Friday, December 20, 2024

Couriers of Chaos

COURIER (#25/31, #356/365) [POT]

SKILL: 6

STAMINA : 6

ATTACKS: 1

WEAPON: Dagger (Wheelie) or Shortsword (other)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Plains, Dungeons, Ruins

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

COURIERS are messengers paid or designated to transport small carrier cargo across distance at speed. Typically this involves carrying messages, scrolls, or easily distributed low encumbrance items, with both sender and receiver signing off on the successful issue and deliverance of said cargo. On Pangaria, WHEELIES make the best Couriers, owing to their speed and agility in traversing the wide and varied terrain of the floating archipelago, particularly due to their knowledge of the underground tunnel network that exists beneath the surface of every island.

The average Wheelie Courier is armed with two Daggers (either handheld or for throwing), and a frontpack with space for up to six items or message scrolls. Roll 1-6 times on the table below to determine the contents of a Courier's frontpack:

Roll Frontpack Contents

1 Message

2 Scroll

3 Potion

4 Food

5 Drink

6 Random item

There is no need to reroll duplicates.

Typical Courier Special Skills include Acrobatics, Climb, Dodge, Jump, Running, Secret Signs, and Sneaking, as well as Talents such as Evasive and Fleet Footed.

On Titan, some Dwarfs, perhaps surprisingly, have similar roles, racing about the underground tunnels and mines that form settlements such as Fangthane and Warpstone. Above ground, human and other Couriers typically have a fast Riding Horse and a sword to defend themselves with. One of the most well-known Couriers in Allansia was Katya of Coppertown, who traversed the Axehead Plains between the shattered settlements of the Vymornan kingdom until slain by Caarth lizard-riders some time in the mid 280s AC.

Tools of the Technomancer

Gadget (#19-24/31, #352-357/365) [EA:V2] (Trinket)

Technomancy Devices are put together using a variety of bewildering components known collectively as Gadgets. These are intricate and finely crafted objects in their own right, made from metal, glass and other substances, and take a wide variety of forms. Rather than waste time describing differences between myriad Gadgets, Technomancy has evolved a useful shorthand of names for each piece. To randomly determine a type of Gadget, roll on the table below:

Roll Gadget Type

1 Doobry

2 Thingie

3 Wotsit

4 Bits'n'bobs

5 Thingamajig

6 Whatchamacallit

The recipes used for creating Technomancy Devices are called 'Techniques' and describe the type and number of Gadgets required for successful Device construction.

10-60 GP

Thursday, December 19, 2024

Song of the Siren

SIREN (#17-18/31, #350-351/365) [OOTP IV]

             Half-Siren Mer-Siren
SKILL:         7             9

STAMINA:    7             9

ATTACKS: 

Half-Siren - 1

Mer-Siren - 2

WEAPON: 

Half-Siren - Dagger or as per type

Mer-Siren - Small Claws or Large Bite

ARMOUR:

Half-Siren - None, or as per type

Mer-Siren - Light

DAMAGE MODIFIER: None

HABITAT:

Half-Siren - Towns, Sea-shore, Rivers, Lakes

Mer-Siren - Sea, Sea-shore, Rivers, Lakes, Ice

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly (but see below)

INTELLIGENCE: High

The SIRENS are a mysterious race of demon-worshipping humans who appear as beautiful women with magical powers of charming and enchanting, and were previously detailed in Beyond the Pit (see pp. 125-126). Presented below are two further types of Siren found on the world of Titan.

The HALF-SIREN is the offspring of a Siren mother and a human father, however that union may have come to happen. They appear as normal people except with one or more features pertaining to their Sirenian heritage. Roll 1-3 times on the table below to determine what this is, ignoring duplicate rolls if you wish:

Roll Siren Heritage Feature

1 Roll again: 1-3 Sharp Teeth: +1 Attack, Large Bite, 4-6 Sharp Claws: +1 Attack, Small Claw

2 Gills: can breathe underwater permanently, as per the Gills spell.

3 Scales: as per Light armour

4 Fins: has Swim Special Skill of 4

5 Beautiful voice: as per the Command Spell, three times a day; ear plugs protect against this

6 Minor magic: has MAGIC 1, Minor-Magic 1, 2 Magic Points, and three Cantrips, typically drawn from Attraction, Enhance, Entertain, Glimmer, Hear, Inebriate, Noise, Pied Piper, Pucker, and Weather Protection.

