Economic and Cultural Information
PLACEHOLDER FOR SCOTT'S SHIP PROJECT. Tech related info.
Ship Trade Economic Information
The following chart details those cultures and nations that deal in some form of trade via the sea or rivers of the world. The table includes both Imports and Exports. The chart shows which item or class of items is important to that nation's economy. These items that are important would get higher sell or buy prices in those areas. It is meant to summarize the Economic section of each culture. This does not include land trade but only those aspects of water based trade. For more details consult the economy section if you need more information.
|Empire of Ced||X||X|
|Confederacy - Shanda||X|
|Kingdom of East||X||X||X||X|
|BR||Barter System||FG||Fine Goods/Finished Goods|
|MN||Mines/Mining||HT||Horse Trade or Ranching/Cattle|
|FC||Fine Crafts & Fine Goods||TM||Timber / Good Wood|
|LG||Luxury Goods||GT||Gems, Gem Trade|
|SP||Spices or Salt|
|DR||Drugs, Medical Supplies, Intoxicants|
|MG||Manufactured/Special items (See Economy section) & Industrial centers|
|MT||Metals, Fine Metals and/or stone, Metal Weapons, Tin, Minerals|
* Nation has more stuff than on chart
Cultures not on chart but do have access to ocean or river traffic.
|A'Korchu||No trade with outsiders|
|Djanesborg||Piracy is their main economy|
|Ghiamen||Hunting and Raiding not really tradable items|
EXAMPLE - A rich Marentian Merchant house has acquired new rights to a massive Spice and Gem market niche. A player character is the head merchant is organizing this new market and new trade routes. Using the chart the Referee can tell the player quickly there are 6 nations with good gem trade - Ashudan, Fierazi tribes, Ma'helas, Marentia, Teos and Valheim. The player figures Ashudan might be the best bet from Marentia. For spices its quickly determined that 9 cultures are high in the spice market - Kingdom of the East, Port Doman, Xan, Gom, Lemasa, No'mal, Rogizini Empire, Taolisa and Treaus. Xan may be the closest and more friendly toward Marentia so the player reports these results to the merchant house leader. The best of both worlds would be Teos which has high markets in the Gem AND spice market. Using Cut and Paste its easy to figure out the chart for what category you need.
These notes are related to information that may be important to sea or waterway operations for your campaign. For more detailed notes you should consult the Culture Book. This material does not cover the geo political influence on each nation and their neigbhors. The data below is for current year in the timeline.
Most of the data used to determine the number of ships is directly from the culture book with some extrapolation from the mythos, population, type of culture (civilized vs barbarian), basic style of culture (basic characteristics, weapons), economy, religion and personality sections. The ships are divided up into civilian and the purely military fleets. The military is a constant presence to protect the nation. In some cases this presence may be controlled by a single force like the nation's leader or a collective (like various dukes or what not). The civilian fleet is divided up into two areas. River craft which tend to be only light craft made for river traffic. Sea craft are those sea-worthy craft. The military is pre-determined and did not chance from the culture book information. The only part the military fleet may have been fleshed out to show where they tend to be spread out and any chance of encounters. Military craft was further divided up into River and Sea. River warship that were not previously mentioned was added to the culture as river patrol barges or other warship would likely be a part of that culture.
In determining the level of civilian ships six various formulae were used. But in overall general terms the bulk of the data is from pure population numbers. In this determination the towns along a river helped to populate river traffic and same for ocean coastal towns/cities. But obviously not all of a culture's population is just on the water so some other working of the numbers was used. For example a culture with jungle, hills and plains might have 1/3rd of the population in each unless the data showed otherwise (like division of military forces). Clearly the hills have no access to rivers or ocean so that means at least 1/3rd of the nation's population would not contribute to the number of craft. At most times these numbers determined 5-30% of the overall population. Many factors helped to determine the final amount including a culture may not be sophisticated enough for sea or desire to (Goidan for example) or fear the water (jungle barbarians) and thus in these cases the lowest numbers were generated or put up to half of what could exist. Overall these numbers should reflect the fair amount of ships based on many factors. Another major area for data was historical records I studied for North Africa, Athens and Rome in ancient times. Some of the books I read for this project included some number analysis. The final number of ships would be a MAX figure. This max figure would vary from Summer, Fall to Spring as the seasons prevent sailing. Also the figures listed are if 100% of the craft were on the water. This could easilly be factored by Seaons (Summer 80%, Fall 60%, Winter 30% and Spring 40% for example applied to the max figures).
Each culture has data on further analysis of the numbers and distribution of the fleets. For a final breakdown summary of the culture data see the bottom for a complete summary chart.
Many ships have special ships for their cultures that are not covered below. For details on these ships consult the special ships material.
Lastly, a note should be stated about change of encounters. In getting the percentage chance I came up with a few other formulae. Factors would include distribution of sea area, number of ships and other varying factors. Sea area includes number of sex or water hexes around the culture as a "patrol" or "sailing" zone. For example Clima has a big area of about 10 hexes in any direction around it ships would likely sail. While Ba'ru city on the Sea of Cholchara would have about 2 hexes of its own and another dozen or so in the sea they would be on to a lessor degree. So encounter chance is higher for a nation's primary area and less for its secondary. Even less of a chance for ocean transit ships which are way off the nation's main shipping lanes. These percentages should be fair for a single ship encounter if you wish to create tables for the area. Another factor that encounter chances had a factor on was visibility. If a nation has 100 craft at any one time in e 20 mile hex chance of encountering the craft is likely high compared to a nation with only 3 ships per hex around it. Basic calculation for number of water area hexes divided by number of ships should give a general rule for number of ships per zone and encounter chances. In many cases the chance of encountering a single ship in a 20 mile hex is around 3-5% based on a sunny day with full normal observation. Of course the Referee is free to use any or all of the data below as you see fit.
The cultures are handled in the order listed below:
- The A'ha'Kacili
- The Aratad Confederacy
- The Assiran
- The Bal'Sani
- Empire of Ced
- Cerulean Empire
- The Confederation of Shanda
- The Djakschil
- Fomorian Empire
- The Fierazi Tribes
- The Helva
- The Humagi
- The Ipanza
- The Izza
- The Kakana
- The Kalem
- The Kameran
- The Kazi
- The Kll'maun
- The Kolari
- The Mopazi
- The Nylasa
- The Omavor
- Regis Baya
- The Rhuselska
- The Rizeela
- The Robari
- The Rogizini Empire
- The Sarghut
- The Thaliban Tribes
- The Timbaza
- The Vassa
- The Zen'da
These barbarian tribes tend to be more traders and mercs rather than sailors. In fact due to their desert world water is so precious that only a rare select few may be a sailor on the two rivers. But this is usually for some short term purpose rather than long term. They are also land locked so have no sea ships but do have 2 rivers in their desert so it is possible they have rivercraft. All sailors will be male with no female sailors due to their cultural view on women. River trade will deal with fine goods, tolls and the slave trade operations. Their level of technology would indicate most river craft would not have any weapons other than personal weapons like bows. Due to their stay in the desert the A'ka'kacili are keen on the winds since they may have to avoid sand storms. Because of this they will have a slight bonus in river craft use with the sails they would rig up.
The only water sources for craft are the two rivers in the western desert. The first river is 140 miles long through the desert. The nearby tribes that use this river are the A'qamar and A'rianir. Due to the vast desert and no organized cities on the rivers at any one time there may only be little over 3,000 people along the river or less if that out of the 11,000 possible in the area. From this there are typically 34 craft at any one time on the river max from these two tribes. The second river (the Douma River) is used by the Pava and A'anar tribes. This river due to local population would tend to have up to 18 craft at any one time on it. So the total river craft fleet is 52 at any one time. First river would tend to have 4 craft in every hex (7 hexes) at any one time. The basic chance of seeing such a craft would be 28% at any one time. The second river (7 hexes) would tend to have 2 ships in every hex at any one time giving a basic chance of encounter at 18% chance. Of the 52 river craft at least 2 are combat oriented ships that tend to have skilled warriors on them (one each river). This is for the protection of the river and tribe. Pirate activity on the river is very rare and tend to only be when a brave pirate ship is out to flee pursuit from the ocean. Those on the first west river may occasionally visit Foha but due to poor relations only do so if they need supplies or help. Due to their desert there is little if any resources for wood so river craft production tends to be limited. There is a small forest to the east in the A'ha'kacili land but that is the only resource of wood. In times of wood they will have to pay for materials to make any form of river fleet.
