Sand Skiffs Vehicle in Arborvale | World Anvil
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Sand Skiffs

When discussing the many reasons that all external invasions upon the Sultanates have failed, a number of recurring ones surface. Many point to the skill of Sultanate mages, fearful alchemical concoctions, or their famed assassins that wield terrifying weapons of bladed chains. Many a veteran of a failed campaign or ill-fated excursion has a tale of wrathful djinn or deathly silent predators to share. Those unclouded by a desire for recognition, however, point to a much simpler, more grounded enemy: the sand skiff .  

Much of the rest of the world's militaries are ill-suited to desert terrain and climates. The heavy armor of the Arborvale Concord merely slows down their troops, and becomes an oven beneath the blistering sun. Born and bred in this harsh environment, Sultanate troops are already quite capable of running circles around their enemy, striking in swift bursts before fading away again. This ability is magnified tenfold by their sand skiffs.

 

Light, boatlike vehicles, sand skiffs glide over the sands at uncanny speeds, pulled by a pair of cliff drakes. The average skiff is capable of holding one to three individuals; most commonly, one carries a helmsperson, an archer, and an alchemist or mage. A single capable skiff can easily wipe out a squad of soldiers; two can take an entire detachment. Loosing spell and arrow into the midst of slow-moving troops with unerring precision, they are equally difficult to hit, vanishing behind dunes and rock formations only to reappear somewhere else entirely.

 

Due to their small size, sand skiffs are largely unused for group travel or transportation of goods. Given the expense of a well-trained pair of sand drakes, as well as the skiff itself, it is also out of reach of most individuals. Outside of the military, they can largely be found as a form of sport for nobles, or in the famed races of Imbara.

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