Thursday, July 31, 2025

One RUNE to rule them all!

(See also Runesword and Bronze Runeshield)

Runic Axe (#30/31, #211/365) [EA:V2] (Enchanted Item)

This is a magnificent weapon, being a brilliantly polished two-handed battleaxe, that may be single or doubled-bladed. It has runes inscribed on the blade and also along the haft of the weapon. Not only does the Runic Axe improve one's fighting prowess, merely hefting it in one's hands fills one's mind with bloodlust and a fearless craving to main and kill one's enemies.

When used in combat, the wielder of the Runic Axe may increase their Initial SKILL by 2 points. However, they may never Escape from a battle, and must always fight to the death. In addition, if there is ever a choice between fighting or negotiation and parley, the Runic Axe will always force its bearer to attack!

One such weapon, known as Bokhorbhil, was wielded by the Dwarven gardener of Baron Tholdur of Neuburg. Another was the property of the aptly-named adventurer Eric Rune-Axe, who dwelt within Affen Forest. Eric was something of a reclusive hermit, driven insane after becoming lost in the Maze of Zagor, and tended to attack intruders without warning, happily lopping off their limbs with no apparent remorse.

Unavailable to buy 

Rune Club (#31/31, #212/365) [EA:V2] (Enchanted Item)

This is a roughly carved club, usually made from Hardwood, Ironbark or Ebony, and inlaid with runes of Green Metal. It counts as an enchanted weapon, and inflicts double STAMINA damage against Living Statues, Golems, Crystal Warriors and similar construct-type guardians.

Unavailable to buy 

Rune Ring (#1/30, #213/365) [EA:V2] (Jewellery)

This is a gold ring encircled with black enamel Dwarf runes, typically spelling out the name of a Dwarf warrior. They generally do not have magical powers, but if a warrior is slain in battle, the Rune Ring is traditionally returned to the Dwarf's next of kin or clan as proof of their passing, and a trade or reward may be offered in exchange.

3-18GP 

Runestaff (#2/30, #214/365) [EA:V2] (Type)

This is an ironshod staff covered in strange, ancient runes that glow and pulse with dark energy and light. It is a powerful weapon that can be used in combat as a regular staff and counts as being enchanted as well. The Runestaff drains the energy of its bearer's enemies, who must deduct 1 STAMINA point every Attack Round regardless of whether they win or lose against whoever wields the staff. Even if the staff-bearer is slain, the Runestaff will continue to drain energy for 1-3 further Attack Rounds! In addition, any Ghost hit with the staff must Test their Skill or be instantly banished.

Such a powerful enchanted item has been known to be used by diverse practioners of magic, including Arakel the Necromancer, Zagor the Warlock, Chaos Beast Men Shamans, and even the Jizo of Demons, when summoned to banish the Shura or warrior-ghost of a slain Dai Oni or other powerful demonic creature.

Unavailable to buy

Friday, July 25, 2025

KENNELS OF DOOM!

DOG (#12-29/31, #193-210/365) [OOTP IV]

SKILL: See below

STAMINA: See below

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: See below

HABITAT: Towns, Ruins, Anywhere master is

NUMBER ENCOUNTERED: 1-3

TYPE: Animal

REACTION: Neutral-Hostile

INTELLIGENCE: Average-Low

The humble DOG of Titan has been bred by humans and other races into a bewildering diversity of different types. Out of the Pit covered such kinds as Death Dogs, Wild Dogs, Wolf Dogs (all pp. 38-39), and Wolfhounds (p. 120), while Snuff Hounds were described in Beyond the Pit (p. 129). Eighteen further breeds of Dog are detailed on the table below, which can be chosen as needed, or determined randomly by rolling two dice separately:

1st Roll 2nd Roll Type SKILL STAMINA Weapon Damage Modifier

1-2 1 ATTACK DOG 6 6 Large Bite -

The ATTACK DOG is an especially vicious breed of canine, similar to a Guard Dog, but trained to mercilessly attack any intruder venturing into a designated area the dog is protecting. They are large dogs of variable coloured pelage, with a heavy powerful muzzle and slavering jaws, that will attack to the death. Attack Dogs tend to be used by those who want something scary to guard their property and they don't mind how dangerous the creatures are. The compound containing Hog House, home of Lady Francesca de la Vette, in the city of Chalice was known to be guarded by Attack Dogs, likewise Krest Ironeyes of the Crowbeak Bandits in the north kept several as canine bodyguards (see Vault of the Old Kingdom, p 19).

