Sunday, April 19, 2026

All along the watchtower...

GUARD (#9/31, #37/365) [POT]

SKILL: See below

STAMINA : See below

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins, Plains

NUMBER ENCOUNTERED: 1-6

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

In a world as dangerous as Titan, the GUARD is a staple feature, whether it be protecting merchant caravans, watching from towers and city walls, or patrolling a distant corner of the dungeon. There is even a favoured children's game called 'Guards and Goblins', which is played especially during the Children's Festival of Kakhabad and Ruddlestone.

To determine the type of Guard encountered, chose from or roll two dice on the table below: 

First Roll Second Roll Guard Type SKILL STAMINA Weapons Armour Army Type

1-3 1 CARAVAN GUARD 7 7 Sword Spear Longbow, Leather Cuirass Small Shield, Watch

Notes: CARAVAN GUARDS are employed to protect merchant convoys as they traverse the wilderness. They will be mounted on Riding Horses, Camels, or riding on Oxen-drawn wagons or carts, depending on terrain. Caravan Guards may be mercenaries working one trek at a time, or they may be bound to a particular merchant guild or family through a contract or ancestral connection.

1-3 2 CASTLE GUARD 8 8 Sword, Large Shield Chainmail Hauberk, Soldier

Notes: CASTLE GUARDS are well-trained guards tasked with protecting the castle, keep or fortress of a powerful noble or other high-ranking personage. They will form the majority of that fastness's guardforce, defending the gates and walls against direct attacks.

1-3 3 CITADEL GUARD 8 8 Polearm, Plate Armour, Soldier

Notes: CITADEL GUARDS are tasked with guarding the central keep of a large castle or palace, remaining in place for long periods of time while maintaining perfect concentration. Citadel Guards are usually stationed permanently at the fortress they are guarding, while Royal Guards will follow their liege from keep to keep as they tour the lands of their domain. 

1-3 4 CITY GUARD 7 7 Spear Sword, Small Shield, Chainmail Cuirass, Watch

Notes: CITY GUARDS represent the local Watch of a port or city, tasked with maintaining the peace and catching wrong-doers. A city on Titan could be expected to have from fifty to over one hundred and fifty such guards, depending on size and location. For example, Port Blacksand has around 160 City Guards both patrolling and stationed around the city. Their wages would be paid by the city's ruler, with expected donations from various guilds and temples to 'help out'.

1-3 5 DUNGEON GUARD 8 8 Sword, Large Shield Chainmail Hauberk, Soldier

Notes: The DUNGEON GUARD could be one of two designations. They could be employed in the dungeons of a lord's castle, guarding valuable or dangerous prisoners, archives and records, the wine cellar, the treasury, and so on. Or they could be employed within a ritualistic complex of catacombs, such as the Dungeon of Justice on the borders of the Desert of Skulls, or Baron Sukumvit of Fang's Deathrap Dungeon, used in his annual bloodthirsty Trial of Champions tournament. Here, Dungeon Guards would be tasked with patrolling the subterranean halls and monitoring the state of the dungeon, dealing with unwanted monsters, catching escaped dungeon slaves, responding to local Trial, Maze, or Dungeon Master requests, etc.  

1-3 6 MARKET GUARD 7 7 Spear Sword, Small Shield Leather Hauberk, Watch

Notes: This guard is employed to watch over market fairs, trading bazaars, souqs and the like. In rural areas they will be attached to a merchant, or group of merchants, as they do their rounds of hamlets and villages in the hinterlands. In larger towns and cities the MARKET GUARD will be a member of the regular Town or City Guard. In any case, their role is prevent theft, ensure fair trade, inspect merchants' passes, and so on.  

4-6 1 ROYAL GUARD 8 8 Greatsword, Plate Armour, Soldier

Notes: ROYAL GUARDS are highly-trained troops who protect princes and princesses, kings and queens, and emperors and empresses. They may be local soldiers with a fanatical zeal towards guarding their head of state, or they may be foreign mercenaries, auxiliaries from abroad paid in coin to protect a despot from the machinations of his own court, army, or other ruling elite.  Northman Barbarians from Allansia are particularly favoured as Royal Guards by the rival factions of Bakulan, for instance.

