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!

Tuesday, February 24, 2026

We really need to talk about WANDS... (part four)

Wand of Necromancy (#28/28, #28/365) [EA:V2] (Enchanted Item)

This is a short stout wand made from Black Pine and bound with silver filigree. When waved at an opponent, it unleashes a necromantic spell causing a glowing blue ring to wrap around a victim's head, slowly suffocating them. The spell requires a Test for Luck to avoid; even those who are Lucky lose 1-2 STAMINA points that are drained from them. Unlucky victims will die within 2-7 Attack Rounds unless the wand is broken, negating the spell.  In addition, when found, the Wand of Necromancy will have 2-7 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged.These wands were known to be used by Goblins in the Dark Chasms beneath Gorak, who used them against intruders or rebellious captive-miners to keep them in line.

Unavailable to buy