1-2 2 BLOODHOUND 5 5 Small Bite -

This is a large breed of dog with a reddish-brown to black coat of short hair. BLOODHOUNDS can be used for hunting deer, boar and rabbits, but are more famed for their inexorable tracking ability with regards to humans. Across Khul and elsewhere, bounty-hunters and militia are known to employ Bloodhounds to successfully track down their prey, because once the dog has the scent of its quarry, it can be very difficult to shake it off. Bloodhounds are cowardly creatures however, and prefer not to fight, letting their master take care of their prey once the dog has tracked it down.  

1-2 3 BRICIAN WAR-HOUND 7 6 Large Bite -

Similar to the War Dog, the BRICIAN WAR-HOUND is a powerful breed of canid used in battle against human infantry, especially peasant levies. The national dog of the warlike kingdom of Brice, the Brician War-Hound is a large wolf-like creature with a black and tan pelt, a strong physique, fearsome toothy jaws and a brooding natural intelligence. They saw action in the first and second wars against Ruddlestone and also during the War of Four Kingdoms, and their breed has spread across the Old World to other nations such as Gallantaria and Ruddlestone. In times of peace the Brician War-Hound is used in bear-baiting, or being set against other creatures in a fighting pit, including human gladiators!

1-2 4 ELVEN HOUND 8 6 Large Bite +1 to the Damage Roll

Like other races Elves have been known to breed dogs, the most fearsome of which are the near-wild ELVEN HOUNDS. These are large dogs, strong with toothy jaws but also sleek, fast and agile, whose coat is often brindled or spotted with a variety of colours. They are usually kept by Mountain or Wood Elves, but it is rumoured that Dark Elves, particularly of both Clan Tesarath and Clan Camcarneyar also have kennels of Elven Hounds. Indeed, in his youth, the evil sorcerer Malbordus the Storm Child was renowned for his ability to hypnotize wild Elven Hounds that roamed the subterranean streets of the Dark Elven city of Tiranduil Kelthas simply by staring deeply into their bestial eyes.

1-2 5 FANG HOUND 7 7 Large Bite +1 to the Damage Roll

The FANG HOUND is a strange breed of dog from the obscure principalities of the central Mauristatia highlands, such as Mortvania and Lupravia. There is something evil and other-worldly about these creatures, and they are large, lean and hungry dogs with a red-eyed stare. When confronting intruders, their snarling muzzle will curl back threateningly, revealing horribly elongated canine teeth, hence their name. Perhaps unsurprisingly, Fang Hounds are used as guard dogs by the various corrupt and decadent nobility of these cursed lands. Countess Isolde, rumoured by some to be a Vampire herself, kept two Fang Hounds at Maun Tower, wearing heavy iron spiked collars, their fur matted with the dried blood of any intruder they had slaughtered.  

1-2 6 GREAT HOUND 7 6 Large Bite +1 to Damage Roll

The GREAT HOUND is one of the biggest breeds of regular domestic dog. This very large hound has a powerful muscular build with a sleek pelt whose colour ranges from fawn to brindle to grey, black or a harlequin mix of black and white. The Great Hound is used for hunting bears, boar and deer, often in addition to regular Hunting Dogs, usually to apply the coup de grace or incapacitate the quarry until the hunters arrive. They also make excellent and intimidating guard dogs due to their size, and have been used by nobility to protect themselves against assassins.

3-4 1 GUARD DOG 7 8 Large Bite -

Given the dangerous nature of many of Titan's environs and inhabitants, it is perhaps no surprise how popular the standard GUARD DOG is! This is a huge, black-furred beast with awfully big teeth, equally happy barking at intruders as well as flying at them, eager to tear out their throat! Guard Dogs are very common in Port Blacksand, where many of the inhabitants own at least one, such as Ben Borryman the silversmith, J. B. Wraggins the locksmith, or Captain Marlin. They were also used to patrol the corridors of Baron Sukumvit's Deathtrap Dungeon, at least in its first incarnation, though rumour has it the smart adventurer could distract the Guard Dogs by tossing them old bones to chew on.

