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14. Clima<br>
<br>
Being a island
nation Clima has found the sea to be useful for<br>
their survival. They have waged many
wars with nearby nations over<br>
the centuries and maintain a strong navy
in the Sea of Tears. Their<br>
whole economy depends on the sea from
fishing, piracy, raiding and<br>
tributes. The priestess sects even
endorse piracy on the high seas<br>
as a buffer for raids and for
tributes. Beside the state endorsed<br>
piracy there is a strong civilian piracy
force around the island as<br>
well. Climans are known to use magic
in their navy operations as<br>
priestess are known to be onboard ships at
sea. There are no rivers<br>
so all craft are sea-worthy ships.
The breakdown of sea going ships<br>
are as follows:<br>
City/Area Number Warships
Trireme<br>
[Clima Island]<br>
Clima City
500
13 4<br>
Shimana City 300
13 3<br>
Melecin City 180
13 3<br>
Vizan
140
12 3<br>
Clima Mainland 700
13 3<br>
Total 1820
64 16<br>
[Western Colonies]<br>
Affea
50
8 2<br>
Affea Mainland 20
8 2<br>
Fort Kira
20
8 2<br>
Fort Mainalnd 60
8 2<br>
Total 150
32 8<br>
[Island Colonies]<br>
Ho'Daiva
48
4 1<br>
Ghova
70
4 1<br>
Ba'helos
3
4 1<br>
Lys
3
4 1<br>
Mera
7
4 1<br>
Island Patrol
-
4 1<br>
Khat'u
10
2 1<br>
Chala
4
2 1<br>
Murani
3
2 -<br>
Merin
2
2 -<br>
Total 150
32 8<br>
[Open Sea
Travel] 200
32 8<br>
Grand Total 2320
160 40<br>
<br>
Of her fleet
shipwrights are competent, highly-trained<br>
specialists. Of her 160 warships 25
of those are quadreme or<br>
larger. While 40 of the 160 are fast
triremes. The only problem<br>
with Clima is her ship building resources.
She has to import wood<br>
from her Affea colony. If Affea were
to fall she would be in<br>
trouble for making new ships. Affea gets
their timber from the<br>
Wild Forest's almost endless supply of
wood. <br>
The main island of
clima has roughly 740 miles of coastline. The<br>
island is heavily trafficked on the
shoreline and so there may be at<br>
any one time as little as 20-50 ships in
any one shore hex. The<br>
chance of encountering a civilian craft in
one of these hexes is<br>
almost automatic (80-100%). The chance of
encountering a warship<br>
is 10% as only 1-2 warships may be in any
one hex. As one goes 1<br>
hex away the chance is decreased by half
and so on. So 2 hexes<br>
from shore civilian craft encounter chance
is 40% then 20% at 3<br>
hexes and 10% at 4 hexes out, 5% at 5
hexes and so on. The amount<br>
of this traffic makes Clima a very safe
island from invasion.<br>
The Western
Colonies of Fort Kira and Affea do not tend to<br>
support civilians as it is a more
dangerous frontier for them.<br>
So the civilian craft in this area would
only be used to support<br>
the colony like fishermen or transport.