Half-Sirens always dwell in coastal regions with easy access to the sea, or along the shores of lakes and banks of rivers, as they need to bathe in these waters once a day in order to survive. Populations of Half-Sirens, either as loners, in small hamlets of their own, or as an inhabitant of a larger cityport or seatown, can be found among the Shining Islands, the Arrowhead Archipelago, and the shores of both the Glimmering Sea and the Sea of Silver. Here, their role varies from beggars and beachcombers, to fisherfolk, sailors, smugglers and pirates, and, given their occasional magical abilities, Illusionists, Enchantresses, and Bards. The most famous Half-Siren of all time however, is surely the world-renowned gladiatorial champion, Helios Siren the Khulian, winner of the All-comers Fight to the Death at the Port Blacksand Arena in 282 AC.

If the Siren can be thought of as a parasitic client-race upon humans, then the Merfolk equivalent that lives on and under the sea, is the dread, black-hearted MER-SIREN! Resembling a Mermaid, the Mer-Siren appears as a beautiful female figure sitting on a rock - human to the waist, with a long colourful fish tail that shines with an iridescent light. She will usually be brushing her hair, and singing the most hauntingly wonderful melody ever heard, pass right through a victim, making their skin tingle and wrapping them in warmth and light.

Unless the victim has the forethought to plug their ears, they will charmed completely by the song and make their way to the Mer-Siren's rock with all haste, even if this means diving into the sea and swimming there! Once at the rock however, the Mer-Siren will cast off their illusory appearance and reveal their true visage; a dark-scaled creature with red eyes, shark-like fins, long claws and a mouth full of fangs, and immediately set about tearing flesh from bone. Such is how foolish mariners are lured to their doom!

Mer-Sirens are found in all oceans, from the tropical atolls of the south to the floes of the northern pack-ice. They are also found anywhere there are Sirens, dwelling peacefully among Sea Hags and other miscreants in their sisters' colonies as Elves and Dwarfs do among humans. Mer-Sirens also worship similar deities to Sirens, including Shekka, Tanit, Karkara, the Sea Monster, and the Behemoth, as well as several Demon Princes.

Tuesday, December 17, 2024

Teach a person to fish and you feed them for a lifetime

FISHERMAN (#16/31, #349/365) [POT]

SKILL: 6

STAMINA : 5

ATTACKS: 1

WEAPON: See below

ARMOUR: None or Leather Jack

DAMAGE MODIFIER: None

HABITAT: Towns, Seas/Sea-shore, Rivers, Lakes, Ice

NUMBER ENCOUNTERED: 1-3 or as per boat

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Those who snare fish and other aquatic creatures from the seas, rivers and lakes of Titan are called FISHERMEN or FISHERWOMEN, and their catch is either for their consumption or to trade with others. Their choice of apparel also reflects their domain; fisherfolk from warm, tropical waters typically wear a head-covering and light baggy clothing, while those in colder seas may wear so much padded waterproof hide it counts as a Leather Jack for armour purposes.

All Fisherfolk will be carrying or using fishing gear; typically consisting of a line, hook and rod, a bag of bait, and a bucket for their catch. They will also have a weapon as well - roll on the table below to determine what that weapon is:

Roll Weapon Type

1 Net (and roll again, ignoring any further rolls of 1)

2 Harpoon (as per Trident)

3 Cutlass (as per Scimitar)

4 Belaying Pin (as per Club)

5 Dagger and Throwing Dagger

6 Fishing Gaff (as per Polearm)

Fisherfolk may also have 1-3 items of extra gear; roll on the following table to see what it is, ignoring duplicate rolls:

