Wednesday, March 12, 2025

Monks of an Insect God

INSECTOID MONK (#12/31, #71/365) [OOTP IV]

SKILL: 7

STAMINA: 8

ATTACKS: 1

WEAPON: Staff or Club

ARMOUR: Light Armour

DAMAGE MODIFIER: None

HABITAT: Ruins, Dungeons, Towns, Towns (Sewers)

NUMBER ENCOUNTERED: 1-3

TYPE: Insect/Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Followers of the various insect gods - Hmurresh, Ymphos, Hammurabi and Vurgothrax, to name but a few - whose religious fervour and piety earns them the deity's blessing, will find themselves gradually mutating into a sort of insect-humanoid hybrid - the INSECTOID MONK. These shuffling, chittering horrors are known from such places on Titan as the Black Abbey of Lupravia and Shakuru, City of Beggars, and take the form of a heavily robed and shrouded figure with the head of a Giant Insect. To determine the type of head, roll on the following table:

Roll Head Type Effects

1. Cockroach, +1 Attack, Small Bite

2. Mantis, +1 Attack, Large Claw

3. Beetle, +1 Attack, Small Bite, Medium Armour

4. Maggot, +1 Attack, Large Bite

5. Weevil, +1 Attack, Small Claw, Heavy Armour

6. Moth, +1 Attack, Small Bite, can Fly

Insectoid Monks spend their days in prayer and contemplation to their chosen god, as well as indulging in corrupt rituals, experiments and practices designed to further the cause of insects everywhere, whether that be creating weird mutants like the Moth-Men (see Return to the Pit, p.134), or contaminating local farms, orchards and apiaries. They are suspicious of outsiders and will defend themselves with clubs and staves if attacked. Leading a cell of Insectoid Monks will be an INSECTOID ABBOT (SKILL 8 STAMINA 16, 2 Attacks); roll on the table above to determine the type, however note that the the process of mutation has been accelerated, and the Abbot will now resemble a very large-sized Giant Insect of its type, lurking in a slimey pit in the centre of its lair.

Insectoid Monks welcome similar creatures into their cloisters, including Droug, Weevil Men and Mantis Men, but they are sworn enemies of both the Spider King Arhallogen and Xoromik the Ant Goddess, and will attack followers of those demigods on sight.

Tuesday, March 11, 2025

MANGO Tango

MANGO (#11/31, #70/365) [TTHA] 

Appearance: This is a tall tree around ten to twenty metres tall, with clusters of simple shiny dark green leaves, fragrant yellow-white flowers, and irregular kidney-shaped fleshy fruit that range from green to red-orange in colour.

Distribution: Tropical jungles, hills, plains and islands across Titan.
 
Effects: Mangoes are generally edible regardless of colour, but tastes vary as to which is best. Consuming a Mango restores 1-2 STAMINA points when eaten. They can also be hurled as an Improvised Thrown weapon if desperate.
 
Cost: City 8sp, Town 6sp, Village 5sp (per fruit)
 
Availability: Common

Monday, March 10, 2025

Lair of the LOTUS-EATERS!

LOTUS-EATER (#10/31, #69/365) [POT]

SKILL: 5

STAMINA : 5

ATTACKS: 1

WEAPON: Club

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 4-24

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

Among the woods, forests and jungles of Khul, the Dark Continent, can be found groves of the Purple Lotus tree (see The Titan Herbal, p. 55), and wherever there is such a glade, there is likely to be a community of LOTUS-EATERS. These are groups of four to twenty four inhabitants, living in sickening filth and squalor, appearing as glassy-eyed, emaciated people, clad in little more than rags. From time to time they will pull a Purple Lotus flower from the lower branches of one of the trees, and slowly munch on it. However, not one of them will look unhappy; in fact, all are fixed with the most stupefyingly happy grins one has ever seen. As the dreamily-smiling Lotus-Eaters will tell visitors, once ingested the flowers give the eater unlimited powers of perception and control. 'This is paradise,' they will say, 'but you cannot see it ... yet.'