Island nation that does no trade with other nations so the civilian craft tends to be limited to personal craft. What little merchant traffic exists is done for internal use only between island cities and towns. There is a special ship designed to carry the Griffins and their riders from location to location in times of war (see special ship section for details). Based on its national mistrust of outsiders (by will of its rulers and no trade) the nation tends to only have 600 civilian ships at any one time in the water. Out of over 1 million people that is a very tiny amount of craft in relation to the civilian population. To help determine where these craft are spread out you can use the following table:
|54%||324||Around main Island|
|36%||216||Islands with cities|
|10%||60||Other small colonies|
This would mean each city would tend to have 9% of the ship traffic at any one time related to it. This is 54 craft. Depending on the time of year at least one third of those would be at port and the rest out to sea or the coast if needed (more sailing in summer than stormy winter).
The nation has a good supply of wood in the forests so at times of war can use their own internal supplies for new ship construction. There are also some pirates around the various islands (less around the main island due to fear of capture). These pirates will tend to raid on the few civilian craft they can find. The rulers under the God Emperor states that pirate activity is non-existent in the area to boost morale of the people and the people tend to respect this view almost to the point of being too complacent.
The Aratad Confederacy
This nation does a lot of sea trade so would have a substantial sea force of merchant ships and military to support them. The two coastal cities Aratad and Rhozad are the centers of their national navy. Of the roughly 600 civilian craft at any one time 55% would be centered around Aratad city (330) and the other 45% at Rhozad (250). Course depending on the time of year most of those ships are at sea. Typically only 20-50% might be in port at any one time. Their island colonies would also have about 20 sea craft. Rhozad has a problem being in the gulf near A'iam. Those first 60 odd miles sailing in the gulf could be dangerous due to dislike of each other so it is commonplace for a military ship to escort large convoys to Aratad. Due to this nearby problem Aratad keeps a steady active warship fleet in harbor for help when it is needed. The Confederacy owns three islands so convoys of supplies and trade are often encountered in the area on established trade routes. The islands due to pirate activity may tend to have anywhere from 5-10 warships in the area (3-5 Trireme sized).
Due to no large expanse of forest they will tend to have to import their materials for ship construction. This is especially dangerous for the 3 islands as if they are cut off their defense will be hard to mobilize. Pirate activity around the two cities is rare but along the Iravoy coast or the islands its in moderate amounts from Clima and Porta mainly.
Western fringes of the Aratad people may have some minor river craft on the Ticasi river. The people of Eured would use the river. The amount of craft would range from 17-20 at any one time on the river. These craft would not be sea worthy though. There is no military river craft since the military concentrates on the ocean.
Being land-locked mountain folk these people do not have any ocean going craft. But there are a couple of nearby rivers where they MAY have a craft of two. The Valheim river may have a couple of river craft owned by Assiran people for trading or fishing. These craft would not be too sophisticated or big.
These people stay to their mountains and if a boat exists it is a rare situation. They do not like outsiders so much so do not trade. There may be a brave or curious person in the Bal'boni tribe that do make a small coastal craft (biggest may only be a 20x20 craft). The listed number (6) in the table covers the entire coast of the hills and a max number of ships in the water at any one time. These craft are only coastal and if they go too far out to sea are surely doomed. The chance a person encounters such a craft is 5% along the 50 miles of the hilly coastline. Most such craft may be a fishing boat or a simple transportation craft to go from one place to another. They are not prepared for battle situations.
The Ba'rual people are on the shore of the Cholchara lake and thus do have lake and river craft. They will trade with nearby nations and are open to friendly relationships with other nations. Through the long river down through Cholchara and Marentia (Lake Sivas) they do have access to the open sea. But typically they stay on the lake and river in their area. There is one exception in that a rich merchant house has a single large freighter that does work on the high seas as far as the Sea of Tears. See the special ship section on details on this unique situation.
Their river craft could not last long in the ocean. The city of Ba'ru tends to keep 9 warships in the port at any one time and one warship on patrol in the lake. The chance of encountering this warship on the lake is only 5% in the 150 odd miles of the lake. Marentia keeps 3 of their warships in Ba'ru as well for a total of 12 warships in port. The lake itself is relatively safe for civilians so they will use it often. Ba'ru tends to have 56% of the lake traffic (170 ships) while the surrounding villages and towns will have 44% (130 craft). There is a 25% chance of encountering such a craft on the lake. There is only a 10% encountering such a craft on the north or south rivers. Civliian craft are of all types in this area but tend to be more pleasure and fishing craft. The arms industry is common so this is a major draw for pirates but also a deterrent as such arms dealers will be well defended.
Due to trade they have good resources to build and replace their ships in times of need. Merchants and traders will go north through the river Sich to trade with the plainsmen they have relationships with. The only other reason to be on the north river would be transportation of people up the river. The south river though is more populated as people head south to Marentian for many purposes from trade to tourism.
Bhamotins have river and ocean going craft. Many civilian craft are designed as missionary boats to spread the Miracle of Bhamot. The small lake that surrounds the capital city island is guarded by the ships of the Order of Fiery Citadel. The Order of the River also guards the rivers from raids. The four main cities support most of the big ocean going craft. Of the 360 civilian craft 24% are home to these cities (87) the rest are spread around the various towns and villages (76% or 273). Of course most of these villages and towns do not have decent sized ports for large craft. Generally 25% (or 25) of the warships are home to one of the four big cities at any one time. Though typically at least 20% of those are on patrol in the ocean or shoreline at any one time.
The one river is where the Bhamotins have river craft that can head to the capital island. The river is highly protected by 13 river warships that can only fight well in the river or lake. They are not made for extensive use in the Sea of Tears. The fleet is controlled by the Primate through his Bishop Admiral. This navy also has 1,600 marines who are elite trained in naval warfare in the larger vessels. This makes Bhamotin one of the few to have specially trained combat marines.
The Caldans may occasionally risk a ocean going ship down the river but due to Donara trying to stop them, they only take the risk if its the right time (like if Donara is distracted by war). The Caldans do have a lot of river traffic and a unusual trade pact with the Dwarfs in the mountains. Due to the respect the Caldans have for a family if a person owns a boat they tend to be houseboats where the entire immediate family lives on. The Dagger Legion and Jewel Guard may keep river warships at the ready at all times. Due to their past battles and experience against trolls and giants they have perfected the art of ship ballista warfare. Some of their best ship crews can take down a single giant in seconds with a few shots.
Clan Caldo uses the river to go to the mountains in the east for mining or south to where its more dangerous to the forests for unting timber or more resources but they tend to stop short of Samma city. Of the roughly 300 miles of river 160 craft will tend to be on it at any one time or along the shores berthed. The 16 river warships are always at the road over the river near Caldo at the call if needed One or two of these river warships may be on patrol up or down the river. The chance of encountering such a warship is 3%. The chance a civilian river craft is encountered tends to be 10% (usually 2 craft per river hex). The wood for the rivercraft can be found through trade with the Kaz (the NW forests) or going down near Samma and the Wild Forest if they wish to risk it.
Empire of Ced
Due to their past defeats by the many Don Hosts their navy has decreased greatly and tends not to be rebuilt due to money or other political problems. They do have a current small fleet but tend to stay by their territory as the Climans, Confederacy and Donarans are always on the prowl. The 20 warships tend to stick close to shore rather than venture out to sea. Due to the gulf and the Confederacy presence they keep half of their fleet usually in A'iam's port. The other ten warships tend to be out in patrol of the 260 miles of coastline. The chance of encountering such a ship is 4% per hex. It should be noted that the navy is way outdated and in poor condition.