4-6 2 SLAVE GUARD 8 8 Scimitar, None, Soldier

Notes: SLAVE GUARDS are captives employed mainly by wicked southern despots, such as the High Priestess Leesha of the Lost City of Vatos. They are strong and muscular, and usually armed with a razor-sharp scimitar. Slave Guards are fanatically loyal to their liege.  

4-6 3 TEMPLE GUARD 8 8 Polearm, Plate Armour, Soldier

Notes: TEMPLE GUARDS are ceremonial warriors, tasked with protecting a particular holy site or shrine. Their weapons and armour will likely be inscribed with the holy symbol of the god the site is consecrated to, and the guards tabards and capes will be the same as the god's sacred colour.

4-6 4 TOWER GUARD 8 8 Crossbow Sword, Chainmail Cuirass Small Shield, Watch

Notes: TOWER GUARDS specialize in missile combat using crossbows, and are stationed in towers, keeps, forts and the like. They are often mercenaries, hired from Glimmering Sea city-states, or the Arrowhead Archipelago, or even Dwarfs, for their skills in arbalestery.   

4-6 5 TOWN GUARD 7 7 Spear, Sword, Leather Cuirass Small Shield, Watch

Notes: TOWN GUARDS represent the local Watch of a township, tasked with keeping the peace and apprehending wrong-doers. A medium-sized town such as Hamelin or Silverton could be expected to have around twenty to thirty such guards, whose wages would be paid by the local lord or council of guilds.

4-6 6 VILLAGE GUARD 6 6 Spear, Small Shield, Militia

Notes: VILLAGE GUARDS represent a peasant militia tasked with keeping peace in the hamlet. Likely there would be no permanent garrison, but ten to twenty Village Guards could mobilize from among the locals in times of trouble.  

If five or six Guards are encountered, one will be a GUARD SERGEANT with +1 SKILL and +2 STAMINA bonuses added to the regular combat scores given above. Two or more squads of Sergeants and the Guards under their command, will be led by a GUARD LIEUTENANT (sames scores as a Guard Sergeant, with one extra weapon chosen from any of the weapons listed on the Guard Type table above. All squads Guards in a particular area (city, castle, temple, etc.) will be led by a CAPTAIN OF THE GUARDS (or Guard Commander), who will have SKILL 10 STAMINA 12 and the same weapons and armour as any of the Guards they lead.

These details, as well as those of the Heroes Companion's chapter 4 on Holdings and Dominions, helps establish a breakdown of a Guard unit as needed. 

For example, in a small village there may a guard force of 10 Village Guards (villagers with some basic training), 1-2 Guard Sergeants representing retired soldiers or hunters, and a Guard Captain who may be a local adventurer or representative for the domain the village pays fealty to.

By contrast, for a large city like Port Blacksand, the black-clad Guard contingent could be broken down as follows:

Port Blacksand City Guard 

Commander: Captain Balgrath (see Blacksand, p. 48). A tall, tattooed, muscular individual who keeps his charges in order by wielding an enormous bullwhip at all times.

Imperial Guard: Elite x 80 (1C, 3L, 8S). Mainly Ogres and Trolls, such as Fatnose, Sourbelly, Blackboil, Crackjaw, Foulbreath, Stinkbottom, Yellowfang, and other names that strike fear into the general Port Blacksand populace. The Imperial Guard protect Azzur's Palace, but when off duty may be found wandering the streets harassing travellers and cityfolk alike. Their leaders will be extremely strong and powerful examples of their type.

City Guard (Wall Division): Soldiers X 200. One overall Captain, with a Lieutenant helper, overseeing three divisions: Gatehouse Division (one overall Captain with a Lieutenant helper, overseeing five Gatehouses (Fisher Gate, Main Gate, Field Gate, Weaver Gate and Gallows Gate), each Gatehouse has 20 Castle Guards (1C, 1L 2S (one per tower) per gatehouse), Watchtower Division (one overall Captain with 2 Lieutenants (one for each side of the river), 5 Sergeants (one for each stretch of wall), and 40 Tower Guards on or off duty at 29 watchtowers along the city walls), and Palace Division (one overall Captain with 2 Lieutenants, one for the Palace Gatehouse (with 2S, one per tower), and one for the Palace Wall watchtowers (with 2S overseeing five watchtowers each), and 30 Citadel Guards (one at each watchtower and twenty at the gatehouse)).

