for pirates but also a<br>
deterrent as such arms dealers will be
well defended.<br>
Due to trade they
have good resources to build and replace their<br>
ships in times of need. Merchants
and traders will go north through<br>
the river Sich to trade with the plainsmen
they have relationships<br>
with. The only other reason to be on
the north river would be<br>
transportation of people up the
river. The south river though is<br>
more populated as people head south to
Marentian for many purposes<br>
from trade to tourism. <br>
<br>
7. Bhamotin<br>
<br>
Bhamotins have
river and ocean going craft. Many civilian craft<br>
are designed as missionary boats to spread
the Miracle of Bhamot.<br>
The small lake that surrounds the capital
city island is guarded by<br>
the ships of the Order of Fiery
Citadel. The Order of the River<br>
also guards the rivers from raids. The
four main cities support<br>
most of the big ocean going craft.
Of the 360 civilian craft 24%<br>
are home to these cities (87) the rest are
spread around the various<br>
towns and villages (76% or 273). Of
course most of these villages<br>
and towns do not have decent sized ports
for large craft. Generally<br>
25% (or 25) of the warships are home to
one of the four big cities at<br>
any one time. Though typically at
least 20% of those are on patrol<br>
in the ocean or shoreline at any one
time.<br>
The one river is
where the Bhamotins have river craft that can<br>
head to the capital island. The
river is highly protected by 13<br>
river warships that can only fight well in
the river or lake. They<br>
are not made for extensive use in the Sea
of Tears. The fleet is<br>
controlled by the Primate through his
Bishop Admiral. This navy<br>
also has 1,600 marines who are elite
trained in naval warfare in the<br>
larger vessels. This makes Bhamotin
one of the few to have specially<br>
trained combat marines.<br>
<br>
8. Caldo<br>
<br>
The Caldans may
occasionally risk a ocean going ship down the<br>
river but due to Donara trying to stop
them, they only take the risk<br>
if its the right time (like if Donara is
distracted by war). The<br>
Caldans do have a lot of river traffic and
a unusual trade pact with<br>
the Dwarfs in the mountains. Due to
the respect the Caldans have<br>
for a family if a person owns a boat they
tend to be houseboats<br>
where the entire immediate family lives
on. The Dagger Legion and<br>
Jewel Guard may keep river warships at the
ready at all times. Due<br>
to their past battles and experience
against trolls and giants they<br>
have perfected the art of ship ballista
warfare. Some of their best<br>
ship crews can take down a single giant in
seconds with a few shots.<br>
Clan Caldo uses
the river to go to the mountains in the east<br>
for mining or south to where its more
dangerous to the forests for<br>
unting timber or more resources but they
tend to stop short of Samma<br>
city. Of the roughly 300 miles of river
160 craft will tend to be on<br>
it at any one time or along the shores
berthed. The 16 river warships<br>
are always at the road over the river near
Caldo at the call if needed<br>
One or two of these river warships may be
on patrol up or down the<br>
river. The chance of encountering
such a warship is 3%. The chance<br>
a civilian river craft is encountered
tends to be 10% (usually 2<br>
craft per river hex). The wood for
the rivercraft can be found<br>
through trade with the Kaz (the NW
forests) or going down near<br>
Samma and the Wild Forest if they wish to
risk it.<br>
<br>
9. Empire of Ced<br>
<br>
Due to their past
defeats by the many Don Hosts their navy has<br>
decreased greatly and tends not to be
rebuilt due to money or other<br>
political problems. They do have a
current small fleet but tend to<br>
stay by their territory as the Climans,
Confederacy and Donarans are<br>
always on the prowl. The 20 warships
tend to stick close to shore<br>
rather than venture out to sea. Due
to the gulf and the Confederacy<br>
presence they keep half of their fleet
usually in A'iam's port. The<br>
other ten warships tend to be out in
patrol of the 260 miles of<br>
coastline. The chance of
encountering such a ship is 4% per hex.<br>
It should be noted that the navy is way
outdated and in poor<br>
condition.<br>
Of the civilian
population A'iam gets 61% of the traffic with<br>
200 craft of various sizes and
shapes. These ships can go out as<br>
far as Marentia or Gom for trade if the
profit is greater than risk.<br>
The coastline villages and towns have
another 125 ships usually<br>
somewhere along the coast or in small
fishing village like berths.<br>
The chance of encountering such a craft is
10% along the shoreline.<br>
The chance for encountering the A'iam
ships in the gulf area is 10%<br>
outside the port. Pirates are around
to prey on the weak and poorly<br>
made ships. The military tries to
stop them but finds its a uphill<br>
battle. The resources for building
new ships is scarce and must be<br>
imported or traded for. So in times
of war they could be in bad<br>
shape to build a fast fleet.<br>
<br>
10. Cerulean Empire<br>
<br>
The Cerulean
Empire is a vast and strong empire that is over<br>
1400 miles from Halle in the west to
Sammai in the east. The river<br>
system itself consists of 4,140 miles of
river water (207 hexes).<br>
This vast river network is used by the
Ceruleans to their advantage<br>
to move resources around faster than by
land. The Empire has 12<br>
major cities in the vast plains.