Of the civilian population A'iam gets 61% of the traffic with 200 craft of various sizes and shapes. These ships can go out as far as Marentia or Gom for trade if the profit is greater than risk. The coastline villages and towns have another 125 ships usually somewhere along the coast or in small fishing village like berths. The chance of encountering such a craft is 10% along the shoreline. The chance for encountering the A'iam ships in the gulf area is 10% outside the port. Pirates are around to prey on the weak and poorly made ships. The military tries to stop them but finds its a uphill battle. The resources for building new ships is scarce and must be imported or traded for. So in times of war they could be in bad shape to build a fast fleet.
The Cerulean Empire is a vast and strong empire that is over 1400 miles from Halle in the west to Sammai in the east. The river system itself consists of 4,140 miles of river water (207 hexes). This vast river network is used by the Ceruleans to their advantage to move resources around faster than by land. The Empire has 12 major cities in the vast plains. Hadat, Indar and Nyshan are near rivers (within 1-2 hexes). The cities of Chohas, Cerul, Erment, Huam and Halle are on the river itself and those rivers can reach the sea. Chaol, Halle and Samai are directly on the ocean and have the largest harbor areas. The other two cities of Dhalran and Ba'shan are on the plains. The Empire has a total population of 3 million. The ocean coastline consists of 1,400 odd miles of plain coastline. The plains tend to hold half a million on the coastline areas to support the various villages and towns (like fishing hamlets). The civilian fleet figures break down as follows:
This gives on average 5,735 ocean going civilian craft and 2,610 river going craft. There are also river patrol craft used by the Imperial Navy to patrol the rivers alert for any trouble. This breaks down to:
|City||River Warship||City||River Warship|
These river warships tend to be barges with warriors always on the duty. The other warships break down as follow:
Inland above is villages and towns that are along the various river banks. Coastal is the ocean coast shoreline areas. The above numbers are only a suggested working of the various numbers. Seasons cause these numbers to change. For example Open Sea may not have trireme patrols in winter but stay in harbor. Just because a city has a trireme doesn't mean they stay there. They may be around that city area on patrol or other duty operations.
The chances of encountering a civilian river craft in any one river hex is 60%. The chance of encountering a ocean going civilian craft in a ocean hex is 77%. The chance of seeing a river warship is 1% in a river hex. The chance of encountering a ocean warship in the ocean is 5%.
Pirate activity is rampant in the empire due to the easy pick of the civilian craft. The resources for new ships are scarce and have to be traded for or imported into the empire.
Chiros tend to be cowardly in terms of their personality so their navy is more for their paranoia than warfare. They have a secret alliance with Donara at times and their navy may support them if they feel the need is worth the risk. Duke Salim really rules the navy itself for the most part. The Ducky itself is very small only 60 square miles or so. The shoreline covers 40 miles so its easy for the navy to protect it if need be. The civilian population has about 100 sea going craft that call it home. The shoreline villages and towns have another 60 or so. Chiros is a poor nation so most craft will be simple fishing boats. Resources are poor for ships so they will have to buy the materials to make new ones. Duke Salim controls the navy which is typically all stored in Chiros harbor.
At any one time there may be 2 warships on patrol along the small 40 miles of coastline. Of the 18 warships (12 are pirates). The chance of encountering a Chiros warship near the shore is 20%. The chance of encountering a chiros civilian craft is 60% near the shore. Pirate activity is controlled by Duke Salim. He knows better to prey on his own people so will prey on traffic that comes near Chiros. The chance of encountering a Duke Salim sponsored pirate ship is 10-40% depending on if they are out looking for prey or not. Though not rich in oney they do have the resources to replace their ships if there are devastating storms or battles.
Choshai are forest people so timber is their stock and trade on the high seas. They especially hate pirates so no pirate activity exists here without great risk. Many of the ships are rowed by barbarian slaves oarsman. The forest coastline covers 520 miles. The ten warships the realm owns tend to patrol the waters for pirates. It is rumored that a secret forest entrance holds a small village harbor that berths the warships to hide them. But only a select few may ever know its true location. The chance of encountering a warship while along the coastline here is 2%. The chance of encountering a civilian craft is 20% in any one hex.
Once a great nation has now shrunk back to their own lands and given self rule by Katai. Because of their worship of Sea and Storm forces they are keen on the use of ships in the ocean and river. The mainland has 440 miles of coastline. The river is another 440 odd miles of water way that branch in two directions. The two nearby islands are owned by Chunrey and travel between them is commonplace. Typically 4 Trireme sized warships are in each of the 3 cities (Chunrey and the two island cities) at any one time to protect it. The other 40 warships may be on patrol or in the port of the 3 cities. The chance of encountering a warship in a coastal hex area is 2%. The capital city of Chunrey will have 443 river craft tend to call itself home but they will travel among the river system. The mainland will support another 57 odd river craft making a total civilian river craft total of 500. The chance of encountering a river craft in a river hex is 20% at any one time. The sea going civilian craft number as follows:
|City/Area||Sea Going Craft||River Craft|
|Chunrey Mainland||570||57 [Towns/Villages]|
|Ita Island Area||240|
There are 15 river warships in each of the two main branches (North west and North-east). Most are based out of Chunrey city but patrol the river. Of the 28 river patrol barges 5 are from the Imperial Fleet. The nobles control 25 other river patrol barges in their areas. This gives 1-2 river barges in every river hex. Chance of encountering the river warship on a river hex is only 10-20%. Chance of encountering a river craft in a river hex is only 10% as only 1 civilian craft may be in a hex at any one time.
Of the roughly 1,220 miles of coastline and island coastline the chance of encountering a sea going craft in any hex of coastline is 20% as most hexes will have 1-2 ships in it at any one time.
Of the 12 Triremes 3 are controlled by the Imperial Fleet and 9 are controlled by nobles. The nobility participate in piracy (at least 30% o nobility vessels) to help get more income. The imperial fleet does not do piracy however. Of the 2,227 civilian craft if 10% are noble vessels then that's 223 roughly. That would mean there are 66 civilian craft doing piracy actions. Chance of encountering a pirate ship in a ocean or river hex is 10%. Chunrey do not have great amounts of materials for their ships so will need to trade or import for it in times of war.
Being a island nation Clima has found the sea to be useful for their survival. They have waged many wars with nearby nations over the centuries and maintain a strong navy in the Sea of Tears. Their whole economy depends on the sea from fishing, piracy, raiding and tributes. The priestess sects even endorse piracy on the high seas as a buffer for raids and for tributes. Beside the state endorsed piracy there is a strong civilian piracy force around the island as well. Climans are known to use magic in their navy operations as priestess are known to be onboard ships at sea. There are no rivers so all craft are sea-worthy ships. The breakdown of sea going ships are as follows:
|Open Sea Travel||200||32||8|
Of her fleet shipwrights are competent, highly-trained specialists. Of her 160 warships 25 of those are quadreme or larger. While 40 of the 160 are fast triremes. The only problem with Clima is her ship building resources. She has to import wood from her Affea colony. If Affea were to fall she would be in trouble for making new ships. Affea gets their timber from the Wild Forest's almost endless supply of wood.
The main island of clima has roughly 740 miles of coastline. The island is heavily trafficked on the shoreline and so there may be at any one time as little as 20-50 ships in any one shore hex. The chance of encountering a civilian craft in one of these hexes is almost automatic (80-100%). The chance of encountering a warship is 10% as only 1-2 warships may be in any one hex. As one goes 1 hex away the chance is decreased by half and so on. So 2 hexes from shore civilian craft encounter chance is 40% then 20% at 3 hexes and 10% at 4 hexes out, 5% at 5 hexes and so on. The amount of this traffic makes Clima a very safe island from invasion.
The Western Colonies of Fort Kira and Affea do not tend to support civilians as it is a more dangerous frontier for them. So the civilian craft in this area would only be used to support the colony like fishermen or transport. For Affea and Fort Kira there are 100 miles of shoreline to patrol. This would mean for Affea at any one time up to 10 civilian craft and 1 warship is in any one shore hex for Affea. For Fort Kira this would be 4 civilian and 1 warship in every hex at any one time. The chance of encountering would be 20% in Affea shore hex and 5% for warship. For Fort Kira this would be 10% and 5% for warship.