City Guard (Blockhouse Division): Watch X 160. One overall Captain and two Lieutenants (one for each side of the Catfish river) overseeing six blockhouses (Northside: Harbour District (Harbour Street), Execution Hill (Gallows Street); Southside: Fish Market District (Herring Road), Temple District (corner of Temple Street and Wool Street), Merchant District (Key Street), and the Noose (Thread Street)), with each blockhouse having 25 City Guards (1C, 1L, 3S per blockhouse).

City Militia: Militia X 400 (1C, 4L, 20S). Includes adventurers, mercenaries, bodyguards, local ruffians, volunteering cityfolk, and so on, organized into four platoons, with each platoon having five squads of twenty militiamen.   

When encountered, different types of Guards will be doing different things. A Caravan Guard will be on escort duty, for example, while a Citadel Guard would be manning a guardpost. To determine what any given Guard or group of Guards could be doing, choose from or roll two dice and consult the table below:

First Roll Second Roll Guard activity

1-3 1 Conducting a raid

1-3 2 Travel between posts

1-3 3-4 Guard duty

1-3 5 Off duty

1-3 6 Chasing criminals

4-6 1 Fighting gangs/monsters/rivals

4-6 2 Checking papers and passes

4-6 3-4 On patrol

4-6 5 Escort duty

4-6 6 Accepting donations to the Crippled Guards' Fund

We have already learned above of the notorious Port Blacksand City Guard. Other infamous examples of Guards from Titan would have to include the imposing Captain Cartoum of Mampang Fortress, who commanded the Archmage's chaotic forces of Beastmen, Birdmen, Black Elves, Mucalytics, Mutant Goblins, Red-Eyes, and renegade Sightmasters, among others, with great authority. Equally villainous, though not thankfully successful, was the cowardly Captain Vatchik, who attempted to betray the city of Kaad that he had sworn to protect, to the Elimite forces of Sargon the Dark. Not all Guards are of course bad, the Salamonian City Guard for example are noted as striving for Amonour, the same as that fair city's knights, and indeed, truly honourable City Guards have been knighted by King Salamon LVII.

Friday, April 17, 2026

A DJINN by any other name...

DJINN (#7/31, #35/365) [OOTP IV]

SKILL: 12

STAMINA: 10

ATTACKS: 2

WEAPON: See below

ARMOUR: Light

DAMAGE MODIFIER: +1 to the Damage Roll

HABITAT: Ruins, Dungeons, Caves, Deserts, Hills, Towns, Demonic Plane

NUMBER ENCOUNTERED: 1

TYPE: Magical creature

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

Also known as the Jinni, the DJINN represents a Genie that has been corrupted by the forces of Evil and Chaos, and remains on the Earthly Plane to sow mischief and strife, instead of serving the Trickster Gods of Luck and Chance to help maintain the balance of True Neutrality. The Djinn is a powerful supernatural being and appears as an enormous muscular humanoid clad in expensive silk, with gold jewellery and spiked bracers. Their skin ranges in colour from orange through yellow, green and blue, to purple, with long black hair, usually tied or adorned with golden pins. Djinn are also afflicted with Chaos, and it may manifest as weird stripes or spots on their skin, small horns on their forehead, sharp fangs or clawed fingernails.

Djinn are ill-tempered brutes and will be furious at any intrusion into their domain, roaring with rage and anger. However, like Genies they can find themselves imprisoned in enchanted items such as a Jinni Jar. This is a clay jar whose stopper has been sealed with a black, tar-like substance. If freed from a Jinni Jar, because they are not a true Genie the Djinn cannot grant wishes to their liberator, but they can offer lore, advice, hints and gossip. One should not tarry long in their presence however, for the Djinn will soon revert to their natural temperament of aggression and hatred!

In combat a Djinn will either attack with large powerful fists, pummeling opponents with a rain of blows, or cast a potent combat spell. These spells cannot be avoided with a Skill or Luck test, and no Armour Roll is allowed. If the Djinn wins an Attack Round, roll on the below table to determine the weapon used:

Roll Weapon

1-3 Fists: As per Unarmed (Large).