For Affea and Fort Kira<br>
there are 100 miles of shoreline to
patrol. This would mean for<br>
Affea at any one time up to 10 civilian
craft and 1 warship is in<br>
any one shore hex for Affea. For
Fort Kira this would be 4 civilian<br>
and 1 warship in every hex at any one
time. The chance of encountering<br>
would be 20% in Affea shore hex and 5% for
warship. For Fort Kira<br>
this would be 10% and 5% for
warship. <br>
The islands
themselves cover roughly over 840 miles of shoreline<br>
to patrol. This would mean typically
there may be up to 3 civilian<br>
craft in each coastal hex for a encounter
chance of 15%. The chance<br>
of encountering a warship would be about
5% (1 per hex patrol at<br>
various times of the year). There
are a vast number of Climan ships<br>
on the high seas sailing every which
way. The chance of encountering<br>
a civilian craft in any one hex is about
3-5%. The chance of<br>
encountering a warship in any one ocean
hex is 1%. <br>
<br>
15. The Confederation of Shanda<br>
<br>
From the past the
trade meetings created the empire. So sea<br>
trade is still a major part of Shanda
life. However, due to their<br>
distrust of strangers most of their trade
routes are well established<br>
and set in their ways. While the
land is starting to get civilized<br>
the tribes tend to stay to the coast and
not far out into the sea.<br>
In fact the Shanda do not enjoy sea
travel. They rather stay to<br>
their land. The city of Roghara is
the only place they have any<br>
form of ship traffic. They keep 10
warships and 10 merchants<br>
(equipped to carry troops) in the
port. They are always weary of<br>
neighbors like Gom so keep them ready in
case they are needed. But<br>
for the most part they will avoid the
ocean if they can. Because of<br>
this nature pirates will tend to sneak
along the western shore or<br>
the sea of tears and raid the various
villages and towns. The only<br>
protection the Shanda tend to have is
their land forces. The chance<br>
of encountering a pirate along their
western sea border is about 4%.<br>
The chance of encountering a pirate ship
on their Sea of Tears<br>
shoreline is 7%.<br>
<br>
16. Dawana<br>
<br>
Dawana being a
small country near the sea has some ships and<br>
boats but no military navy. They
seek to promote life and nature<br>
not harm it. The few ships they do
have are fishermen and other<br>
ships that roam the small shoreline from
village to village. The<br>
Missionary Order however has saw to their
faith by building a<br>
massive missionary fleet of small sea
going vessels. These ships<br>
have dedicated crews that decide to spread
the word. Once these<br>
ships leave they tend to rarely
return. They roam all over the<br>
Perilous Lands in hope of converting new
people to their faith.<br>
The exact number of these missionary boats
are not known but some<br>
estimate in the hundreds. They
stretch from Katai in the east to<br>
Goidan in the west. Once these crews
tend to leave most do not<br>
return home as they wish to spread the
faith and setup new converted<br>
camps across the globe. The actual
nearby civilian fleet consists<br>
of ships that sail the 70 odd miles of
coastline going from place<br>
to place or in port of Dawana city itself.
Dawana city has about<br>
25 ships at any one time while the village
sand towns have another<br>
25. The missionary boats are special
craft blessed to spread the<br>
word (see the special ship section).
Pirates tend to leave the<br>
coastline free as they know the militant
orders will capture and<br>
try to convert them. To many pirates
this is worse than death.<br>
For resources they tend to import or trade
for wood for their ships.<br>
Sometimes a merchant will head to the
western edge of Lemasa and<br>
the forest there to cut down and bring
back timber for more ships.<br>
The chance of encountering a Dawana ship
is about 10% in a Dawana<br>
coastline hex area. The chance of
encountering a Missionary boat<br>
abroad is very slim so the Referee will
have to assign this value.<br>
<br>
17. Dechat <br>
<br>
The city of Decha
is a vicious place full of cutthroats and<br>
pirates. They allow Cerulean and
Rogizini empire ships in port or<br>
in their waters but openly attack any
other nation's ships. Even<br>
the citizens of the area avoid the seas
since they'll be raided or<br>
required to pay tribute to pirate gangs.
Those who are on the high<br>
seas already have arrangements with the
pirate groups to be allowed<br>
to sail the area or work for a pirate
captain in some fashion. It<br>
is said Decha has a black market second
only to Vahear. The<br>
civilians that do brave the shoreline are
few but number about 30<br>
craft in the port of Decha and another 40
along coastal towns and<br>
villages. This tends to be about 1
ship per coastal hex zone or a<br>
5% encounter chance in the 80 odd miles of
shoreline. The warships<br>
and pirate ships will be in 3 areas at any
one time. For open ocean<br>
they are hunting and conducting piracy
operations (about 2% encounter<br>
chance within 20 hexes of Dechat) and tend
to number about 15-20.<br>
Around the coastline another 15-20
(usually 17) tend to patrol the<br>
coastline giving a 10% encounter chance
(about 2 ships in every<br>
coastal hex area). Another 15-20 may
be in Decha's harbor.<br>
The breakdown of
warships is as follows:<br>
Emir
- 12 Warships<br>
Cerulean Resident - 3 Warships (1 is Trireme)<br>
Pirate Captains - 36<br>
The Cerulean
Resident is Admiral Chjaza Mir'yan who tends to<br>
keep his ships in line in the harbor
rather than out to sea. The<br>
major sea captains are as follows:<br>
Person Merc #
Sailor # Warships<br>
Noman Kha
400
1200 12 Warships<br>
Ali Mala
200
600 6 Warships<br>
Serban
100
300 3 Warships<br>
Lady Boma
100
300 3 Warships<br>
9 Others
400
1200 12 Warships<br>
-----------------------------------------------<br>
TOTAL
1200
3600 36 Warships<br>
Merc # is the
number of mercenary men they may have at their<br>
disposal. Sailor # is the number of
sailors on their payroll.<br>
Natural resources for building new ships
is poor so they will tend<br>
to trade or just capture loads of timber
on the high seas for their<br>
replacements.<br>
<br>
18. Dirllar<br>
<br>
Dirllar is ruled
by the Duke and council of 13. While they<br>
depend on the road and smuggling they do
use the nearby sea for<br>
their trade to some degree. The
nearby swamps are vast and as<br>
such help to buffer the nation from raids
and help to hide smuggler<br>
bands. Due to nearby forests they
have good resources to replace<br>
lost ships in battle. Dirllar city
is home to about 300 civilian<br>
craft (many are pirates and smugglers)
while the surrounding villages<br>
and towns have about 200 of various sizes
and purpose. The coast<br>
may at times be crowded with as much as
1-15 ships in any coastal<br>
hex giving a civilian encounter chance of
25% chance at any given<br>
time. But the chance of encountering
a warship along the 240 odd<br>
miles of coastline is slim abut 2%.<br>
<br>
19. The Djakschil <br>
<br>
This land locked
collection of tribes has no navy at all. But<br>
the tribe Wyaschil may have a few river
craft along the 180 miles<br>
of riverbank the tribe controls.
