Maurian Greyshirt
No. Enc.: 2d8
Alignment: Neutral
Movement: 30’
Armor Class:
9
Hit Dice: 1
Attacks: 1
Damage: 1d4
(cudgel) or 1d6 (light crossbow)
Special: +2
to morale checks when under the direct command of a black hat
Save: F1
Morale: 8
The mass
troops of Mauriatown, greyshirts need only their loyalty to the Leader and
their humanity as requisite for their caste. Protected with little more than
their uniform and sense of devotion, they can prove surprisingly resourceful
and resilient when under proper command.
Maurian Black Hat
No. Enc.:
1d4
Alignment: Neutral
Movement: 30’
Armor Class:
7
Hit Dice: 2+1
Attacks: 1
Damage: 1d6
(crossbow pistol) or 1d8+1 (longsword)
Special: +1
to all rolls made against (non-human) humanoids
Save: F2
Morale: 12
The elite
caste of Mauriatown, black hats are bred and selected for their strength,
intelligence, and charisma- their other abilities are often superb, as well.
Dressing much as Ancient watchmen in full uniform, they are an imposing sight
to both ally and enemy alike. One can be sure that the black hats will be central
to whatever task that the Leader may set, whether it be espionage, police
action, security, battle, or other, special
projects.
Maurian Blueshirt
No. Enc.: 2d4
Alignment: Neutral
Movement: 25’
Armor Class:
6 or 4*
Hit Dice: 1+2
Attacks: 1
or 2*
Damage: 1d6+1
(short sword) or 1d8 (repeating crossbow)
Special: may
attack twice per round with repeating crossbow or drop their crossbow to use a
shield for better AC
Save: F1
Morale: 10
Mauriatown’s
shock troops, the blueshirts are sent to where fighting might be fiercest, as
well as to harden any vulnerable positions and locations. Bred for strength and toughness, they have
little to say, except to follow the commands of the Leader.
Maurian Wizard
No. Enc.:
1d3
Alignment: Neutral
Movement: 30’
Armor Class:
9
Hit Dice:
2-1
Attacks: 1
Damage: 1d4
(torch)
Special: Can
cast magic-user spells of a fire and light variety and cleric spells that
espouse the glory of the Leader, Mauriatown, and purging humanoids.
Save: M2
Morale: 9
Philosopher-Kings presaged by the Great Prophet Plat, Maurian Wizards
are the masterminds behind founding, maintaining, and expanding Maurian
society. Together they form the highest caste in Mauriatown, with the Leader as
their pinnacle. Though the Wizards remain secretive to the extreme, their power
and presence can be felt throughout that land, whether through potent ‘M’ symbolism,
the Leader’s edicts, or not.
Gnomish Revolutionary Slaves
No. Enc.:
1d30
Alignment: Chaotic
Movement: 25’
Armor Class:
9
Hit Dice:
1-1
Attacks: 1
Damage: 1d2
(small knife) or 1d2 (rock)
Special: +1
to attack rolls vs. Maurians
Save: F1
Morale: 3
Though
allowed to remain under Maurian protection, some gnomes tire of constantly
having to toil in the fields and bow to Maurian passers-by. Instead, they sometimes
go ‘Gnome-Crazy’ and begin to riot, set up ‘Revolutionary Gnome’s Committees’,
and/or flee to other lands. That such
uprisings are almost never successful is well-gnome by all.