Roll Extra Gear Type

1 Rope

2 Lantern

3 An appropriate Hat

4 A good Book

5 A flask of Special Brew

6 A pipe and a pouch of Smoking Weed

They may fish off the land, such as a riverbank or quayside, or they may be capable deckhands, and use watercraft from a rowboat up to a galleon in size, depending on their location. To determine what boat is being sailed and how many Fishermen are aboard, roll on the table below (reroll any result that does not feel appropriate for the Habitat type):

Roll Boat Type

1 Knarr/Rowboat (Crew: 2-7 Fisherfolk)

2 Longship (Crew: 10 Fisherfolk)

3 Cog (Crew: 10 Fisherfolk)

4 Caravel (Crew: 10 Fisherfolk)

5 Barge (Crew: 20 Fisherfolk)

6 Roll: 1-3 Galley (Crew: 40 Fisherfolk), 4-6 Galleon (Crew: 55 Fisherfolk)

Assume a Normal crew type. The scores above can generate an average profile for the Fisherfolk's Ship Characteristics as follows: CREW SKILL 6 CREW STAMINA 5, Crew Morale 7, Light Weapons, Numbers as per Boat type.

Each boat will also have a CAPTAIN (SKILL 10 STAMINA 10, weapons and armour as above), and, if there are at least 20 Fisherfolk, a FIRST MATE (SKILL 8 STAMINA 9, weapons and armour as above). Both the Captain and the First Mate may have a Magical Tattoo on a roll of 6; roll on the table below to determine the type of Magical Tattoo:

Roll Magical Tattoo Type

1-2 Rising Sun

3-4 Dive of the Dolphin

5-6 Eye of the Raptor

The type of fish that is caught depends on the location as well. Fisherfolk in the far north will be after Greel, while those in temperate waters such as offshore from Port Blacksand, will be seeking cod, catfish, herring and lobster, and further south, near Arantis, the catch will be sarul, owlfish and harrowspine. Indeed, the successful Fisherfolk intuitively understands the aquatic environment of their prey and whatever other denizens may be present. Probably the greatest Fisherfolk of all time was Tantalon's Heir, who used their knowledge of the marine fauna of the Diamond Sea to snare the biggest fish of them all, the Demon Fish that was sent by the Netherworld Sorcerers to plague the coast of Gallantaria. Less successful perhaps, was Captain Sante Shamaan, who sailed his ship upstream from Khare along the Jabaji River, to investigate the mysterious Mutton Fish of Lake Lumle, and has not been heard from again!

Monday, December 16, 2024

Flora of the Flat Lands (part one)

DIAMOND CABBAGE (#15/31, #348/365) [TTHA] 

Appearance: This is a large spherical vegetable with green leaves. Among the leaves will be seen the sparkling of diamonds!

Distribution: Only found in the forest-gardens of the Brownies.
 
Effects: Diamond Cabbages are a near-mythical type of cabbage grown by the race of forest creatures known as Brownies. As well as being edible, the leaves of the Diamond Cabbage will contain 2-12 diamonds when fully grown.
 
Cost: City 10-60gp, Town 10-60gp, Village 10-60gp (per diamond)
 
Availability: Very Rare
 
Further Notes: The Diamond Cabbage is thought to be related to similar plants, such as the Cloud Cabbage (see p. XX), and the Yellow Cabbage (see The Titan Herbal, p. 73).

Thursday, December 12, 2024

Various trinkets being hawked at the markets of Cumulus...

A Pair of Hovers (#9/31, #342/365) [EA:V2] (Enchanted Item)

Hovers are lightweight intricately-constructed metal wings whose flight is powered by a rechargeable Storm Crystal; as per a Flight spell for up to one hour before the Storm Crystal runs out of power. They are used by Sky Watch Officers on Pangaria, especially those with the rank of Captain or above, Technomancers and others.

100 GP

Magic Longsword (#10/31, #343/365) [EA:V2] (Enchanted Item)

This dusty metal longsword is actually magical. Anyone using it as a weapon in combat can add 1 to their Attack Strength.

