Wednesday, February 18, 2026

GODS OF TITAN available in hardback!


Like, OMG, all your prayers are answered and you can finally get my eighth book GODS OF TITAN as a hardback, which should be its default state. 

Buy it here: https://www.drivethrurpg.com/en/product/550284/gods-of-titan 

Tuesday, February 17, 2026

Gadding about like a GADDON!

GADDON (#24/28, #24/365) [POT]

Warrior Knight 

SKILL: 7 9

STAMINA: 8 10 

ATTACKS: 1 

WEAPON: Sword, Spear or Long Bow 

ARMOUR: Plate Armour

DAMAGE MODIFIER: None 

HABITAT: Caves, Dungeons

NUMBER ENCOUNTERED: 1-6 or 6-36 

TYPE: Humanoid 

REACTION: Friendly-Neutral 

INTELLIGENCE: High

The Gaddon or Feelbrethren people are originally from south-west Khul. They migrated to the deep chasms (for no known reason, although some authorities claim religious persecution) and created their own culture. They began to give birth to blind babies soon after constructing their complex system of tunnels. Their other senses were greatly enhanced and they became masters of the dark. The Gaddon Knights – the Sensewarriors – are supreme fighters in the dark. They are rarely to be seen in the Toplands (as they call Khul) since the time of Tancred the Magnificent.

From Treatise on the Kingdoms of South-west Khul by Ignatius Pommfritte.

One race of humans has gone further than most in adapting to an inhospitable corner of Khul and making it their own. The GADDON people of south-western Khul have left the lands above and gone underground, where they can be found dwelling in the subterranean Dark Chasms that tunnel beneath the Kingdom of Gorak. Here they have evolved numerous adaptations to the cave systems they now call home. Despite their blank sightless eyes, the Gaddon have excellent and powerful senses of hearing, smell, touch and taste. Their skin is pale, with slightly pointed ears and long dark hair, which is usually styled into mane- like mohawks, beards and moustaches for the men.

All Gaddon are trained in the skill of Sensefight, which is the ability to fight blind, or in complete darkness, with no combat penalties. This skill is sometimes taught to worthy heroes from the Toplands, and to learn it requires the use of a Dark Helm and the spell of Darksight. For battle, Gaddon warriors arm themselves with swords, spears and long bows, and wear plate armour, though those on missions to the Toplands may wear more typical mercenary garb. They also ride the horned Koyunlu into battle and harness them to carts and war-machines. Gaddon will usually be encountered in patrols of one to six warriors, and if five or six are present then one will be a Gaddon Knight who leads them, with combats scores as given above.

Normal Gaddon are SKILL 6 STAMINA 6 and armed with a dagger but no armour. They wear leather clothes made from the hides of Koyunlu and other underground beasts. These Feelbrethren can be found dwelling in small fortified cavern settlements of six to thirty-six inhabitants, of which around half will be male and female warriors. There are also great subterranean fortress-cities such as Caverndown and Govanthian, which house thousands of Gaddon in winding tunnels, fortified keeps and chambers cut from bare rock. These guard the fabled iron mines from which the Gaddon extract ore to forge their weapons, tools and armour. Smaller settlements exist; the infamous below-ground tavern known as the Dragon’s Breath Inn (which serves Scorchspark Brew), is run by Bosak the Gaddon and his daughter, while the Tower of Orghuz used to be a Feelbrethren stronghold until they abandoned it to fell creatures but not before trapping every single room.

The Gaddon have developed a unique writing system, known as Cyphers, which are a series of raised dots and sunken pits arrayed on a three-by-three grid. Different combinations of dots and pits signify different things, and even encompass a Spellbound number-counting system used by Gaddon sages and artificers. The Secret Cyphers of the Feelbrethren are only taught to the most trusted of Toplanders, by scholars such as the ancient Gaddon hermit known as the Old Man in the Iron Cave. These mystics also craft magic items such as Gaddon Rings (one use only: makes bearer invisible in combat and can win one battle without STAMINA loss) and Crystals of Darkness (bring darkness upon a torch-lit cavern to allow for a mass-escape but may require the sacrifice of zero to two warriors).