These craft would only be small<br>
rafts for transportation or mild fishing
if that. At most 10 craft<br>
may be on the entire river at any one time
but more likely 1-3 on<br>
average depending on time of the year. The
chance of encountering<br>
such a small boat is 2%. With the
nearby forest there is plenty of<br>
resources for these rafts to be
made. If a foreign river craft is<br>
lucky to encounter the Wyaschil on or
along the banks they can<br>
sometimes barter pelts and furs from the
hunters for other goods. <br>
<br>
20. Djanesborg <br>
<br>
The Djani worship
gods of sea so its easy to see where they<br>
would depend on the sea and river
traffic. A lot of their culture<br>
is born from piracy and so piracy is
abundant here and commonplace.<br>
Women have little standing in this society
so all sailors are male.<br>
Being known for their archers the boats
are also known for platforms<br>
of war using archery weapons. The
breakdown of ship organization is<br>
as follows:<br>
City/Area River Craft
Ocean Warships<br>
Djanesborg
60 260
200<br>
Loch Svear
40 100<br>
Novholm
-
90 5<br>
Coastal Towns
100 500<br>
Noatun
-
30 <br>
Goidan Colony
-
60 15<br>
Other Nobles/pirates
-
- 20<br>
Total 200
1040 240<br>
The coastline of
Djanesborg is roughly 410 miles of shore and<br>
coves. This typically gives about
10-15 ships per coastal hex at<br>
various times or a encounter chance of at
least 60%. The coastline<br>
of Djanesborg is very well defended by
constant warship patrols so<br>
the encounter chance is 60% as well.
The two rivers aren't too vast<br>
but 160 and 100 miles in length. The
chance of encountering a river<br>
warship on a river hex would be 2%.
But the chance of encountering<br>
a civilian craft would be about 70% as its
used often for work and<br>
recreation. The nation is a rich one
so civilians can afford to have<br>
many craft for work and for personal
use. The nearby forests also<br>
give a great supply of timber for these
ships.<br>
<br>
21. Donara<br>
<br>
Donara is a rich
land where trade is common both on the rivers<br>
and the ocean. They have a strong
military navy as well as a<br>
civilian fleet force of merchants and
other type of craft. While<br>
Donara has many cities but only two cities
of Pelara and Salaqara<br>
are actually on the Sea of Tears.
Salaqara and Samma are on the<br>
two rivers that border the nation.
The breakdown of the ship force<br>
is as follows:<br>
City/Area River Ocean Warships
Trireme<br>
Pelara 50
420
40 15 [Royal
Fleet]<br>
20 5
[Pelaran Fleet]<br>
Samma
30 130
4 -<br>
Salaqara 50
250
1 -<br>
Other
Nobles 20 800
10 -<br>
Total 150 1600
75 20<br>
Duke Actin of
Pelara commands the combined Pelaran fleet and is<br>
a very powerful man. The Donarans
have 10 specially made river<br>
patrol barges that do nothing but patrols
for the military on the<br>
river. This is 5 per river.