The islands themselves cover roughly over 840 miles of shoreline to patrol. This would mean typically there may be up to 3 civilian craft in each coastal hex for a encounter chance of 15%. The chance of encountering a warship would be about 5% (1 per hex patrol at various times of the year). There are a vast number of Climan ships on the high seas sailing every which way. The chance of encountering a civilian craft in any one hex is about 3-5%. The chance of encountering a warship in any one ocean hex is 1%.
The Confederation of Shanda
From the past the trade meetings created the empire. So sea trade is still a major part of Shanda life. However, due to their distrust of strangers most of their trade routes are well established and set in their ways. While the land is starting to get civilized the tribes tend to stay to the coast and not far out into the sea. In fact the Shanda do not enjoy sea travel. They rather stay to their land. The city of Roghara is the only place they have any form of ship traffic. They keep 10 warships and 10 merchants (equipped to carry troops) in the port. They are always weary of neighbors like Gom so keep them ready in case they are needed. But for the most part they will avoid the ocean if they can. Because of this nature pirates will tend to sneak along the western shore or the sea of tears and raid the various villages and towns. The only protection the Shanda tend to have is their land forces. The chance of encountering a pirate along their western sea border is about 4%. The chance of encountering a pirate ship on their Sea of Tears shoreline is 7%.
Dawana being a small country near the sea has some ships and boats but no military navy. They seek to promote life and nature not harm it. The few ships they do have are fishermen and other ships that roam the small shoreline from village to village. The Missionary Order however has saw to their faith by building a massive missionary fleet of small sea going vessels. These ships have dedicated crews that decide to spread the word. Once these ships leave they tend to rarely return. They roam all over the Perilous Lands in hope of converting new people to their faith. The exact number of these missionary boats are not known but some estimate in the hundreds. They stretch from Katai in the east to Goidan in the west. Once these crews tend to leave most do not return home as they wish to spread the faith and setup new converted camps across the globe. The actual nearby civilian fleet consists of ships that sail the 70 odd miles of coastline going from place to place or in port of Dawana city itself. Dawana city has about 25 ships at any one time while the village sand towns have another 25. The missionary boats are special craft blessed to spread the word (see the special ship section). Pirates tend to leave the coastline free as they know the militant orders will capture and try to convert them. To many pirates this is worse than death. For resources they tend to import or trade for wood for their ships. Sometimes a merchant will head to the western edge of Lemasa and the forest there to cut down and bring back timber for more ships. The chance of encountering a Dawana ship is about 10% in a Dawana coastline hex area. The chance of encountering a Missionary boat abroad is very slim so the Referee will have to assign this value.
The city of Decha is a vicious place full of cutthroats and pirates. They allow Cerulean and Rogizini empire ships in port or in their waters but openly attack any other nation's ships. Even the citizens of the area avoid the seas since they'll be raided or required to pay tribute to pirate gangs. Those who are on the high seas already have arrangements with the pirate groups to be allowed to sail the area or work for a pirate captain in some fashion. It is said Decha has a black market second only to Vahear. The civilians that do brave the shoreline are few but number about 30 craft in the port of Decha and another 40 along coastal towns and villages. This tends to be about 1 ship per coastal hex zone or a 5% encounter chance in the 80 odd miles of shoreline. The warships and pirate ships will be in 3 areas at any one time. For open ocean they are hunting and conducting piracy operations (about 2% encounter chance within 20 hexes of Dechat) and tend to number about 15-20. Around the coastline another 15-20 (usually 17) tend to patrol the coastline giving a 10% encounter chance (about 2 ships in every coastal hex area). Another 15-20 may be in Decha's harbor.
The breakdown of warships is as follows:
|Cerulean Resident||3 Warships (1 is Trireme)|
The Cerulean Resident is Admiral Chjaza Mir'yan who tends to keep his ships in line in the harbor rather than out to sea. The major sea captains are as follows:
|Person||Merc No.||Sailor No.||Warships|
Merc No. is the number of mercenary men they may have at their disposal. Sailor No. is the number of sailors on their payroll. Natural resources for building new ships is poor so they will tend to trade or just capture loads of timber on the high seas for their replacements.
Dirllar is ruled by the Duke and council of 13. While they depend on the road and smuggling they do use the nearby sea for their trade to some degree. The nearby swamps are vast and as such help to buffer the nation from raids and help to hide smuggler bands. Due to nearby forests they have good resources to replace lost ships in battle. Dirllar city is home to about 300 civilian craft (many are pirates and smugglers) while the surrounding villages and towns have about 200 of various sizes and purpose. The coast may at times be crowded with as much as 1-15 ships in any coastal hex giving a civilian encounter chance of 25% chance at any given time. But the chance of encountering a warship along the 240 odd miles of coastline is slim abut 2%.
This land locked collection of tribes has no navy at all. But the tribe Wyaschil may have a few river craft along the 180 miles of riverbank the tribe controls. These craft would only be small rafts for transportation or mild fishing if that. At most 10 craft may be on the entire river at any one time but more likely 1-3 on average depending on time of the year. The chance of encountering such a small boat is 2%. With the nearby forest there is plenty of resources for these rafts to be made. If a foreign river craft is lucky to encounter the Wyaschil on or along the banks they can sometimes barter pelts and furs from the hunters for other goods.
The Djani worship gods of sea so its easy to see where they would depend on the sea and river traffic. A lot of their culture is born from piracy and so piracy is abundant here and commonplace. Women have little standing in this society so all sailors are male. Being known for their archers the boats are also known for platforms of war using archery weapons. The breakdown of ship organization is as follows:
The coastline of Djanesborg is roughly 410 miles of shore and coves. This typically gives about 10-15 ships per coastal hex at various times or a encounter chance of at least 60%. The coastline of Djanesborg is very well defended by constant warship patrols so the encounter chance is 60% as well. The two rivers aren't too vast but 160 and 100 miles in length. The chance of encountering a river warship on a river hex would be 2%. But the chance of encountering a civilian craft would be about 70% as its used often for work and recreation. The nation is a rich one so civilians can afford to have many craft for work and for personal use. The nearby forests also give a great supply of timber for these ships.
Donara is a rich land where trade is common both on the rivers and the ocean. They have a strong military navy as well as a civilian fleet force of merchants and other type of craft. While Donara has many cities but only two cities of Pelara and Salaqara are actually on the Sea of Tears. Salaqara and Samma are on the two rivers that border the nation. The breakdown of the ship force is as follows:
|Pelara||50||420||40||15 [Royal Fleet]|
|20||5 [Pelaran Fleet]|
Duke Actin of Pelara commands the combined Pelaran fleet and is a very powerful man. The Donarans have 10 specially made river patrol barges that do nothing but patrols for the military on the river. This is 5 per river. The chance of encountering such a river patrol ship is 2%. In the Samma river about 90 river craft are on it at any one time and for the other Salaqi river its 50. Those on the Samma river do not travel up river beyond about 80 miles since once they enter the hills its more dangerous. For those on the Salaqi river they stop at the Elder mountains as the Dwarfs tend to be very protective of that area of the river. Some may risk it if the mining is good enough for profit however. The chance of encountering a river craft in a Samma river hex is 20% while in the Salaqi river its 10%.
The ocean coastline is over 400 miles (roughly 410) so its not a big area for patrol ships. For any one ocean hex this may mean 1-4 civilian craft in it giving a encounter chance of 25%. There is a 5% chance of encountering a Donaran military warship in a ocean hex at any given time. Pirates tend to stick to the Samma side of the nation but tend to avoid the other sections as they are more heavily patrolled. For resources the Wild Forest gives great resources for replacing ships lost in battle or age.
As their religion worships gods of Sea the ocean is part of their daily life. This nation is near islands like Xaghan which may have pirates laying in wait for passing ships so the Aredan tend to have fast moving or well protected civilian fleets. A lot of their income comes from harbor fees from ships that drop in for a rest or repairs. Unfournately due to these pirates and the Shurikal presence the civilians stay on land for the most part so the true size of the civilian fleet is half of what it truly should be.
There is about 35% chance of encountering a civilian ship in a coastal hex. In a river hex it is only about 2%. The 5 warships of the Aredan navy tend to always stay in the Aredan port. However if there is a critical merchant convoy one trireme may escort that fleet from one spot to another. Another problem with Aredan is the resources for new ships is poor. But due to ships that harbor in Aredan city they can buy timber but if the port is ever blockaded the city could be in drastic need of help.