3-4 2 HUNTING DOG 6 6 Small Bite -

Packs of HUNTING DOGS are used by various people across Titan to pursue prey such as foxes, boars and deer. They are medium sized dogs, with short hair of any colour, usually quite lithe and lightly built, in order to keep up with their quarry while running full tilt. Duke Blackhill uses a pack of Hunting Dogs to hunt within Darkwood Forest, for example, as does Lord Hever of Fallow Dale in Khul when hunting in Affen Forest, while Felder the Hunter and his legendary pack of hunting hounds tracked down the Great Boar of Lein in Ruddlestone. The Hunting Dog is also a symbol of Fourga, the God of Pride.

3-4 3 KALAGARIAN RIDGEBACK 7 6 Large Bite -

Also known as the Kalagarian Hound, for they originated in the north Khulian port of Kalagar, the KALAGARIAN RIDGEBACK is a large breed, half-dog half-wolf, and a snarling, highly intelligent killer. They have short red-brown fur and a crest of bristly forward-pointing hair running along the length of their spine to the base of their tail, hence their name. The Kalagarian Ridgeback can be used as a guard dog, or for hunting Arctolyce and Nandibears, and they have spread far beyond Kalagar. For instance, the animal trainer Koepa the Horsemaster of Arion (see Travels in Arion, p. 32), has several loyal Kalagarian Ridgebacks that accompany her at all times.

3-4 4 MASTIFF 7 7 Large Bite +1 to Damage Roll

One of the biggest breeds of dog, and also known as a Bull Mastiff, the MASTIFF is a muscular, thickset beast with short wiry brown, grey or black fur, and a broad powerful muzzle full of large sharp yellow teeth. Mastiffs have a ferocious bark and are used as guard dogs, or in blood-sports such as bear-baiting, beast-fighting and even gladiatorial combat (Ripper and Slasher were two infamous bear-baiting Mastiffs from Ruddlestone). Some say the biggest and toughest Mastiff breeds are those of the Mauristatian provinces of Mortvania and Lupravia. The Salamonian tax-collector Odious Pinchpenny was accompanied on his rounds by a great black vicious Mastiff called Midnight; rumour has it the beast was immortal and could not be slain by normal weapons!

3-4 5 ORC HOUND 4 8 Large Bite -

The ORC HOUND is a large, aggressive mastiff-like breed of dog used by tribes of Orcs as a guard and attack creature. They are not particularly agile but have plenty of stamina and a strong bite. One such great hound, named 'Axemouth' was kept by the Orc Warlord Grark Gutburster, who recently launched an assault on the Khulian city of Ludria (see the Adventure Creation System, pp. 302-303).  

3-4 6 RETRIEVER 4 5 Small Bite -

Unlike Hunting Dogs which actively chase prey, RETRIEVERS are a breed of dog so named because they retrieve prey brought down by a hunter wielding a bow or primitive firearm. They are medium-sized dogs with a short waterproof coat in a variety of colours, and adept at swimming and traversing marshy terrain. Retrievers are a popular breed of dog, particularly among the nobility; Lord Hever of Fallow Dale kept several in his castle.

5-6 1 ROTTWILD 6 6 Large Bite -

The ROTTWILD is a large dog with a black and tan coat kept by people such as Flintskins (see Return to the Pit, pp. 81-82), and used as guards, hunters and trackers. These huge hounds can be quite ferocious and are trained to fight to the death, racing towards their target to leap at their throat, fangs bared in a snarl! 

5-6 2 SHEEP DOG 4 4 Small Bite -

The SHEEP DOG is a medium sized dog breed used for herding sheep and goats, and kept by farmers and shepherds across Titan. They come in wide variety of colours and coat types depending on the climate and terrain; Sheep Dogs in warmer areas will have shorter coats that are yellow, orange or brown in colour while those in colder regions will have thicker coats that are white, grey, brown or black. While highly intelligent, trainable, and able to warn their owners as to any threats to the herd, Sheep Dogs are not guard animals and that role is generally taken by larger more aggressive breeds of hound. 