The term Sensewarrior encompasses all Gaddon fighters, whether rank-and-file warriors or the more elite Gaddon Knights. These knights are led in turn by mighty heroes known as Gaddon Battlemasters, and many are their tales of valour and bravery. The Sensewarriors were originally entrusted to guard the Malice-infected Orghuz and his Khuddam spawn for all eternity, when Kevin Knucklesap was the legendary Gaddon hero who fought alongside Tancred the Magnificent, the first king of Gorak, against the forces of his evil-tainted brother Orghuz.

The greatest Battlemaster is Alkis Fearslicer, originally of Govanthian who is sometimes found on missions in the Toplands, and leader of thirty Gaddon knights. His deputies are a black-bearded man called Saliac and the warrior-woman Chorista. Two such Battlemasters hail from Caverndown, the hero Gorodin and the lady Khazara, one of the greatest of the Sensewarriors. Also worth mentioning is Aspra Smoothcheek, a Toplander mercenary-girl raised by the Gaddon who now roams the caverns with a rogue band of Dwarfs.

Monday, February 16, 2026

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

Dark Elf Wand (#21/28, #21/365) [EA:V2] (Enchanted Item)

This is a twisted black wand usually made of Hawthorn or Thornwood. It provides a +1 spellcasting bonus to the following types of magic: Arcane Magic, Chaos Magic, Black Sorcery, Conjuring, Demonology, and Necromancy. Such wands were typically used by Dark Elves, particularly when casting long and difficult ritual magic spells.

Unavailable to buy 

Dwarf Wand (#22/28, #22/365) [EA:V2] (Enchanted Item)

This is a small wooden wand bound with iron. When found it will contain one random spell which can be rolled for as follows:

Roll Spell Type

1   Sleep

2   Befuddle

3   Light

4   Darkness

5   Fear

  Invisibility

This spell can be cast simply by pointing at a target and muttering the appropriate command word. In addition, when found, the Dwarf Wand will have 2-7 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. While Dwarf Wizards and Sorcerers are rare, they do exist, and such wands are usually used by them or other magically-attenuated Dwarfs. In particular the Dwarfs who dwell in the Dark Chasms beneath the kingdom of Gorak in south-western Khul, are known to employ Dwarf Wands in the many battles against the evil creatures that infest this subterranean realm. 

Unavailable to buy

Release the NYMPH!

NYMPH (#19/28, #19/365) [TTHA]

Appearance: This is a plant-spirit that takes the form of a beautiful woman with light green skin, long dark green hair, and clothing that varies from diaphanous gowns to leafy vines.

Distribution: Forests and jungles across Titan.

Effects: A lock of Nymph’s hair can be used as a ward against carnivorous plants and the like; causing the vegetative monsters to suffer a -1 penalty to their Attack Strength when attacking the Nymph-hair lock-bearer.

Cost: City 5gp, Town 7gp, Village 9gp (per lock)

Availability: Rare

Further Notes: Nymphs are thought to be related to Dryads (see p. XX) and Wodewoses (see p, XX)

 

NYMPH (#20/28, #20/365) [OOTP IV]

SKILL: 7

STAMINA: 6

ATTACKS: 1

WEAPON: Unarmed (Human) or Dagger

ARMOUR: Light

DAMAGE MODIFIER: None

HABITAT: Forests, Jungles

NUMBER ENCOUNTERED: 1-3

TYPE: Humanoid/Plant

REACTION: Friendly

INTELLIGENCE: High 

The NYMPH is a nature-spirit that inhabits woodlands and jungles across Titan. In appearance they resemble a beautiful woman with light green skin, long dark green hair, and are wreathed in diaphanous gowns or leafy vines. Nymphs prefer not to attack, but instead to charm and distract their way out of danger, but, if forced to fight, will respond with strong fists or a wooden dagger they may have. Anyone fighting a Nymph in combat in a wooded area must reduce their Attack Strength by 1, as all the surronding vegatation comes to the Nymph’s aid, with roots tripping, branches swatting, pollen blowing and other types of plant-based nonsense interferring with the assailant’s combat actions. In addition, once per day, a Nymph may attempt to charm any one opponent, as per the Command spell; the victim is allowed to Test their Luck every day until the effects finallly wear off.