Not available to buy

Ornate Dagger (#11/31, #344/365) [EA:V2] (Enchanted Item)

This ornately-crafted dagger is enchanted and allows its wielder to add 1 to their Attack Strength when using it in battle.

50 GP

Conch of Sea Giant Summoning (#12/31, #345/365) [EA:V2] (Enchanted Item)

This large silvery-white conch shell is sometimes given by Sea Giants to Heroes that have helped them in some way. When blown, it will summon any Sea Giant in the immediate vicinity to appear and help the bearer of the Conch for one hour, before departing. The Sea Giant Tideus, who dwells near Siren Reef in the Ocean of Tempests was known to gift such a Conch to any Pangarian who provided him with aid or just entertainment.

Not available to buy

Net Shooter (#13/31, #346/365) [EA:V2] (Enchanted Item)

This Technomantic Device was invented by the Elder Technomancer Vizigg. It is a wrist-sheath with a button. When pressed, the button causes a net to shoot out and entangle an opponent, at double the range of a normal thrown net, but otherwise identical in properties. It requires the Thrown Special Skill to be used. When the button is pressed a second time, the net retracts back into the Net Shooter.

20 GP

Waterproof Firestick (#14/31, #347/365) [EA:V2] (Trinket)

These are a Pangarian invention. Similar to Fire Wood (see Encyclopedia Arcana: Volume 1, p. 101), two of these Firesticks can be banged together to instantly start a fire in any types of weather conditions. They are also waterproof and can never be damaged or rendered inert by water or damp. The Waterproof Firestick has one use only however.

10 GP

A short bestiary of random denizens from Pangaria and elsewhere...

CORN RAT (#7/31, #341/365) [OOTP IV]

SKILL: 3

STAMINA: 2

ATTACKS: 1

WEAPON: Small Bite

ARMOUR: None

DAMAGE MODIFIER: -2 to Damage Roll

HABITAT: Plains, Towns, Wilderness

NUMBER ENCOUNTERED: 2-12

TYPE: Animal

REACTION: Neutral-Unfriendly

INTELLIGENCE: Low

A common pest on the farming island of Cirrus is the CORN RAT. Also found on Titan, amid farms and crops, they are usually harmless rodents, seeking to eat corn and other grains and seeds. Occasionally however, when cornered in their lair or infected with rabies or some other disease, they become a chittering horde of aggravated creatures seeking something meatier to eat, like people! Corn Rats attack as a horde, so for every second Corn Rat present add +1 SKILL, +2 STAMINA, and +1 ATTACK. They also carry diseases - anyone bitten must Test for Luck or be infected (see Advanced Fighting Fantasy, p. 54).

LIGHTNING SERPENT (#8/31, #342/365) [OOTP IV]
 
SKILL: 9

STAMINA: 9

ATTACKS: 1

WEAPON: Large Bite

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Mountains, Seas, Magical Plane of Air

NUMBER ENCOUNTERED: 1-2

TYPE: Reptile

REACTION: Unfriendly-Hostile

INTELLIGENCE: Low

Strange things lurk in the upper atmosphere of Titan, weird creatures that may spend their entire existence up there or on the Elemental Plane of Air, that never set down upon terra firma. One such entity is the LIGHTNING SERPENT, about which confused accounts vary considerably in their telling. It is either a true legless Serpent, or a smaller type of Tatsu with greatly reduced limbs. Either way, the Lightning Serpent flies through the air via strange magical means, soaring through the skies and clouds as a sharp scythe cuts through the air.

These rare and extremely dangerous beasts have long bodies covered in azure-coloured scales, about which crackling bolts of lightning roll and spark. If the Lightning Serpent make a successful hit in combat, roll one die; on a roll of 4 to 6 it does Double Damage as lightning sparks from its mouth. This damage is doubled again for anyone wearing metal armour. If it is hit by a metal weapon, roll a die; on a 5 or 6 the assailant is electrocuted for an extra 2 STAMINA points of damage (or 4 points of damage if they are wearing metal armour)!