The "Invictus": is a 45 man Galley in the navy of the Isle d' Benjamin. A shallow draft craft armed with three ballista that can fire either bolts or greek fire grenades and 20 crossbowmen. Plus the trained rowers who fight with shield, sword and spear. She patrols the island's coastal waters for pirates or smugglers.
A mounted Duarf patrol: Usually found in groups of 3 these mounted Duarf patrolmen, patrol the coastlines of their islands or the territory they control.They will engage a small group of intruders and shadow a larger group until re-enforced. The cowl is double leather armor code: Cut 8, Thrust 4, impact 8. He is armed with a spear, a sling with 12 stones and a blowgun with 12 darts. He is mounted on a domesticated herbivore unique to the Duarf called a Elain Sahko. In close combat the Elain Sahko is trained to use its front claws with an attack code of: Cut 2, thrust 7, impact 8. The Elain Sahko has a skin armor code of Cut 3, Thrust 3, impact 6. it can take 22 points of damage to be fatally wounded or dead. The Elain Sahko are trained and live with the Duarf since hatching. They are a hermaphrodite and lay and egg every two years. The Duarf control the population to fit their needs.
Most small parties of intruders will never see the Duarf patrol. They will be hit from ambush by the darts and fall asleep. If the Duarf are friendly, the human prisoners are returned to human authorities for a cash payment of 10 gold per head. If the Duarf are hostile the human intruders will wake up bound, only to be sacrificed on an alter to Kith Mor, the Duarf deity of war, and vendetta.
Most small parties of intruders will never see the Duarf patrol. They will be hit from ambush by the darts and fall asleep. If the Duarf are friendly, the human prisoners are returned to human authorities for a cash payment of 10 gold per head. If the Duarf are hostile the human intruders will wake up bound, only to be sacrificed on an alter to Kith Mor, the Duarf deity of war, and vendetta.
Duarf guard on Copper isle: This Duarf guard is wearing a ridged helm of local copper. A maille shirt of forged bronze rings and riveted copper rings, a traditional bronze Duarf falchion and a traditional Duarf shield of laminated wood, glue and cave mite exoskeletons. The Duarf have adopted the making and wearing of riveted maille from the humans. The baldric holds a leather pouch which contains a traditional Duarf Blowgun and 20 poison darts as well as a Duarf leather sling. The laminate Duarf shield has an armor code of Cut 20, Thrust 20, Impact 30, burn 3. The Duarf falchion is bronze with a weapon code of Cut 12, Thrust 5, impact 14. The Duarf sling does 1 point of cut damage, 2 points of thrust damage and 2 points of impact damage per strength point of the Duarf slinger. The range is 60 feet per strength point of the slinger.
A Quillian warrior. Armed with a barbed ivory spear, a bronze knife and a composite re-curve bow with arrows. He is wearing a turtle shell helm and a breast plate of laminated fish scales, kelp and natural resins. While an opportunistic raiding party may wear no armor if the Quillian know they are planing to fight they do have armor to wear.
An Oric warrior pillaging. All Oric seem to be warriors and fighters. This creature seem to do nothing but fight and kill. They take more pleasure in the stealing of plunder than they do in the items plundered. They can band into larger groups but will kill each other if they can't find others to torture and kill. They seem to be a type of mutated Duarf but the Duarf fear and hate them just as much as the humans who encounter them. They will take such weapons and armor they can find or pillage. They don't have any military organization that is recognizable to humans. but they are not to be under-estimated as fighters. They are fearless in battle and love to inflict mortal wounds and then watch their victim die slowly. They have the same physical weak spot as the Duarf and that is between the nostrils on the face. The bones of the skull make an eye shot or head shot of minimal value. A good blow to the belly or chest may inflict a killing shot but not quick enough to keep the Oric from continuing to fight.
A Quillian fighter on a quick shore raid. The Quillian are distant relatives of the Duarf but instead of going underground they went to sea. The can swim and dive better than any human. They value pearls and any metal that doesn't rust. This raider is armed with a composite re-curve bow made by the Quillian. It has a killing range of 300 feet. The Quillian are expert at sea lore as a skill, as well as navigation, herbs, ambush and tracking. They will eat Human and Ferlie but never a Duarf. A Quillian will swim underwater at night, climb aboard your ship, kill you in your sleep, and swim away with your body to eat later.
A Duarf with a flame cannon. This Duarf guard is armored with tempered copper helm and breastplate and a copper maille skirt. It is armed with a flame cannon. Out of doors the Duarf favor an ambush with blowguns but in the confines of a tunnel they will often use a flame cannon. it seldom misses as the flame has the ability to curl around the corners and voids of a tunnel battlefield.
Ferlie Guard. The Ferlie are the most human-like of the aliens on the planet and their armor is not unlike that used by the humans. They do have a cloth used in armor that is not available to humans that give their armor a slightly higher armor code. They also have and use static electrical discharge weapons. While not as aggressive as the falcon Empire the Ferlie do have a large military as compared with most of the planets known military forces.
A guardsman from Ferlie Station. This is a small defense force made up of humans, Ferlie and human-ferlie- half-breeds They police Ferlie station. As such they have access to both human and Ferlie military technology. This is a hard island to police with lots of different rivalry between different merchants and island emissaries to the Ferlie. The force has a high moral and many wear the Ferlie head bands that give an enhanced ability to perceive the intent if not the actual thoughts of those they arrest or encounter.
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