Ashudan and Aredan work closely together in Sea Trade and anti-piracy operations. Being a island nation they have more ships than Aredan but less room for their people. The island of Xaghan has a small forest that helps to support the construction of new ships. The breakdown of ships tends to be as follows:
The islands have over roughly 620 miles of shoreline in the two island areas. They do have to worry about enemy nations nearby but not as much as Aredan does. The chance of encountering a civilian craft in any Ashudan nation shore hex is 15% (1-3 ships per hex). The chance of encountering a warship is slim at 2%.
Atler people will avoid war if they can but keep a strong navy for their tiny nation. Their navy tends to be split up among their two cities at any one time rather than set out to sea. The nearby river which goes deep into the forest and mountains tend to only be used by those who seek work in the mining or timber industry. Most civilians will avoid it due to the dangers and the nearby tribes. Atler has a constant single river craft on patrol in the river to help against pirate and barbarian raids. Of the civilian fleet 180 tend to call Atler city as home while 100 call Maboiba home. The other nearby towns and villages get about 100 ocean going craft. The chance of encountering a river Atler craft is about 15% while on the coastline anywhere from 15-20 may be in the area so chances are high around 45% of encountering such craft. The chance of encountering a warship however is only 5%. The Atler people believe it to be their duty to be on the seas to prevent the Korchu empire from growing in that area. They have excellent resources as they are near the big forest for timber for new ships.
Kingdom of the East
This nation consists of islands and some areas on the mainland which is dominated by the jungle. Being in the sea in this area could be as dangerous as the land due to Katai and other raiders constantly on the prowl for prey. There is a rumor that a powerful ship sails the waters here that works for a secret society. It is said those who see this ship never see anything else. The breakdown of the various ships are as follows:
While the ocean ships are sea-worthy and well constructed the jungle is their main source of wood. This wood is not as highly prized as forest wood but is a good alternative. The navy has 1,600 elite trained marines as well which makes them a strong fighting force. Their river craft stay in the rivers and do not go out into the ocean. But a lot of their ocean ships can enter the rivers so they do not have as many rivercraft as other nations may have.
The island nation of Fomoria has a long history with the sea and has proven their control over the seas. There are three special ships that are specially built and blessed to perform the Tribute to the Spirit of the Lake. It is against the law for any non blessed or non-priests to board the tribute ship that is not approved. Doing so may be punishable by the highest powers. The merchants here have a monopoly of exporting Orichalum since they are the only source of it in the world. These merchant traders can tend to sell the material at high prices.
Because of the mist and the mystical mist in the past the Fomorians have become experts in the use of tactics in the fog and mist naturally found in the open. While most sailors may be hard pressed to travel in fog the Fomorians would not if they know a battle is coming or there is a great need for it. The island of Fomoria is one large mountain chain that has a great lake in the center with no access to the sea. The Fomorians protect the gold on the lake floor from gold hunters and protect the island from raiders by keeping a active lake sea force. The Lake force never exits to the ocean itself but they patrol the lake for any trouble and help in times of invasion if need to. But being a enclosed lake the civilians use this lake in great numbers in pleasure, fishing and other duties of life. There are many civilian craft in the lake at any one time. Because of the strength of the Fomorian navy pirates in the area are few but brave. The Lake itself may have a small collection of pirates who only act on little risk. The ocean going pirates though tend to stay in hidden alcoves and caves waiting for passing ships.
The breakdown of the ships is as follows:
All Trireme going ships are in the ocean not the lake as that would be a waste of resources. The materials to maintain this large fleet of ships is imported or traded for as the nation itself doesn't have timber resources.
Kingdom of the Islands
This nation of the islands make their living by the sea. Most of the smaller islands though have trouble with weather so living on such islands can be dangerous. The breakdown of the ships is as follows:
The Kingdom depends on Kingdom of Fomoria in times of war but has a strong force to maintain some level of defense. They have forests so have good resources to maintain the fleet they have.
Due to their constant past wars against Shandan tribes they keep a stable navy ever ready for war and support operations. Due to the size of the nation it is not big enough to support piracy but there is known to be one pirate ship that roams around the coastline at times. Musira port has about 140 civilian ships in berth or in between travel at any one time. The surrounding towns and villages have another 260 or so ships at sea at any one time. Most ships are centered on timber trade operations. The two triremes tend to always stay in the Musira port.
This culture centers around slavery and as such their civilian ships cater to slave cargo. In fact some of their ships are floating slave market places where many are sold from town to town. Virtually all of the Port Doman navy is also rowed by slave labor. The Prince has declared pirates to be outlaws. Yet there is a undertone of partnership where pirates actually deliver some slaves to the state. Because of this the Price publicly hates them but privately welcomes their trade. A foreigner found victim to pirates thus will likely see no help from the state. At any one time 1-2 warships may be on coastal patrol of the Izza or Port doman shoreline which covers roughly 260 miles. The chance of encountering a warship in these coastal hexes is only 2%. There is one river dedicated warship that patrols the 200 odd miles of river the civilians tend to use (no port domans enter the desert river area). The chance of encountering a river warship is 1%. The chance of encountering a civilian rivercraft is 30% since 1-3 may be in any river hex at any one time. The chance of encountering a civilian craft at sea on the coastline is 30% (1-3 in any one hex at any time). Only the small portion of actual Fomorians tend to own ships in this area. They use the jungle wood to make new ships but it is not as high quality as forest timber.
Shestar is aware the sea is a major battlefield at times but their goal of conquest of the plains has driven them to neglect the navy as much as they should have. In fact most of the year they keep their small fleet in port and avoid the sea. The nearby river gives a tactical advantage to them as they can hide their fleet and head out to the sea if needed. Though if the river entrance is blockaded that tactic may fail. The nation is in a good spot in terms of nearby enemy nations so they do have some breathing room for the civilian fleet. However, storms in this area of the world tend to be fierce so many natives tend to avoid the sea and ship ownership. Thus at least half of the amount of ships that could exist are out there. The port of Shestar tends to have 130 civilian craft call it home while the nearby towns and villages have around 300 on the coastline. For the towns and villages along the river they tend to have about 85 river craft (non sea-worthy) that venture up and down the river. The military does not keep a dedicated river warship on patrol but tend to have one of their sea ships patrol the river at any one time. The coastline is patrolled by 1-2 other warships at any given time of the year. The chance of encountering a civilian craft on the river is 15% (1-3 on any one hex at any time) while on the coastline it is only 5% (1-2 max). While the chance of encountering a warship on the river is 2% and along the coastline is 2%. The river and coastline are roughly the same distance about 140 miles long. The warships are all small mostly intended for scouting, raiding and messenger service. There is a small forest along the western shore that allows them good resources to replenish their ships and boats.
As a island nation Vahear has a great strategic location for conquest of the nearby sea. As a island shaped as it is the inlet lets fleets of ships sweep out in 3 directions (sea of Tears and the seas to the South East/South West). Pirates also use this inlet to hide their ships and then go out on raids before being seen. For those with the courage to visit the cities and towns of this island, they find they are dens to pirates. It is said the black market here is vast and if it can't be found here it can't be found anywhere else. Due to the pirate influence here on the island merchants have set agreements to sail the seas without being attacked. This may be from tributes to working for the pirates themselves. Very little civilians actually have some free control of their fate here or if they do its not for long. There are good forest reserves for new timber if need on a couple of the islands and mainland. The break down of the ships are as follows:
|Vahear Island||185||29||9 [Coastal Towns]|
|Olphar Coast||365||5||1 [Coastal Towns]|
|Rey Deu Island||2||5||1|
|Ocean Patrol||10||4 [Active patrol]|
|Ocean Trael||118||10||1 [In transit]|
Chance of encountering a Civilian around Vahear island itself is 70% along the coastline. Chance of encountering a warship around the Vahear coastline is 15%. Chance of civilian encounter around Olphar coastline is 60% but a military encounter would be 10%. Chance of encountering a Vahear civilian craft around the 4 islands are 12% while a military encounter would be 5%. Chance of encountering a military warship in open ocean is 2%. While chance of encountering a Vahear civilian on transit in open ocean is 5%.