Friends of Satyrs, Nymphs are also known to associate with Wood Elves, and some say the Elven adventurer Ophelia Lapwing bears traces of Nymph-like ancestry. In historical times, during the reign of Goldhawk the Great in the Kingdom of Karazan, the Howling Tunnels were reputed to contain the Banshee-guarded statue of a petrified Nymph water-bearer who wore the powerful artefact known as the Wristlet of the Golden Hand.

Saturday, February 14, 2026

Meet the Flintskins, we'll have a gay old time!

FLINTSKIN (#18/28, #18/365) [POT]

SKILL: 7

STAMINA : 8

ATTACKS: 1

WEAPON: Spear, Handaxe or Longbow

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Marshes, Hills, Wilderness

NUMBER ENCOUNTERED: 2-7 or 6-36

TYPE: Humanoid

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

In the beast-haunted highlands of Titan we find isolated groups of humans scratching out a living while surrounded by monstrous horrors on all sides. For example, on the continent of Khul, in the north-eastern corner amid the misty hills of the Deathmoor, are the doughty race known as FLINTSKINS. These are a primitive tribe of sturdy, pale-skinned hunters that have survived many centuries in these parts. The Flintskins build small heavily-guarded settlements of mud and thatch huts, protected by fortified palisades in safe gorges and valleys, hidden away from their enemies, such as Flesh-Eaters and Arachnos the Life-Stealer (whose minions they attack on sight). Each village will have around thirty huts, with separate dwellings for the elders of the tribe, and be built around a central sacred totem pole dedicated to the elemental spirits and animal gods that the tribe worships. Each tribe will also have one to six large ferocious dogs known as Rottwilds, to guard, hunt and track (these are equivalent to Wolf Dogs; see Out of the Pit, pp. 38-39 for further details).

The scores given above are for Flintskin hunters, who will be well-armed with spears and bows as they patrol the wilderness, seeking game-animals and dealing with threats to the tribe. Normal Flintskin villagers will have SKILL 6 STAMINA 6, are unarmoured, and usually armed with a flint-bladed dagger. Flintskins are not servants of Evil, but they are a wary and suspicious folk, being distrustful of outsiders unless they can somehow prove their worth or good intentions towards the tribe. They have their own near-incomprehensible and nasal language, but also understand the common languages of traders from Arion and Corda with whom they occasionally barter rare fungi and the skins of swamp creatures. Flintskins are thought to be related to the Tribesmen (see Beyond the Pit, p. 146), of far northern Khul and elsewhere, but some sages argue they are the descendants of a formerly great empire that once existed in these parts.

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

Bronze Wand (#15/28, #15/365) [EA:V2] (Enchanted Item)

This is a small bronze wand, usually inscribed with a separate glyph at each end. When the wand is struck against an object or enemy, it sparks and crackles with electrical energy, causing 3 STAMINA damage to its target per hit. When found, the Bronze Wand will have 3-18 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. Due to the miniature nature of the wand, any creature larger than a Dwarf that uses a Bronze Wand in combat must subtract -1 from their Attack Strength. These wands are often given to sentient humanoid Familiars, such as Homunculi (see Beyond the Pit, p. 69), so that they can defend themselves and their master against any enemies.

Unavailable to buy 

Wand of Acid (#16/28, #16/365) [EA:V2] (Enchanted Item)

This is an ornate stone wand, typically made from soapstone though other types of rock may also be used. The wand drips a corrosive black acid and can be used in combat to strike at enemies. If the wand-bearer hits its opponent with the Wand of Acid, roll one die and consult the following table:

Roll Result Effects

1 Burned: Victim loses 3 STAMINA points

2-5 Splashed: Victim loses 2 STAMINA points

6 Blinded: Victim loses 4 STAMINA points and must subtract 2 from their Attack Strength for the next two Attack Rounds.

When found, the Wand of Acid will have 2-12 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged. A Demonling (see Return to the Pit, pp. 53-54) coffin-guardian of the Vampire Lord Count Reiner Heydrich was known to be armed with a Wand of Acid; unfortunately both the creature and its wand dissolved into a bubbling pool of vicious acid when the Demonling was slain.