Hadat, Indar and Nyshan are near<br>
rivers (within 1-2 hexes). The
cities of Chohas, Cerul, Erment,<br>
Huam and Halle are on the river itself and
those rivers can reach the<br>
sea. Chaol, Halle and Samai are directly
on the ocean and have the<br>
largest harbor areas.
The other two cities of Dhalran and Ba'shan<br>
are on the plains. The Empire has a
total population of 3 million.<br>
The ocean coastline consists of 1,400 odd
miles of plain coastline.<br>
The plains tend to hold half a million on
the coastline areas to<br>
support the various villages and towns
(like fishing hamlets). The<br>
civilian fleet figures break down as
follows:<br>
City River
Sea City River
Sea<br>
Chaol -
120 Sammai
- 260<br>
Halle 30
260 Hadat
180 -<br>
Indar 360
- Nyshan
290 -<br>
Chohas 200 20
Cerul 800 50<br>
Erment 110 10
Huam 140 15<br>
Inland 500
- Coastal -
5000<br>
This gives on
average 5,735 ocean going civilian craft and 2,610<br>
river going craft. There are also
river patrol craft used by the<br>
Imperial Navy to patrol the rivers alert
for any trouble. This<br>
breaks down to:<br>
City River Warship
City River Warship<br>
Chaol
2
Sammai 2
<br>
Halle
3
Hadat 6
<br>
Indar
6
Nyshan 7
<br>
Chohas
2
Cerul 6
<br>
Erment
1
Huam 2<br>
These river
warships tend to be barges with warriors always on<br>
the duty. The other warships break
down as follow:<br>
City Warship Trireme
Area Warship <br>
Chaol
10
5 Coastal 30<br>
Sammai
10
5 River
6<br>
Halle
10
5 Open Sea 2<br>
Inland above is
villages and towns that are along the various<br>
river banks. Coastal is the ocean
coast shoreline areas. The above<br>
numbers are only a suggested working of
the various numbers. Seasons<br>
cause these numbers to change. For
example Open Sea may not have<br>
trireme patrols in winter but stay in
harbor. Just because a city<br>
has a trireme doesn't mean they stay
there. They may be around that<br>
city area on patrol or other duty
operations.<br>
The chances of
encountering a civilian river craft in any one<br>
river hex is 60%. The chance of
encountering a ocean going civilian<br>
craft in a ocean hex is 77%. The
chance of seeing a river warship<br>
is 1% in a river hex. The chance of
encountering a ocean warship<br>
in the ocean is 5%.<br>
Pirate activity is
rampant in the empire due to the easy pick of<br>
the civilian craft. The resources
for new ships are scarce and have<br>
to be traded for or imported into the
empire.<br>
<br>
11. Chiros <br>
<br>
Chiros tend to be
cowardly in terms of their personality so<br>
their navy is more for their paranoia than
warfare. They have a<br>
secret alliance with Donara at times and
their navy may support<br>
them if they feel the need is worth the
risk. Duke Salim really<br>
rules the navy itself for the most part.
The Ducky itself is very<br>
small only 60 square miles or so.