The chance of encountering such a<br>
river patrol ship is 2%. In the
Samma river about 90 river craft<br>
are on it at any one time and for the
other Salaqi river its 50.<br>
Those on the Samma river do not travel up
river beyond about 80<br>
miles since once they enter the hills its
more dangerous. For those<br>
on the Salaqi river they stop at the Elder
mountains as the Dwarfs<br>
tend to be very protective of that area of
the river. Some may risk<br>
it if the mining is good enough for profit
however. The chance of<br>
encountering a river craft in a Samma
river hex is 20% while in the<br>
Salaqi river its 10%.<br>
The ocean
coastline is over 400 miles (roughly 410) so its not a<br>
big area for patrol ships. For any
one ocean hex this may mean 1-4<br>
civilian craft in it giving a encounter
chance of 25%. There is a<br>
5% chance of encountering a Donaran
military warship in a ocean hex<br>
at any given time. Pirates tend to
stick to the Samma side of the<br>
nation but tend to avoid the other
sections as they are more heavily<br>
patrolled. For resources the Wild
Forest gives great resources for<br>
replacing ships lost in battle or
age.<br>
<br>
22. Fomorian Empire<br>
<br>
A. Aredan<br>
<br>
As their religion worships gods of Sea the ocean is part of<br>
their daily life. This nation is
near islands like Xaghan which<br>
may have pirates laying in wait for
passing ships so the Aredan<br>
tend to have fast moving or well protected
civilian fleets. A lot<br>
of their income comes from harbor fees
from ships that drop in for<br>
a rest or repairs. Unfournately due
to these pirates and the Shurikal<br>
presence the civilians stay on land for
the most part so the true<br>
size of the civilian fleet is half of what
it truly should be.<br>
There is about 35% chance of encountering a civilian ship in<br>
a coastal hex. In a river hex it is
only about 2%. The 5 warships<br>
of the Aredan navy tend to always stay in
the Aredan port. However<br>
if there is a critical merchant convoy one
trireme may escort that<br>
fleet from one spot to another.
Another problem with Aredan is the<br>
resources for new ships is poor. But
due to ships that harbor in<br>
Aredan city they can buy timber but if the
port is ever blockaded<br>
the city could be in drastic need of
help.<br>
<br>
B. Ashudan<br>
<br>
Ashudan and Aredan work closely together in Sea Trade and<br>
anti-piracy operations. Being a
island nation they have more ships<br>
than Aredan but less room for their
people. The island of Xaghan<br>
has a small forest that helps to support
the construction of new<br>
ships. The breakdown of ships tends to be
as follows:<br>
City/Area
Civilian Warships Trireme<br>
Ashudan City
180
16 5<br>
Xaghan City
140
16 5<br>
Ashudan Island
500
1 -<br>
Xaghan Island
400
1 -<br>
Fort Novan
30
1 -<br>
Quequar
15
1 -<br>
Djaja
10
- -<br>
Tariti
5
- -<br>
Ocean Travel/Patrol
100
4 5<br>
Total
1200
40 15<br>
The islands have over roughly 620 miles of shoreline in the<br>
two island areas. They do have to
worry about enemy nations nearby<br>
but not as much as Aredan does. The
chance of encountering a civilian<br>
craft in any Ashudan nation shore hex is
15% (1-3 ships per hex).<br>
The chance of encountering a warship is
slim at 2%. <br>
<br>
C. Atler<br>
<br>
Atler people will avoid war if they can but keep a strong navy<br>
for their tiny nation. Their navy
tends to be split up among their<br>
two cities at any one time rather than set
out to sea. The nearby<br>
river which goes deep into the forest and
mountains tend to only be<br>
used by those who seek work in the mining
or timber industry. Most<br>
civilians will avoid it due to the dangers
and the nearby tribes.<br>
Atler has a constant single river craft on
patrol in the river to<br>
help against pirate and barbarian
raids. Of the civilian fleet 180<br>
tend to call Atler city as home while 100
call Maboiba home. The<br>
other nearby towns and villages get about
100 ocean going craft.<br>
The chance of encountering a river Atler
craft is about 15% while<br>
on the coastline anywhere from 15-20 may
be in the area so chances<br>
are high around 45% of encountering such
craft. The chance of<br>
encountering a warship however is only
5%. The Atler people believe<br>
it to be their duty to be on the seas to
prevent the Korchu empire<br>
from growing in that area. They have
excellent resources as they<br>
are near the big forest for timber for new
ships.<br>
<br>
D. Kingdom of the
East<br>
<br>
This nation consists of islands and some areas on the mainland<br>
which is dominated by the jungle.