Lotus-Eaters are only too happy to offer the Purple Lotus flower to outsiders to consume, however it is highly addictive! Anyone ingesting a flower must Test their Luck, and if they fail, they have become addicted. They will be unable to do much else other than sit and eat more flowers. To break the cycle of addiction, one would have to remove the victim from their lotus grove, and physically restrain and force-feed them for 1-6 weeks in order for the victim to be cured. Lotus-Eaters will fight to the death to defend their groves or if one attempts to remove them from the area, usually picking up a branch to use as a makeshift club, preferring their current existence to any other alternative. As one recovering addict described the initial feeling of euphoria:

"I instantly saw the folly of my quest. Plucking and eating another flower, I sat myself in the grove, which, strangely, no longer seemed half as bad as when I first saw it. The sky was marvellously blue, the trees alive, and all was well. I was going to enjoying staying here! My adventure was over..."

Dare of the DoomSCROLLing!

Scroll of Control Creature (#4/31, #63/365) [EA:V2] (Scroll)

This is a rolled up piece of thin parchment. When read, it has the same effect as the Control Creature Spell (see also Encyclopedia Arcana: Volume 1, p. 12) on a designated target. This allows the caster to control the will of any one creature that they face. Rumour has it that a wizard from Lendleland once cast this spell on a recalcitrant Mungie, before both of them went on to enjoy a rather wealthy if predictably short-lived career in thievery. The spell lasts for one day. The target does not receive a Test for Luck to block the spell, but it is otherwise identical to the Command spell (see Advanced Fighting Fantasy, p. 77).

Unavailable to buy

Scroll of Fortune (#5/31, #64/365) [EA:V2] (Scroll)

Reading this has the same effect on the reader as if they had drunk a Potion of Fortune. It will restore their LUCK score to its Initial level. As the letters disappear from the page when read, the Scroll can be used only once.

40 GP 

Scroll of the Hamakei (#6/31, #65/365) [EA:V2] (Scroll)

This is an old piece of faded parchment with something written on it in the Hamakeian language, and at the bottom of the parchment is the number 66 (although this number may vary). It is quite a useful item and created by the race of Hamakei who live in the desert wastelands. The scroll provides a magic screen against conjured animals or insects. To activate the spell, the reader just has to say Hamakei and call out the number on the bottom of the parchment. It will create a magical barrier that is impervious to the attacks of any summoned animal or swarm, no matter their size or number. The scroll will also work against normal animals or insects, but provides no protection against humanoids, monsters, undead, demons, Elementals and so on. Its effects last up to one hour, and the barrier is centred around the reader of the scroll and is up to two metres in diameter. The barrier is dispelled if the reader moves however; it is not mobile.

Unavailable to buy

Scroll of Riddles (#7/31, #66/365) [EA:V2] (Scroll)

These Scrolls were favoured by that meddling servant of the Trickster Gods of Luck and Chance, the Riddling Reaver, and often found aboard his various conveyances, such as the floating ship The Twice Shy or his airborne dirigible, and at his mansion-lair in the Arantian highlands. They contain a riddle, which can be found by rolling on the Riddle Table below.

First Roll Second Roll Riddle and Answer

1-3    1    What has a face, but no mouth? (A: a clock)

1-3    2    What has a neck, but no head? (A: a bottle)

1-3    3    What has four fingers and one thumb, and is neither fish, flesh, fowl or bone? (A: a glove)

1-3    4    What is it that has four legs, one head, and a foot? (A: a bed)

1-3    5    What runs all day and all night, and never stops? (A: a river)

1-3    6    What is it that goes uphill and downhill, yet never moves? (a road or path)

4-6    1    If you feed it, it will live; if you give it water, it will die. What is it? (A: fire)

4-6    2    What kind of ear cannot hear? (A: an ear of corn)

4-6    3    What has four legs and a back, but cannot walk? (A: a chair)

4-6    4    What gets wet as it dries? (A: a towel)

4-6    5    The more you take away, the larger it becomes. What is it? (A: a hole)