Xan has the best of both worlds with access to the Sea of Tears and the Western Sea. But they are not as powerful enough to effectively conquer both at a time. There has been a plan in the works by the leaders for over 75 years to do a canal between both seas at the shortest distance (about 60 miles). They know if they could do such a canal they would prosper by charging transit fees and grow even more powerful. But the problem as always is money. They have the slave labor but if they had the money the project would last for a couple decades likely. It is rumored the leaders have even sought out wizards to create paths in the mountains with magic. It is even said the High Elder (of the Dark Lands) was approached but refused. Xan knows if this canal were to exist though Fort Kira as the spearhead by Clima and Gom would have major problems with it as the balance of power would surely shift to Xan. So the Xan leaders are always approaching Atler and Fomoria with possible sources of income for large deals or contracts. It is an uphill battle to make the canal that may never come to life The breakdown of ships is as follows:
The military tends to keep 5 ships on each shore on constant patrol. Ocean transit are those ships that are at least over 1 hex away from Xan's coastline at any one time. The Western shore tends to be crowded with traffic (up to 20 ships in a Western Shore Coastline hex) making a chance of encountering a Xan civilian on the west shore at 80%. The Eastern shore tends to be less crowded with about 5-10 ships in any eastern shore hex at any given time making it a 40% chance of encounter. To encounter a warship in either the western or eastern shore coastline is a 5% chance. Most of the warships stay in port always being maintained for any sign of trouble from enemy nations. The Sea of Tears fleet however is also on many recon missions to scout the nearby nations for build up or raids. Thus the Erdan fleet is designed for scouting and raiding compared to the Xantia Fleet. Xan has access to nearby forests so they have great timber reserves.
The Fierazi Tribes
The Fierazi are land based tribes that rarely if ever visit the sea. Very few tribe members may never see bodies of water bigger than a river or the few lakes in the area. Thus they have no sea going ships at all. However due to the forest rivers and few small lakes they do have small light craft. Most of these may be fishermen or transport ships. The Fierazi are not used to water combat so no water warship exists for the tribes. If they do engage in battle it will be a melee combat rather than ship to ship. Due to the hostile nature to outsiders the rare cargo transport may meet up with only Caldo river ships if at all. They will not barter with anyone else. In fact the tribal shamans tell of stories of dangers that exist in the water. There are many myths and legends of the rivers and lakes. One in particular gets told over and over. The myth as told by the Shamans states that in one of the lakes if a large gray ship is seen by a Great Shaman then this is a omen to visit that ship. It is said that on the ship could be the key to the old empire del'nord power. But the legend also states that the ship could also, if the shaman doesn't have complete faith, awaken a great danger to bring the old empire del'Nord back into power.
The Ghazai are fierce and vicious jungle fighters but they do not do sea going battles. The Great Chief believes the gods forbid them to exit the jungle and enter the Great Water. In fact scholars believe this to be a tactic to keep the tribes in line and stay in their borders as they have little population as it is. They do have however a few river craft used for transport and the Great Chief allows use of the river but not the ocean. These boats tend only to be for fishing or transport purposes. The chance of encountering a Ghazai craft in any Ghazai river hex is 5% These river craft are not prepared for battle in the river.
The Ghiamen while organized at times have no desire to enter the cold north seas. They have no ocean going ships but the rivers in the forest do have some barbarian craft that usually help in trading and hunting. The only tribe to have a river is the Ghomen who have about 150 miles of river running through their forest. They do use it for transportation and occasional fishing. At any one time there may be 5-10 craft on the river. The chance of encountering a craft is 3% per river hex. These craft, mostly small rafts, are not battle ready.
Goidan is a island nation in a desolate part of the Western Sea which sees a lot of storms. The barbarian tribes are not one for ocean going ships due to their level of technology or desire, but they are one for some light river craft in their swamps and two rivers. Trade is conducted by ships from Fomoria and Dirllar that keep a tight reign on their market and thus in a way protect the island from pirates and outsiders going to the island. The river craft the tribes have are not advanced but simple craft to serve a purpose usually of transportation or fishing/hunting. They tend to be wooden curraghs that would not last long in the open sea. It is said the Red Branch keeps a ship for combat training in times of war if needed but the tactics and training is primitive. The Barbarians keep the rivers clear of outsiders while the Fomorian and Dirllar ships skirt the shore of the ocean. The tribes do keep a river ship of war in each river for a total of 2 warships. But these craft would not last long up against a fortified Trireme. But they do help defend the river against light craft. They are also there to keep the peace along the river in skirmishes. The people will tend to have0 transportation or fishing boats.
The Connata tribe control the northern river of 100 odd miles and tend to have 15 civilian craft at any one time on the river. This gives about 12% chance of encountering such a craft on the river. The UiNeill control the southern river and tend to have 18 craft on the river at any one time in their 100 odd miles of river. This gives a 15% chance of encounter. Those in the Eoghan tribe have learned to use the swamps for their survival. They tend to have 12 craft in the swamps hunting or fishing at any one time for the various villages. The chance of encountering a swamp boat is 5% in any swamp hex.
Gom has a long history of warfare and defeat which has made them weary of combat. They tend to prefer others to fight for them. Most Gomese seek personal profit so trade is common on the seas for the Gomese. Most of the military fleet is rowed by slaves. Gom is known as a good trade center in the Sea of Tears. When the center of the dynasty changed from Gom city to the more isolated Sheiram many did not favor that decision. It is cut off from the Sea of Tears. The one river that is there runs over 1,000 miles to the Southern Ocean through the great desert and jungles to the south. As a result of this long journey most do not wish to take the long trip at all. Most civilians who have naval interests move to Gom city itself. The breakdown of the Gom ships are as follows:
The Gom Towns cover the northern coastal towns and coastlines that would contribute to ocean traffic. South towns are those who contribute to the river traffic on the southern river. Ocean and River patrol are when warships are on patrol in those areas and the amounts. Ocean transit are ships that are in the Sea of Tears (or rarely Southern Seas).
For river encounters the chance of Civilian encounters on the Gom river is high 60%. The chance to encounter the 1 Gom River warship in the 100 miles of Gom river is 2%. The 320 miles of the southern river are heavily trafficked for the most part and encounter chance is 15% for civilian craft and for the 2 military patrol craft it is 8%. For the greater amount of river (1000+ miles) the chance of encountering a Gom river craft is just 2%. The Gom Southern River patrol (2 warships) would never venture past the mountains into the desert and jungle part of the southern river. The chance of encountering a Gom ship in the sea of tears is about 2% in any one Ocean hex. The northern Gom coastline is crowded most of the year and chance of encountering a Gom civilian craft is 30% in any Gom coastline hex. Chance of encountering a Gom warship on the northern coastline is 10%. Gom resources for ship replacement is not great so they have to trade for timber or gather it from the Wild Forest on the northern side of the Sea of Tears.
The Helva are a vicious tribe that rather fight than co-exist with their neighbors. This matriarchial society is always on the watch for their neighbors and weary of any advances on their territory. They are always watching for problems and will be ready to stop any invasions even if its just the least amount of people. The tribes are land locked so do not have any ocean going craft. But two of the tribes do live alongside rivers. These are the Kiesa and the Karashaka whoa re in the mountains and forests respectively. The Kiesa live near a winding river on their southern area and tend to have 12 small wooden river craft on it at any one time. The chance of encountering such a river craft is about 2%. The other Karashaka use the river to move among the hills and small mountains faster. They tend to have 8 ships on the river at any one time. These craft do not enter into the heavy mountain chains though only stay to the hill river hexes. The chance of encountering such a craft is 5%. The Kiesa tribe do not stray far from their nearby territory while on the river. These tribes do not have any river warship craft. Most tend to be fisherman, transportation or small trade craft (usually of small to medium raft size).