Being in the sea in this area could<br>
be as dangerous as the land due to Katai
and other raiders constantly<br>
on the prowl for prey. There is a rumor
that a powerful ship sails<br>
the waters here that works for a secret
society. It is said those<br>
who see this ship never see anything
else. The breakdown of the<br>
various ships are as follows:<br>
City/Area Civilian
Warship Trireme<br>
Ocedan City
540
13 4<br>
Fadan City
320
13 4<br>
Lemdan City
230
12 4<br>
Pildan City
130
12 4<br>
Coasa Peninsula 450
3 1<br>
Lemdan Area
105
3 1<br>
Hunki Island
60
3 1<br>
Tyan island
80
3 1<br>
Musmasa Island
20
3 1<br>
Na'Asida Island
20
3 1<br>
Pira
10
3 1<br>
Na'Innamu
10
3 -<br>
Nara
5
3 -<br>
Na'Chobar
5
3 1<br>
Open Sea/Patrol 115
20 16<br>
total 2100
100 40<br>
While the ocean ships are sea-worthy and well constructed the<br>
jungle is their main source of wood.
This wood is not as highly<br>
prized as forest wood but is a good
alternative. The navy has 1,600<br>
elite trained marines as well which makes
them a strong fighting<br>
force. Their river craft stay in the
rivers and do not go out into<br>
the ocean. But a lot of their ocean
ships can enter the rivers so<br>
they do not have as many rivercraft as
other nations may have. <br>
<br>
E. Fomoria<br>
<br>
The island nation of Fomoria has a long history with the sea<br>
and has proven their control over the
seas. There are three special<br>
ships that are specially built and blessed
to perform the Tribute to<br>
the Spirit of the Lake. It is against the
law for any non blessed or<br>
non-priests to board the tribute ship that
is not approved. Doing<br>
so may be punishable by the highest
powers. The merchants here have<br>
a monopoly of exporting Orichalum since
they are the only source of<br>
it in the world. These merchant
traders can tend to sell the material<br>
at high prices.<br>
Because of the mist and the mystical mist in the past the<br>
Fomorians have become experts in the use
of tactics in the fog and<br>
mist naturally found in the open.
While most sailors may be hard<br>
pressed to travel in fog the Fomorians
would not if they know a<br>
battle is coming or there is a great need
for it. The island of<br>
Fomoria is one large mountain chain that
has a great lake in the<br>
center with no access to the sea.
The Fomorians protect the gold<br>
on the lake floor from gold hunters and
protect the island from<br>
raiders by keeping a active lake sea
force. The Lake force never<br>
exits to the ocean itself but they patrol
the lake for any trouble<br>
and help in times of invasion if need
to. But being a enclosed lake<br>
the civilians use this lake in great
numbers in pleasure, fishing<br>
and other duties of life. There are
many civilian craft in the<br>
lake at any one time. Because of the
strength of the Fomorian navy<br>
pirates in the area are few but
brave. The Lake itself may have a<br>
small collection of pirates who only act
on little risk. The ocean<br>
going pirates though tend to stay in
hidden alcoves and caves waiting<br>
for passing ships.<br>
The breakdown of the ships is as follows:<br>
Civilian Warships<br>
City/Area Ocean
Lake Ocean Lake Trireme<br>
Fomoria city 1,100
- 20
- 9 <br>
Fort Inan
300 -
19 -
9 <br>
Asidan
420 -
19 -
6<br>
Manadan
300 -
19 -
5<br>
Miridan
- 220
19 -
-<br>
Island Villages 680 680
19 -
5 <br>
Lake Patrol
- -
- 15 -<br>
Ocean Patrol
- -
20 -
8 <br>
Ocean Travel 200
- -
- 8 <br>
Total 2900 900 135
15 50<br>
All Trireme going ships are in the ocean not the lake as that<br>
would be a waste of resources. The
materials to maintain this large<br>
fleet of ships is imported or traded for
as the nation itself doesn't<br>
have timber resources.<br>
<br>
F. Kingdom of the
Islands<br>
<br>
This nation of the islands make their living by the sea. Most<br>
of the smaller islands though have trouble
with weather so living on<br>
such islands can be dangerous. The
breakdown of the ships is as<br>
follows:<br>
City/Area Civilian Warship
Trireme<br>
Firdan City 170
10 5<br>
Firdan Island 300
10 6<br>
Bolgidan City 150
10 5<br>
Bolgidan Towns 300
3 1<br>
Zeudan City
90
3 1<br>
Zeudan Towns
10
2 -<br>
Zerdu Island
70
2 1<br>
Paidu Island
40
2 -<br>
A'henas Island 30
2 -<br>
Hoda island
10
2 -<br>
Island Patrol
-
2 1<br>
Ocean Travel 30
12 -<br>
Total 1200
60 20<br>
The Kingdom depends on Kingdom of Fomoria in times of war but<br>
has a strong force to maintain some level
of defense. They have<br>
forests so have good resources to maintain
the fleet they have. <br>
<br>
G. Musira<br>
<br>
Due to their constant past wars against Shandan tribes they<br>
keep a stable navy ever ready for war and
support operations. Due<br>
to the size of the nation it is not big
enough to support piracy but<br>
there is known to be one pirate ship that
roams around the coastline<br>
at times. Musira port has about 140
civilian ships in berth or in<br>
between travel at any one time. The
surrounding towns and villages<br>
have another 260 or so ships at sea at any
one time. Most ships are<br>
centered on timber trade operations.