4-6     6    What comes once in a minute, twice in a moment, but not once in a thousand years? (A: the letter M)

Anyone reading a Scroll of Riddles must solve the riddle within one minute (the Director can time this from the moment the Hero reads the riddle), making as many guesses as they want, otherwise the scroll will explode! The reader and anyone standing next to them, must Test their Luck. If they are Lucky they will lose only 1 point of STAMINA. However, if they are Unlucky, they will lose 3 points of STAMINA. If a riddle is solved correctly, then the words of the riddle will fade from the page, to be replaced by magical lettering. This will be titled, making clear its magical powers. Roll a die on the table below to determine what type of magical scroll the Scroll of Riddles has turned into:

Roll Scroll Type

1-2 Scroll of Skill

3-4 Scroll of Strength

5-6 Scroll of Fortune

45 GP

Scroll of Skill (#8/31, #67/365) [EA:V2] (Scroll)

Similar to a Scroll of Fortune, this scroll will be titled, making clear its magical powers, and covered in magical lettering. Reading this has the same effect on the reader as if they had drunk a Potion of SKILL. It will restore their SKILL score to its Initial level. It is good for one use only, as the magical lettering fades away as it is read.

75 GP

Scroll of Strength (#9/31, #68/365) [EA:V2] (Scroll)

Similar to a Scroll of Fortune, this scroll will be titled, making clear its magical powers, and covered in magical lettering. Reading this has the same effect on the reader as if they had drunk a Potion of STAMINA. It will restore their STAMINA score to its Initial level. It is good for one use only, as the magical lettering fades away as it is read.

30 GP

Sunday, March 9, 2025

The ELFish genes

ELF (#1-3/31, #60-62/365) [OOTP IV]

                 Cavern Elf      High Elf     Town Elf
SKILL:             8                 8                7

STAMINA:        6                 8                5

ATTACKS: 1

WEAPON:

Cavern Elf - Longbow or Spear

High Elf - Longbow or Sword

Town Elf - Dagger or Staff

ARMOUR: 

Cavern Elf - Leather Cuirass

High Elf - Chainmail Cuirass

Town Elf - None

DAMAGE MODIFIER: None

HABITAT: 

Cavern Elf - Caves, Dungeons

High Elf - Plains, Wilderness, Ruins, Towns

Town Elf - Towns, Ruins

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Created from magical clay by the plant goddess Galana, ELVES are one of the more variable of the original five races of Titan, with numerous types differing both in appearance and habitat of choice. Black, Dark, Mountain and Wood Elves are described in Out of the Pit ( pp. 46-47), while Desert, Half-, Ice, Jungle, Sea and Wild Elves can be found in Beyond the Pit (pp. 48-51). Three further variants are presented below.

In the aftermath of the Grand Rebellion, when the forces of Prince Viridel Kerithrion abandoned their surface bolt-hole for the caverns deep beneath Titan, three types of Elves were spawned in these wars of kindred. The Dark Elves founded the city of Tiranduil Kelthas and have dwelt there ever since, as well as establishing colonies elsewhere. The Black Elves took one look at the Dark Elves' descent into demon-worshipping depravity and fled back to the surface, become nomadic traders and mercenaries. And last were the CAVERN ELVES, who fled deeper underground, to an isolated cave where they established their own settlement of Karvakon.

Karvakon became cut off from the rest of both the Down Below and the surface world probably around the time of the Splitting of the Lands, and the Cavern Elves lived strange isolated lives worshipping the forgotten deity Vacavon (now known to be an aspect of the underworld god Dhaktili). And so a millenia passed, until a revolutionary called Grondel summoned a planar-travelling adventurer, whose presence reminded the Elves that there was a world outside. Exploring the outer limits of the tunnels around Karvakon they discovered a new cave, opened by rockfall, leading to the rest of the Underearth!
 