The Humagi are like the Helva, vicious fighters. They are known to capture and torture people like the Helva but also take heads as trophies or just eat the person. They are specially trained horse warriors who aren't fully capable in the water. They are a land locked culture so there is no access to the sea for ocean going ships. But there are two Humagi tribes that have access to nearby rivers. The Srimoga have about 160 miles of nearby river to enter while the Kaoga have well over 250 miles of river. They will use these rivers for patrols, recon, fishing and transportation. Most river craft are wooden rafts but some may be as large as 20 person rafts. The Mopoga tribe do have a nearby river but do not venture on it as the Zen'da are very territorial of their river. The Humagi do not have river warships. It is common knowledge that most outsiders should avoid these river areas or risk their lives at great peril. The chance to encounter a Srimoga river craft in any nearby river hex is 3% while the chance to encounter a Kaoga river craft is 10%.
The Ipanza are a hardy people who live in the most extreme cold climate in the Perilous lands called the Frozen Lands. It is nothing but Tundra for hundreds of miles. These nomads are hunters and gathers who try to survive in this harsh environment. They rarely deal with outsiders. There are no rivers in this area so no river craft exists. There are hundreds of miles of coastline but the arctic like northern sea tends to be so cold, stormy and in some cases full of floating icebergs that they do not desire to sail the sea. So in all these people have no ships or boats at all. The only time they may trade is with Novarask or in the Dark Lands nearby if at all.
Iravoy is land locked with no rivers just miles of hills. They do not have ocean or river going craft. However a rich Iravoy citizen may own a craft that is berthed in a Aratad Confederacy port.
The Izza are hated by many neighbors so know they could not muster a well defendable fleet. Being nothing but jungle land there is no good port as well. Though they allow Port Doman to help them in times of war. The only craft the Izza may have is an occasional coastal craft that is for transportation (going from one place to another) to avoid long areas of jungle. The chance o encountering such a craft along the Izza coast is only 2%. These craft would not last in the open sea so only stay within a few hundred feet of the coastline.
Ja'xon is a small nation but it controls a major land trade route that is heavily used. In some ways the river allows trade to be sent through the desert and their land all the way up to Roghara city. Since Ja'xon is friendly with the Shanda they use the city as a trade site as well. Ja'xon has no ocean going ship. The river that goes through Foha does go to the southern seas but goes through the desert and jungles to the south. The desert tribes raid any Ja'xon if they see fit therefore most Ja'xon do not travel that far south on the river. If at all they only travel 20 odd miles into the desert away from Foha port if that. Ja'xon has 2 river warships that are large patrol barges based at Foha city. They keep the peace from any desert raiders or enemy craft that may brave going up the river toward their land. Most times those these 2 river warships are idle and their crews do get lax most of the year.
The city of Ja'xon does keep some river craft in the deep mountains (about 50 at any one time) for mining operations mainly. Half of those may be non-merchant pleasure craft. They seek a part of the river that is known to have a 3 mile rapids area which fun seekers love as tourist spots. The chance of encountering a Ja'xon city craft in the north 60 miles of the river is high at 50%. These river people tend to feel safe in this part of their territory even from Gom. Foha on the other hand has about 30 craft at any one time on the river portion they control (up to the desert). The chance of encountering such a craft is only 10% at any one time. These people tend to only use the river for a purpose like fishing or transportation up river. They know the desert and thus raiders are always nearby. Foha is also a trade center that sees a lot of traffic so the river craft mainly serve as transportation here. Most rich Ja'xon city land owners who may own a bigger sea going ship will berth it in Roghara city to the north. Another 20 odd craft may be on the river at any one time from river bordering villages and towns (usually in their hex) for fishing, pleasure, mining or transportation. These river craft are in the river between Ja'xon city and Foha and the chance of encountering a river craft in these areas increase at times by 10%. There is a rich merchant in Ja'xon who does charter a small fleet of ocean going trade ships for the Sea of Tears (based in Roghara). But this is only done during the summer months when travel is best. The number varies from 10-20 ships depending on the level of trade goods to ship. River pirates who have strayed from authorities (escaped from really) or in hiding seek the river for shelter. They know the mountains are safer than the jungle and desert so some may risk the trip up the river and prey on Ja'xon river traffic.
The Kakan tribes are not very big but they worship the god Kototh. Part of this religion makes them think like a serpent and thus fear water. While they live by the ocean and two rivers they do not use the water at all so they do not have any craft. In fact they live deep within the jungle, many may never see the water in their everyday life. Kototh may imbue a quest on one of their great elders every few years. In this case that elder may override his imbred fear of the water and build a small raft to brave the river to go to a nearby land for scouting or some other purpose. But this would likely be the only reason they would ever create such crafts. One such quest was found out by a trader when he spotted a Kakana near the road in the desert far to the north. The single warrior was there seeking out some strange object of merit. This person was last seen entering the great desert but never again.
The Kalem are almost the opposite of the Kakana in their nature. They are more peaceful but dedicated warriors when they need to be. They have a short area of jungle coastline to the sea. They prefer to hunt and farm in their isolated villages. The only time they will make a small shoreline boat is to trade when times are hard for their people like during sickness or other problems with the people. During these rare events they will make 1-2 coastline boats to watch for passing ships to trade with. The chance of encountering such a craft during the spring and summer is 2%. During fall and winter they would not do this at all due to the storms and their inability at ocean seamanship in the rough seas. These craft stay within sight of land since if they head out of sight of land they are doomed.
The Kameran are a small tribe who pride themselves in the conquest of the forest and nearby hills. Their weaponsmiths are known far and wide for their unusual metal weapons. While the Kameri tribe in the hills have no water for craft the Alesi tribe in the forest have a nearby river they do utilize. The river is used for transportation, hunting, moving simple cargos of metal or minerals, fishing and secret rites. These secret sites are performed by the Blue Moon mystical lodge which is a subset of the Ancient Moon group. This sub-group has found they do their best work during certain periods (phases) of the moon. They have learned the river shifts, though very subtle, at certain times (tides). This group even helps nearby villages to plan their harvest and growing periods based on the moon with the help of the flowing river nearby as it shifts. It is said this group has a hidden base at the tip of the river but is hidden by some means (its unclear if its magic or nature - rumors say both). At any one time the river will have 30 river craft on it. While about 80 miles of the river is in their established area another 220 odd miles are in other areas. They are friendly with the nearby Zen'da clan so they drift down the long winding river (about 250 miles up to the point in the west where it branches northward and continues westward). The chance of encountering an Alesi river craft is 10% in the 250 odd mile river stretch. The chance of encountering them in the eastern part near the Moon fortress is 15%. These craft are simple rafts or small barges not prepared for battle.
Katai is a culture teaming with life over 7 million strong. They are the most populated nation on the world and have 1 million just in the 20 cities. Most of Katai is hills and plains but there is an extensive river network which allows the citizens to transport materials and people from place to place quicker than overland routes. Many of these rivers go hundreds of miles inland and extend out into the sea nearby. Katai has no forests of its own and must trade with Choshai for its timber for ship production which makes them an important trade ally. Katai crime gangs do help to promote piracy on the rivers and open seas so piracy is common in some high traffic areas even while the military tries to stop them from their operations.
Citizens have thousands of ships and boats. Most are small purpose craft like junks which serve as cargo, transportation or fishing mainly. But every level of society from the lowest peasant to the richest Katai household has craft that serve in virtually every purpose. There are three main groups of trade going on with the various ships. The huge agriculture market moves all the food around to various distribution centers. The metals from the mines and hills give a metal cargo trade market and thus complete the manufacturing market in the cities for finished goods from simple every day items to fine luxury items.
Two cities Tirat and Katai (with over 200,000 people which is the world's largest known city) are inland and land locked too far from the sea or river. There are 8 cities that are right on the ocean coastline. They are:
Katai is a huge land with thousands of miles of coastline. So there is no short coastline for any one craft to patrol or use. As a result the above encounter chances are slightly different than other cultures. The above cities are all coastal cities. Jiuquo is near a river though not right on a river so they have a lot of river craft as listed above while also a lot of ocean going craft. Tiansar also is near a river so has both river and ocean traffic. The column listed as Hexes is the number of hexes around the city the ships tend to stick in. For example, Dzhamou, most craft stay in the nearby 12 hexes around them. This would be 3 rows and about 6 hexes on each side. Thus the 20% chance of encounter is chance of encountering just one Dzhamou ocean going craft. These hexes are not set in stone but are only here as a general reference. The # column is the number of craft typically found in each hex at any one time. More or less may come about due to time of the year but this is the typical amount. If two numbers then first # is for river and second is for ocean. Qimou is a large city and thus has 800 craft at any one time in port or at sea or in some other combination. They utilize up to 120 miles out to sea around the city for various purposes like fishing or trading. The area here is so crowded with ships its sometimes hard to navigate with all the ships.