4 Fireball Spell: A vermilion fireball hits the target and explodes for 1-6 STAMINA damage.

Energy Stars Spell: A burst of bright pinheads of magical energy smashes into the target causing 2-7 STAMINA damage.

6 Magic Darts Spell: A spray of magic darts are hurled at the target; roll one die to determine how many darts are embedded in the target. Each magic dart causes 2 STAMINA damage.

In addition a Djinn can Teleport once per day, as per the spell. Because they cannot levitate like Genies, a Djinn will always have one to three Flying Carpets (see Encyclopedia Arcana: Volume 1, p. 129), in their possession, one of which will be their personal transport while any others will used as floating tables for the Djinn's many strange feasts and celebrations. If slain, the Djinn evaporates in an instant, and, according to the insane mystic Aughm Lightchaser, is reborn in the Demonic Pit, where it is trapped but seething with rage and determined to enact hideous vengeance upon whoever slew its Earthly Planar form.

The lair of a Djinn will be a lonely tower or cave shrine, and will be guarded by two to twelve henchmen, usually comprising a squad of Gorians, mercenary Lizard Men, or Tusker guards. There will also be three to eighteen human followers present, all keen to learn the Djinn's magic and participate in its esoteric ceremonies. A mysterious Djinn known only as the Master is known to live in a magnificent white hilltop villa northeast of the port of Kalagar, on the borders of the Northern Waste. This opulent compound has been an ancestral seat for a long line of Djinn warlords for centuries in these parts. The Master is reputed to guard the much-valued Ring of Warlock Power, sought by Lothar, Warlock-Prince of the golden city of Gundobad, or so it is said.

Jinni Jar (#8/31, #36/365) [EA:V2] (Enchanted Item)

This is a plain clay jar whose stopper has been sealed with a black, tar-like substance. This is brittle enough to pick off with the end of a dagger or something similar. After much diligent scraping the stopper will suddenly begin to loosen of its own accord, and moments later erupt, releasing a plume of rich smoke which coalesces magically into the muscled form of a Djinn. The Djinn will apologetically explain that, because they are not a true Genie, they cannot grant wishes to their liberator, but they can offer lore, advice, hints and gossip. One should not tarry long in their presence however, for the Djinn will soon revert to their natural temperament of aggression and hatred! Jinni Jars sometimes turn up in places like Arantis, the Glittering Sea city-states, Far Analand, and much of central Khul as earlier kingdoms in these areas were inhabited by powerful wizardly conjurers who could summon and command the Djinn with impunity. 

Unavailable to buy 

Thursday, April 16, 2026

Through a wood, darkly...

DARKWOOD (#6/31, #34/365) [TTHA]     

Appearance: This is a tall tree with twisted branches and knotted roots. Its trunk is a dark brown in colour and its leaves are broad, five-lobed, and with a dark green hue.

Distribution: Forests across Titan.

Effects: Timber from the Darkwood tree is used for a variety of construction purposes, including doors, tables and coffins (allegedly favoured by the Vampire Lord Count Reiner Heydrich). Darkwood is a common component of magical items, crafted in the enchantment of items such as the Carved Armband, the Flying Bier, the Raven Charm, and the Wand of Transformation (the latter a twisted rod commonly used by Hags and Cursewitches). A staff made from Darkwood will absorb some magical energy directed at its bearer; whoever has a Darkwood Staff may add a +1 bonus to one Test Your Luck versus hostile magic once per day.

Cost: City 12gp, Town 14gp, Village 16gp (per staff)

Availability: Common

Further Notes: Darkwood Forest in north-western Allansia is named after the profusion of Darkwood trees found growing there.

Know when to hold 'em and know when to fold 'em!