Now, slowly and cautiously, the Cavern Elves are exploring the lands around them, and taking that knowledge back to Karvakon for the priests to compile in the great archives. Easily identifiable by their white skin, long white hair tied into top-knots, and black saucer-shaped eyes, these Elves, armed with spears and bows, wander the Underearth in small groups of 1-3 adventurers, observing all. They ignore the Dark Elves, for the secret records kept by the priests of Vacavon reminded them of the Darkside's treachery. But, weirdly, they have fallen in with the Brain Slayers, who are fascinated by these isolated Elves, their forgotten deity, and what other secrets they may have stashed away in their temples and libraries!

Also known as Elder Elves and Silver Elves, the HIGH ELVES are thought to represent the original form of Galana's true Elves of the One Forest; powerful warriors, wizards and sorcerers devoted to a lifetime's service in the cause of Good. Some deride them as messianic fanatics; doomed outcasts wandering the lands in search of injustices to avenge and wrongs to right. Others consider them the very emblem of heroic noble chivalry, mighty champions of Good who seek to destroy Evil and Chaos wherever they find it. Unlike other Elven races, it is thought that High Elves lack larger gatherings or settlements, and, similar to Minimites, traverse the lands of Titan alone or in small groups, stalking righteously from place to place. Some scholars claim they do have the odd hermitage here or there, where High Elves can gather, recuperate, exchange lore, enchant potent magicks, and gird themselves in their epic struggles against the badness inherent in the world. Regardless, they are rarely encountered but some legendary heroes are known, such as Sha-Solor the Sage of Gallantaria (see Heroes of Titan, p. 53) or Lady Illythin of the Steppes (see Heroes of Titan, p. 13).

Similar to some Dwarfs, though much more rarely, the occasional Elf settles down in a city or other settlement of those younger human upstarts, establishes a business, starts a family, and after many years, largely forgets their ties to whatever Elven homeland they once hailed from. Thus we have the TOWN ELF; originally hailing from the woods or mountains, or even, rarely, a more specialized locale, but who has since become completely integrated within their chosen human community. Such a Town Elf will usually be running a business in line with their talents - selling magical trinkets, teaching at a sorcerous college, acting as a local sage or loremaster - and wear robes and carry a staff or dagger. They may even have an elven sword or longbow as an heirloom, tucked away in a trunk somewhere in their dwelling. One such example is the candlemaker Galor Erethrim of Port Blacksand; others include Xundle Nightlamp of Kalagar (see Heroes of Titan, p. 43) and the noted wizard Astariel Ashenstar (see Heroes of Titan, p. 46). The Town Elf is usually the type of Elf manifested by the Ring of Warrior-Summoning (see Encyclopedia Arcana: Volume 1, p. 131).

--------------

Cavern, High and Town Elves as ancestries for Heroes

These new types of Elves can be chosen as an ancestry type by players for their Heroes. This allows the following addition to made to the Hero's characteristics:

Cavern/High/Town Elf:         +1 to MAGIC

These Elves also have some Special Skills and Talents that are granted for free. These are as follows:

Special Skills:

Common Speech 4 (if Town Elf)

Elvish 4 (if Cavern or High Elf)

Common Speech 2 (if Cavern or High Elf)

Elvish 2 (if Town Elf)

Magic-Minor 1 (all Elves)

World or Flatland Lore 1 (if High Elf; player's choice as to which)

City Lore 1 (if Town Elf)

Underground Lore 1 (if Cavern Elf)

Talents:

Dark Seeing

Wednesday, March 5, 2025

One BANANA, two banana, three banana, four...

BANANA (#27/28, #58/365) [TTHA] 

Appearance: This is a short tree around five metres tall, with long blade-like green leaves. Banana fruits are short to long, usually curved and green to yellow in colour. An individual tree may have bunches of 3-18 bananas growing on it.

Distribution: Tropical jungles, plains and islands across Titan.
 
Effects: Bananas are especially valued as food and when consumed restore 1-3 STAMINA points when eaten, as long as they are yellow in colour. Green Bananas, on the other hand, are detrimental to gastrointestinal health and reduce 1-3 STAMINA points from those who consume them. Also known as the Yellowfruit, the skin can be used as deterrent to pursuers; anyone running must subtract -1 from a Movement Special Skill roll if a Banana skin is successfully thrown in front of them. 
 