The two triremes tend to always<br>
stay in the Musira port. <br>
<br>
H. Port
Doman<br>
<br>
This culture centers around slavery and as such their civilian<br>
ships cater to slave cargo. In fact
some of their ships are floating<br>
slave market places where many are sold
from town to town. Virtually<br>
all of the Port Doman navy is also rowed
by slave labor. The Prince<br>
has declared pirates to be outlaws.
Yet there is a undertone of<br>
partnership where pirates actually deliver
some slaves to the state.<br>
Because of this the Price publicly hates
them but privately welcomes<br>
their trade. A foreigner found
victim to pirates thus will likely<br>
see no help from the state. At any
one time 1-2 warships may be on<br>
coastal patrol of the Izza or Port doman
shoreline which covers<br>
roughly 260 miles. The chance of
encountering a warship in these<br>
coastal hexes is only 2%. There is
one river dedicated warship that<br>
patrols the 200 odd miles of river the
civilians tend to use (no port<br>
domans enter the desert river area). The
chance of encountering a<br>
river warship is 1%. The chance of
encountering a civilian rivercraft<br>
is 30% since 1-3 may be in any river hex
at any one time. The chance<br>
of encountering a civilian craft at sea on
the coastline is 30% (1-3<br>
in any one hex at any time). Only
the small portion of actual<br>
Fomorians tend to own ships in this
area. They use the jungle wood<br>
to make new ships but it is not as high
quality as forest timber. <br>
<br>
I. Shestar<br>
<br>
Shestar is aware the sea is a major battlefield at times but<br>
their goal of conquest of the plains has
driven them to neglect the<br>
navy as much as they should have. In
fact most of the year they keep<br>
their small fleet in port and avoid the
sea. The nearby river gives<br>
a tactical advantage to them as they can
hide their fleet and head<br>
out to the sea if needed. Though if
the river entrance is blockaded<br>
that tactic may fail. The nation is
in a good spot in terms of<br>
nearby enemy nations so they do have some
breathing room for the<br>
civilian fleet. However, storms in
this area of the world tend to<br>
be fierce so many natives tend to avoid
the sea and ship ownership.<br>
Thus at least half of the amount of ships
that could exist are out<br>
there. The port of Shestar tends to
have 130 civilian craft call it<br>
home while the nearby towns and villages
have around 300 on the<br>
coastline. For the towns and villages
along the river they tend to<br>
have about 85 river craft (non sea-worthy)
that venture up and down<br>
the river. The military does not
keep a dedicated river warship on<br>
patrol but tend to have one of their sea
ships patrol the river at<br>
any one time. The coastline is patrolled
by 1-2 other warships at<br>
any given time of the year. The
chance of encountering a civilian<br>
craft on the river is 15% (1-3 on any one
hex at any time) while on<br>
the coastline it is only 5% (1-2
max). While the chance of<br>
encountering a warship on the river is 2%
and along the coastline<br>
is 2%. The river and coastline are roughly
the same distance about<br>
140 miles long. The warships
are all small mostly intended for<br>
scouting, raiding and messenger
service. There is a small forest<br>
along the western shore that allows them
good resources to replenish<br>
their ships and boats.<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:
<a href="http://users.cybermax.net/~longshot" EUDORA=AUTOURL>http://users.cybermax.net/~longshot</a></div>
<div>ICQ: 24436933</div>
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