GAMBLER (#5/31, #33/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Dungeons, Ruins

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

The GAMBLER is a professional game-player, a shrewd, calculating individual who plays games of chance in order to win as much as possible, using mental skill and acuity, mathematical intelligence, and, yes, at times, subtle acts of sleight of hand to gain an advantage in play. After all, winning trumps all! Gamblers generally wear good quality or expensive clothes, for no one likes a scruffy loser, and will always have one weapon upon their person with which to defend themselves in the event some uncouth participant in the game accuses the Gambler of cheating. Roll on the table below to determine what that is:

Roll Weapon Type

1-2 Dagger

3-4 Shortsword

5-6 Needleknife

In addition, a Gambler will have 1-3 items of special gear; roll on the table below to determine what these are:

Roll Special Gear 

1 Loaded Die

2 Deck of Marked Cards

3 Counterfeit Money (4-24GP worth)

4 Bottle of Special Brew

5 Pouch of Smoking Weed/Purple Lotus

6 Counterfeit scroll (Roll: 1 Treasure Map, 2 Merchant's Pass, 3 Letter of Credit, 4 Deed of Purchase, 5 Civic Pardon, 6 Magic Scroll)

A Gambler will specialize in playing 1-3 types of game, and, if possible, will have all the pieces necessary for each game upon their person, except if they are in a gambling hall or similar, in which case they will be using the house set. To determine what games a Gambler will be skilled in playing, roll two dice separately and consult the table below as to the results:

First Roll Second Roll Type of Game

1 1 Archer's Arrows

1 2 Arrow of Providence

1 3 Beads and Stones

1 4 Bet Your Life 

1 5 Cabinet of Fortune

1 6 Calabrius' Calculator 

2 1 Chase the Ace

2 2 Chess

2 3 Coconut Shy

2 4 Count Your Gold

2 5 Crown and Skulls

2 6 Dice and Toenails

3 1 Dingles and Dongles

3 2 Dragon Chess

3 3 Dragon's Hoard

3 4 Draughts

3 5 Eclipse

3 6 Find the Lady

4 1 Going to Blacksand

4 2 Grab a Goose 

4 3 Heads or Tails

4 4 High-Low

4 5 Knucklebones

4 6 Lemonpips Spit

5 1 Orc Eye

5 2 Pearl and Three Shells

5 3 Pinfinger

5 4 Rat in Hand

5 5 Runestones

5 6 Six Pick

6 1 Snake Eyes

6 2 Sword Toss

6 3 Ten-Up

6 4 Tenet

6 5 Wheel of Fortune

6 6 Wrist Dagger

Most Gamblers are wanderers, rarely staying in one place long before being driven out of town by sore losers and impatient creditors, but some may stay around long enough to accrue a degree of social capital. Roll on the table below to see the size of the Gambler's operation:

Roll Size Grade

1-3 Wanderer 1 

4 Stall 2

5 Wagon 2 

6 Hut 3

A Gambler may also be encountered at any public spectacle where money changes hand as punters trying and predict the correct odds for a winning result. On Titan this could be anything from Arena Fighting to Bataar Racing to Ogreball to Wrestling to many, many more.

Famous Gamblers include Bartolph of Royal Lendle, known to frequent the First Step tavern in that city, and Ydriel Janthuvien, a mysterious Elf who recently won 50,000 gold pieces playing Bet Your Life on Nowhere Street in Port Blacksand. Port Blacksand also has famous gaming tables at the Riddling Reaver Tavern in the Noose district, and while a full list of Titan's other gambling establishments is impossible here for reasons of space and time, the following represent a broad selection; the Games Room at Balthus Dire's Black Tower, the Gambling Halls of Vlada in Khare the Cityport of Traps, the notorious Gambling Pits of the Port of Crabs in Ruddlestone, the Elfbane Bar of far Arion, the Gambling Pits of Calah, and the houses of chance in Ashkyos' Old Quarter.

Wednesday, April 15, 2026

We Really Need To Talk About Wands (Part Five)

Wand of the Witchdoctor (#4/31, #32/365) [EA:V2] (Enchanted Item)

The Wand of the Witchdoctor is made from bone, with colorful feathers attached to it, and the skull of a small creature such as a monkey or bird mounted at the tip. It can be used in combat and a hit from the wand causes the loss of 3 STAMINA points with no Armour Roll allowed, as the wand drains the victim's life energy. One magical charge is used when the wand is employed in a combat, and when found a Wand of the Witchdoctor will have 1-6 charges. If all charges are used up then the wand is useless until recharged. One of these wands was wielded by Malu the Witchdoctor, a devout follower of Quezkari the Voodoo God and one of Cinnabar "Bloodbones"' crew members, who sailed aboard Virago and were known as the Pirates of the Black Skull.

Unavailable to buy 

Monday, April 13, 2026

Beware the POISONOUS CREEPER!