Unavailable to buy  

Wand-Sword (#17/28, #17/365) [EA:V2] (Enchanted Item)

The Wand-Sword is similar to the Ebon Wand (see Encyclopedia Arcana: Volume 1, p. 136) in abilities if not appearance. It is a short, thick wand resembling a sword hilt, made from an expensive metal such as Blue Steel, Green Metal, Purple Steel or Yellowstone, and bound with leather. When held correctly, one end of the Wand-Sword will produce a shaft of blue-tinged fiery light resembling a fine sword blade that shimmers and buzzes; this counts as a Sword in combat and as an enchanted weapon if attacking creatures who are immune to regular weaponry. It is difficult to fight the wielder of a Wand-Sword in melee combat unless one has their own Wand-Sword as a weapon; anyone doing so must deduct 3 points from their SKILL score during this combat only. When found, the Wand-Sword will have 3-18 charges; each successful hit drains one charge and once these are used up the wand is useless unless recharged.

Wand-Swords were the preferred weapons of the Mage Warriors of south-western Khul. These black-cloaked spellcasters hail from the cursed city of Zagoula and are known to support the evil enchanter Jaxartes in his alliance with the warlord Ostragoth the Grim. Their plans of conquest allegedly begin with the kingdom of Zamarra and the goodly Mage Order that shelter behind its stone-dragon walls. Other variants of the Wand-Sword are known to exist; Jinxana the fire sorceress and head of Jaxartes' Mage Warrior contingent, was known to wield a Wand-Sword that transformed into a Fire Sword when used (see Encyclopedia Arcana: Volume 1, p. 135).

Unavailable to buy  

Friday, February 13, 2026

And then a KRAGAAR comes along, with the strength and lots of brawn...

KRAGAAR (#14/28, #14/365) [OOTP IV]

SKILL: 8


STAMINA: 10

ATTACKS: 1

WEAPON: See below

ARMOUR: Medium

DAMAGE MODIFIER: +1 to the Damage Roll

HABITAT: Dungeons, Ruins, Caves, Forests, Plains, Hills

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Neutral-Unfriendly 

INTELLIGENCE: Low-Average

Once mistakenly thought to be a weird breed of Orc, or even some kind of grossly-deformed Kobold, the KRAGAAR is actually a unique species of humanoid in their own right. For whereas Kobolds represent a crossbred distillation of all the cowardice, deviousness and general nastiness of the Children of Hashak - the Goblins, the Orcs and the Trolls - the Kragaar exemplifies the exact opposite, being a summation of all of these creatures' best neutral features, such as their strength, bravery, fearlessness, and sheer bloody-minded will for survival.

Kragaar are large, broad-shouldered creatures, slightly smaller than an average Ogre or Troll, but well-muscled and imposing in appearance. Owing to regional Chaos fluctuations, their skin colour can vary widely, as can their choice of main weapon; roll two dice on the table below to determine what these all are:

First Roll Skin Colour Second Roll Weapon

1 Green 1-2 Handaxe and Flaming Scimitar (+1 Attack, on successful hit victim must Test for Luck or ignite)                 

2 Brown

3 Purple 3-4 Greatsword

4 Orange

5 Red 5-6 Battleaxe

6 Roll twice more, ignoring further rolls of 6

The Kragaar typically carries a regular Sword as a backup weapon and will be clad in armour comprised of iron plates on their shoulders, chests and thighs. This is often decorated by painting it with bright colours or inscribing symbols upon its surface, while the Kragaar are also known to tie bones in their crests of hair or cap their tusks with iron spikes. When not fighting or guarding a location, the Kragaar will be found employing their spare time profitably, such as sharpening their weapons, polishing their armour, or dealing with their mane-like pelage (often by completely shaving it off!

Perhaps the most well-known Kragaar are those of the Khulian kingdom of Zamarra, who live in wooded areas and ride great fire-breathing two-headed Serpents (and are thus also sometimes known as Serpent Warriors). Meanwhile, stalking the wilds of central Allansia, such as Trolltooth Pass and beyond to the Flatlands (with occasional stops at the Horizon Inn), is the great Kragaar called Monstroso, resplendent in pink armour with a greatsword inscribed with 'Death to Demons', who crusades against all Evil they encounter. Finally, deep within the Moonstone Hills is reputed to be a labyrinth containing the mystical Orb of Lucis, one of whose guardians is a massive, if not particularly intelligent, Kragaar warrior called Gorgo, known for his battlecry: "Gorgo angry! Gorgo kill now!"