The other cities are those that are on a large river network or at the end point of a river itself. These cities tend to only have river going craft but may have a small amount of ocean going craft. In the Hexes column below is the number of nearby river hexes the city has access to.
Koi'lan is a city with 31 river hexes it can have access to the north or down south to Tiansar and the south ocean. Scaloo, Kodao and Choundeu are all on the same river which leads to the ocean. Scaloo is deep inland while Choundeu is nearing one end and Kodaois at the sea part of the river basin. The city of Pamau is at the sea but it has 6 hexes of rivers that go into the mountains. This river is not used as much by most civilians other than hunters, farmers and miners. Shantou and Sangsao are on the sea with the first being midway and second at the sea coastline. Ci'jian is a city where the river craft is mostly timber oriented where they go up river to meet with trade convoys on the road to deliver new wood from the Choshai forest. Da'qaid and Li'jian are on the same river. Most civilians do not venture far into the river mountain hexes as that frontier sees some high dangers (like occasional Zen'da travelling bands). They tend to stick to the hill river hexes.
The grand total of the Katai Civilian fleet is as follows - 3,695 river craft and 4,710 ocean going craft in the water in various levels (10-60% of those total in the water at any one time depending on the time of year. At least 80% of these craft are not sophisticated enough for any battle conditions. About 10% may be prepared for a pirate repulse if the sailors are skilled while another 10% may be just designed to be well protected (like rich merchant ships). It is not uncommon to have water traffic jams in some areas of a river or river basin area due to the amount of water craft. But the Katai have learned to live with this as a everyday thing and thus this tends to only upset outsiders.
For the military Katai has an Imperial fleet and nine provincial fleets. Their strengths are as follows:
|PROVINCE||WARSHIPS||RIVER PATROL||Encounter Chance|
|Tiansar||10||0||2% / 0%|
|Koi'lan||0||5||0% / 1%|
|Si'chava||15||0||5% / 0%|
|Musdao||5||0||2% / 0%|
|Choundeu||0||15||0% / 10%|
|Scaloo||0||10||0% / 2%|
|Sangsao||10||0||5% / 0%|
|Jiuquo||15||0||5% / 0%|
|Ci'jian||5||0||2% / 0%|
Encounter chances will depend on the time of the year and how busy the military may be at the time. For a culture of millions 80 warships is nothing compared to many other cultures so they are spread thin. Imperial warships will patrol the coast and rivers depending on trouble spots or imperial decree. Chance of encounter varies from 2 to 10% depending on coastline and river length. Chance of encountering a Tiansar based warship is 2% in the open nearby coast and 0% (no chance) on the river. Koi'lan no chance of warship encounter and 1% of encountering a river patrol barge. Si'chava there is a good (5%) chance of spotting a warship on active patrol in this area. The Musdao fleet is always concerned about nearby Chunrey so tend to always keep the sailors in top notch readiness. Choundeu tend to patrol the river in pairs so there is a good chance of seeing not one but two river patrol barges at any one time. Scaloo river patrols are thread bare so its hard to find them in any one river hex. Sangsao doesn't have much to patrol so there is a good chance of seeing a warship here. Same goes for the Jiuquo fleet. Finally Ci'jian is not so rich so the chance of seeing a warship is not so high.
Each warship is small to medium while the imperial warships may be fairly large. They do not have sophisticated weapons but can hold their own if need be. Each river barge has 40 soldiers in its crew. These soldiers are not elite.
Katai pirates are common in some areas due to the crowded sea and river lanes. Many criminal organizations do nothing but piracy on the high seas in fast moving ambush craft.
The Kazi are in a barren and desolate area full of badlands for the most part. They are one of the most blood-thirsty warriors on the continent. They are mostly warriors, hunters and raiders but some of the tribes do have rivers nearby which the Kazi will often use. One river goes all the way to the western sea but they never go that far (they typically stop where the river ends at the base of the badlands in the west). The Kazi are friendly toward Dwarfs and the Caldo so they have some experience on the river with these people. While they do not do major trade they will barter for things they need. Six of the 8 tribes have access to nearby rivers and may use them. These tribes have 60-80 miles of river at their disposal. They will often use this small stretch of water for transportation, fishing or hunting. The break down of the river craft is as follows:
|Tribe||Number of River Craft||River Hexes||Encounter %|
The 75 river craft is assuming the max number of craft on the river at any one time. Usually 1/3rd to 2/3rd may be on the river at any one time. Most of these craft are light wooden boats not ready for battle. The Kazi have no ocean going ships or warships. There is enough nearby forest to maintain enough wood reserves. There is a special society of dagger duelist that use boats for ceremonial challenges of Dagger members. For more detail see the special ship section.
This land locked nation is a major trade center for nearby cultures. They have no sea or river craft at all. However, rich citizens may own a craft or two in the Shestar city or along the Shestar river.
The tribes are made up of fanatical skilled fighters who are also known to be deadly trackers. There is only one tribe that has direct access to water. The other tribes along the Eastern Forest have coastal areas that are to the ocean but the tribes wish not to have any sea going craft. With this said though individual tribesman may meet up with ocean going craft for trade but this is a in-frequent event. The forest is plenty of land to hide the tribes from invaders so the tribes do not have to put up much defense on their coastal borders. As a matter of fact pirates use the coastal forest zones to hide ships and wait for others that pass by for prey. The coastal tribe villages have been known to attack pirate camps often so pirates stay at their own risk.
The only tribe to have some form of craft is the tribe set in the hills and mountains - the Soraun. This tribe are chaotic oriented and are followers of the Sorceress of the Dark Lands. They act like a small army for her but they know it is a relationship that is on the edge at any time which could break if one did something to offend her. This tribe has 9 river hexes (180 rough miles) of river in the hills and deep into the mountains. This river extends west and southward through the great plains. The tribe will have 15 river craft on the river or riverbank at any one time. For those who are in their land the chance of encounter is 5% per river hex. These craft are not battle designed but mostly are for transportation, scouting, hunting, tracking or minor mining operations. The warriors on these ships though are ready for battle and can fight while on the river.
There is a rumor among those in the Dark Lands that the Soraun have a special craft that do missions for the Sorceress. She will send her minions to the Soraun and a small band of warriors will use this craft and head down the long winding river to shorten the lengthy ocean trip. Because this single unusual craft goes through enemy territory she has implanted many wards and magics on it.
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|
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.
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:
|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%|
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.)
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.
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 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).
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:
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.
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 %|
|Lake S Towns||125||-||-||5%||-||-|
|Lake C Towns||100||-||-||10%||-||-|
|River V Towns||-||50||-||-||5%||-|
|River C Towns||-||50||-||-||5%||-|
|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|
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.
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.
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.
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.
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.
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%.
This culture is land locked and has no access to river or the ocean so they have no ships of any kind.
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.
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.
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.
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.
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:
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|
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.
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.
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.
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:
|Tribe||Number||Hexes||Encounter Chance %|
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.
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:
|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.
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:
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.
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 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.
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.
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.
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%.
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.
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.
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.
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:
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.
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:
|Tribe||Craft||Number of River Hexes||Encounter Chance|
|Western Tribes||Cu'truna||14||16-||North/West Border||5%|
|Central Tribes||Fel'oros||26||36-||West Border||3%|
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.
|Empire of Ced||-||325||-||20||-||Some||N||Poor|
|Confederation of Shanda||-||10||-||10||-||Some||N||Good|
|Kingdom of the East||50||2100||20||100||40||Many||N||Good|
|Kingdom of the Islands||-||1200||-||60||20||Some||N||Good|
|The Fierazi Tribes||10||-||-||-||-||None||Y||Excellent|
|The Rogizini Empire||540||5250||-||134||30||Many||N||Poor|
|The Thaliban Tribes||30||-||-||-||-||None||N||Excellent|
* 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|
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.
|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|
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.