 POISONOUS CREEPER (#2/31, #30/365) [TTHA]

Appearance: These are long, rope-like vines with ragged dark green leaves and both leaf and vine are covered in poisonous tipped spines and thorns.

Distribution: Forests, jungles, islands and caves across Titan.

Effects: Some island cultures are known to cut a strip of Poisonous Creeper to use as a whip. This is identical to a regular whip (see EncyclopediaArcana: Volume 1, p. 46), except the thorns allow the whip-wielder to add 1 to the Damage Roll when using the Poisnous Creeper Whip in combat. The Poisonous Creeper Whip can be used for ten battles before falling apart.

Cost: City 10gp, Town 12gp, Village 14gp (per whip)

Availability: Uncommon

 

POISONOUS CREEPER (#3/31, #31/365) [OOTP IV]

SKILL: 7

STAMINA: 4

ATTACKS: 1

WEAPON: Poisonous Thorns (see below)

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles, Sea-shore, Caves

NUMBER ENCOUNTERED: 1-3 patches

TYPE: Plant

REACTION: Hostile

INTELLIGENCE: None

The POISONOUS CREEPER is a strange type of carnivorous, ivy-like plant, found in Titan’s more desolate places, usually hidden in very thick undergrowth, waiting for some unsuspecting victim to brush against it. When disturbed by potential prey, which is likely anything warm-blooded, they will attack with long, rope-like vines covered in poisonous tipped spines and thorns, attempting to wrap them around their victim’s limbs and extremities. 

The Poisonous Creeper’s thorns drain 2 STAMINA points of damager per Attack Round. During battle, Attack Strength is rolled for in the normal way, but the Poisonous Creeper does damage automatically – its victim only wounds the plant if their Attack Strength is greater for that Attack Round. Poisonous Creepers do take double damage from fire-based attacks, however. The Poisonous Creeper is found in forests, jungles, caves and islands across Titan, such as rugged and inhospitable Snake Island near Port Blacksand, or the underground lair of the evil wizard Anakendis, to name but two locations.

Thursday, February 26, 2026

Poacher turned GAMEKEEPER

GAMEKEEPER (#1/31, #29/365) [POT]

SKILL: 7

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Forests, Hills, Towns, Mountains, Plains, Wilderness

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Neutral

INTELLIGENCE: High

Out there in the dangerous wilds of Titan, the hunter hunts as a professional, and the poacher hunts for personal need, but the GAMEKEEPER tracks and stalks prey as a warden and protector, culling predators and pests while encouraging the growth of game animals, either for a feudal lord or as their own enterprise. These weather-beaten individuals exist beyond, in the wild, with a cottage or hut as a base from which they establish dominion as guardian over a particular stretch of wilderness. As can be imagined, they are a highly diverse bunch of disparate borderland misanthropes with far too little in the way of regular social contact. Roll on all the tables below to determine the provenance of each Gamekeeper:

Roll Missile Weapon

1 Long Bow

2 Short Bow

3 Crossbow (Roll for type: 1-2 Regular, 3-4 Hand, 5-6 Repeating)

4 Sling

5 Blowpipe

6 Firepowder weapon (Roll for type: 1 Flintlock Blunderbuss, 2-3 Matchlock Pistol, 4-5 Flintlock Pistol, 6 Matchlock Blunderbuss)

Roll Melee Weapon

1 Club

2-3 Shortsword

4-5 Sword

6 Staff

Roll Armour

1-2 None

3-4 Leather Jack

5-6 Leather Cuirass

Roll Type Effect

1 Human, no effect

2 Man-Orc, +1 SKILL

3 Black Elf, no effect

4 Half-Elf, no effect

5 Half-Goblin, +1 STAMINA

6 Wild Elf, no effect

Gamekeepers operate in any terrain that has enough game to turn a profit. This even includes large wealthy cities that may have extensive zoological estates and gardens. Gamekeepers will have at least 1 point in the following Special Skills: Hunting, Trap Lore, Terrain Lore, and Animal Lore. Such a useful accumulation of experience makes them desirable skirmishers, and those Gamekeepers who wish to leave their poorly-paid existence behind often have no shortage of suitors who require their specific talents, including units of archers or scouts, adventurers, caravan guards and even their old foes hunters and poachers!