The shoreline covers 40 miles so<br>
its easy for the navy to protect it if
need be. The civilian<br>
population has about 100 sea going craft
that call it home. The<br>
shoreline villages and towns have another
60 or so. Chiros is a<br>
poor nation so most craft will be simple
fishing boats. Resources<br>
are poor for ships so they will have to
buy the materials to make<br>
new ones. Duke Salim controls the
navy which is typically all<br>
stored in Chiros harbor.<br>
At any one time
there may be 2 warships on patrol along the<br>
small 40 miles of coastline. Of the
18 warships (12 are pirates).<br>
The chance of encountering a Chiros
warship near the shore is 20%.<br>
The chance of encountering a chiros
civilian craft is 60% near the<br>
shore. Pirate activity is controlled
by Duke Salim. He knows better<br>
to prey on his own people so will prey on
traffic that comes near<br>
Chiros. The chance of encountering a
Duke Salim sponsored pirate<br>
ship is 10-40% depending on if they are
out looking for prey or not.<br>
Though not rich in oney they do have the
resources to replace their<br>
ships if there are devastating storms or
battles.<br>
<br>
12. Choshai <br>
<br>
Choshai are forest
people so timber is their stock and trade on<br>
the high seas. They especially hate
pirates so no pirate activity<br>
exists here without great
risk. Many of the ships are rowed by<br>
barbarian slaves oarsman. The forest
coastline covers 520 miles.<br>
The ten warships the realm owns tend to
patrol the waters for pirates.<br>
It is rumored that a secret forest
entrance holds a small village<br>
harbor that berths the warships to hide
them. But only a select<br>
few may ever know its true location.
The chance of encountering a<br>
warship while along the coastline here is
2%. The chance of<br>
encountering a civilian craft is 20% in
any one hex.<br>
<br>
13. Chunrey<br>
<br>
Once a great
nation has now shrunk back to their own lands and<br>
given self rule by Katai. Because of
their worship of Sea and Storm<br>
forces they are keen on the use of ships
in the ocean and river.<br>
The mainland has 440 miles of
coastline. The river is another 440<br>
odd miles of water way that branch in two
directions. The two nearby<br>
islands are owned by Chunrey and travel
between them is commonplace.<br>
Typically 4 Trireme sized warships are in
each of the 3 cities<br>
(Chunrey and the two island cities) at any
one time to protect it.<br>
The other 40 warships may be on patrol or
in the port of the 3<br>
cities. The chance of encountering a
warship in a coastal hex<br>
area is 2%. The capital city of
Chunrey will have 443 river craft<br>
tend to call itself home but they will
travel among the river<br>
system. The mainland will
support another 57 odd river craft<br>
making a total civilian river craft total
of 500. The chance of<br>
encountering a river craft in a river hex
is 20% at any one time.<br>
The sea going civilian craft number as
follows:<br>
City/Area Sea Going Craft River
Craft<br>
Chunrey
447
447<br>
Chunrey Mainland
570
57 [Towns/Villaes]<br>
Ita
City
330 <br>
Ita
Island Area 240<br>
Mokasa
city 250<br>
Mokasa
Island 190<br>
Total
2227
500<br>
There are 15 river
warships in each of the two main branches<br>
(North west and North-east). Most
are based out of Chunrey city<br>
but patrol the river. Of the 28
river patrol barges 5 are from the<br>
Imperial Fleet. The nobles control
25 other river patrol barges in<br>
their areas. This gives 1-2 river
barges in every river hex.<br>
Chance of encountering the river warship
on a river hex is only<br>
10-20%. Chance of encountering a
river craft in a river hex is<br>
only 10% as only 1 civilian craft may be
in a hex at any one time.<br>
Of the roughly
1,220 miles of coastline and island coastline the<br>
chance of encountering a sea going craft
in any hex of coastline is<br>
20% as most hexes will have 1-2 ships in
it at any one time.<br>
Of the 12 Triremes
3 are controlled by the Imperial Fleet and<br>
9 are controlled by nobles. The
nobility participate in piracy (at<br>
least 30% o nobility vessels) to help get
more income. The imperial<br>
fleet does not do piracy however. Of the
2,227 civilian craft if 10%<br>
are noble vessels then that's 223
roughly. That would mean there<br>
are 66 civilian craft doing piracy
actions. Chance of encountering<br>
a pirate ship in a ocean or river hex is
10%. Chunrey do not have<br>
great amounts of materials for their ships
so will need to trade<br>
or import for it in times of war.<br>
<br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
<div>Website:
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