Cost: City 6sp, Town 5sp, Village 4sp (per fruit)
 
Availability: Common
 
Further Notes: The Banana is related to the Giant Banana (see p. XX).

GIANT BANANA (#28/28, #59/365) [TTHA] 

Appearance: This is a tall tree around ten metres tall, with long blade-like green leaves. Giant Banana fruits are up to a metre long, curved and yellow in colour. An individual tree may have bunches of 2-7 bananas growing on it.

Distribution: Tropical jungles, plains and islands across Titan.
 
Effects: Giant Bananas are especially valued as food and count as 1-3 Provisions. The SOD spell has been known to turn the weapon of a combat opponent into a Giant Banana (see Encyclopedia Arcana: Volume 1, p. 19).
 
Cost: City 2gp, Town 4gp, Village 6gp (per fruit)
 
Availability: Uncommon
 
Further Notes: The Giant Banana is related to the Banana (see p. XX).

Monday, March 3, 2025

Master COOK!

COOK (#26/28, #57/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: Cleaver (as per Axe) or Knife (as per Throwing Dagger)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid

REACTION: Friendly-Hostile

INTELLIGENCE: High

The lands of Titan are rich (or not, opinions vary) with culinary tradition and the COOK is the person who prepares the food on which the world dines. Also known as Chefs (three of which were employed by the wizard Throngard at his fortress in the heart of Ergon Wood), the Cook is usually encountered in their kitchen, wearing a set of stained clothes, with or without a hat, and armed with a cleaver (damage as per a Handaxe), and 1-3 knives (which can be hurled as per Throwing Daggers). The ancestry of Cooks can vary; roll on the table below to determine the most likely candidates:

Roll Ancestry

1-2 Human 

3-4 Dwarf 

5 Flayer 

6 Hag

A Cook will always have a selection of 2-7 items of food and drink in their kitchen. These can be generated using the appropriate section in Encyclopedia Arcana: Volume 1 (pp. 53-60). Alternatively, if you lack access to that book (a situation that you should recitfy as soon as possible by purchasing it), you can roll on the table below to determine what a Cook may have:

First Roll Second Roll Food or Drink

1-3            1            Roast Aardwolf Joint

1-3            2            Bag of Vittles

1-3            3            Bomba Fruit

1-3            4            Bottle of Wine

1-3            5            Skullbuster

1-3            6            Gloister and Bread

4-6            1            Herbal Tea

4-6            2            Lizard Eyeball Pate

4-6            3            Mutant Meatballs

4-6            4            Orc Ale

4-6            5            Pickled Dung Beetles

4-6            6            Whortle Soup          

The reaction of a cook to intruders in their food preparation space can vary widely. Some are enthusiastic at the opportunity to share their latest culinary creations with bemused adventurers, while others are just happy to make some coin selling provisions of dubious repute. Variously, another Cook may be outraged at the intrusion into their kitchen workplace and react aggressively, while there are even those with cannibalistic tendencies (or just a high need for fresh meat) who will actively seek to murder strangers and add their suitably seasoned cadavers to whatever they are currently cooking up. If needed, roll a die and consult the table below to determine the Cook's (possibly current) reactionary state:

Roll Reaction

1-2 Friendly

3-4 Neutral

5 Unfriendly

6 Hostile

Some Cooks are so infamous as to become legendary, such as Inglenook of Valisnore, or Bladderwrack who served the Pirate Lord Cinnabar. The Dwarf Pookie and his brothers Glantie and Hungie ran several Eating Houses at various underground dungeons across north-western Allansia, while the Sisters of Sheena from the Black Tower were renowned as much for their sinister experiments on the side regardless of whatever nosh they were cooking up for the inhabitants of Balthus Dire's citadel. Other races of Cooks are of course prevalent, though not as common as the above ancestral types, such as the Hobgoblin Throg, whose kitchen in the Fortress of Mampang was a byword for almost-certain gastrointestinal issues for those non-denizens foolish enough to dine on its so-called "cuisine".