5-6 3 SLED DOG 5 5 Small Bite -

The SLED DOG or Husky is a medium to large-sized breed used to pull a sled over snow, usually in cold or mountainous regions of Titan. They have thick coats that are white, grey or black in colour and may have a wolf-like appearance. Depending on the size of the sled and its cargo, a team of Sled Dogs may number between 2 to 12 animals. They can also be trained to defend the sled against threats such as Polar Bears or Snow Wolves, but are not especially effective as guard or attack dogs in these situations.   

5-6 4 WAR HOUND 7 7 Large Bite +1 to Damage Roll

Also known as a Wardog, the WAR HOUND of northern Allansia is a very large breed of dog used especially for battle. Related to the Brician War-Hound above, they are huge slavering creatures with variable-coloured pelage, sharp fangs, wild-eyed and always ready to attack. Although predominantly used in combat by barbarian tribes, local despots and grim Northmen, if bought as puppies War Hounds can be reared as faithful companions, always eager to defend their master. The horse trader Harold Hogget kept two War Hounds named Chewlia and Jawge at his hut near the town of Hamelin.  

5-6 5 WHIPPET 5 3 Small Bite -1 to Damage Roll

The WHIPPET is a smaller version of the Hunting Dog, but much faster, and in fact one of the fastest breeds of dog. They are used for hunting smaller prey, such as hares, rabbits and Fenzels. The best Whippets are said to come from the Arrowhead Archipelago. 

5-6 6 WORM DOG 5 4 Small Bite -

These are wiry-looking hounds with red eyes and slavering jaws. Although the WORM DOG is small and not particularly strong, a bite from them can be fatal, since they are riddled with disease-carrying parasites called Gungh Worms (hence the dog's own name). Anyone who is bitten by a Worm Dog will be infected by its saliva, causing the onset of Gungh Virus, unless they have some Worm Paste or other type of healing or disease-curing magic available. The symptoms of Gungh Virus include the presence of thread-like white worms in the infected wound, as well as a raging sweat-inducing fever, and it causes the loss of 10 STAMINA points, 1 SKILL point, and unconsciousness for 10-30 minutes. Only those with a strong constitution can survive the Gungh Virus! Worm Dogs typically live in burrows and dens they dig themselves, which they defend by yapping and biting manically. A colony was known to live offshore on Snake Island, but like most wild canines they can be found dwelling in a variety of terrain.

Tuesday, July 22, 2025

Weird and strange plants from far, far away... (part two)

COFFEE (#9/31, #190/365) [TTHA] 

Appearance: This is a smaller tree with glossy dark-green oval-shaped leaves, small white flowers and green seed-like fruit that turns red then purple when ripe.

Distribution: Hills and mountains in warmer regions across southern Allansia and Khul.
 
Effects: The seeds of the Coffee plant are dried, roasted and ground into powder to make a refreshing beverage with boiling water, served either hot or cold, and with a variety of additives, including milk, sugar, Cardamom, Ginger, Cinnamon, Cocoa, Fralderbark, Wyrmwood, and even Caracalk-seed spirit, among others. It is a premium beverage served in coffee-shops across southern Allansia and Khul, though its popularity is spreading. Coffee has mild restorative properties - anyone who drinks a cup of it can restore 1 STAMINA point.

Cost: City 2gp, Town 3gp, Village 4gp (per cup)
 
Availability: Common

FRALDERBARK (#10/31, #191/365) [TTHA] 

Appearance: This is a thick fleshy vine with glossy bright green succulent leaves, large yellow flowers, and long thin green pod-like fruit.

Distribution: Tropical islands across Titan.
 
Effects: The pod of the Fralderbark, when dried, becomes a fragrant dark brown stick. This is used as flavouring in various beverages including tea, coffee and various spirits. As such it is traded as a valuable spice across Titan. 

Cost: City 4gp, Town 6gp, Village 8gp (per bag of pods)
 
Availability: Rare

WYRMWOOD (#11/31, #192/365) [TTHA] 

Appearance: This is a woody shrub, with a pale silver-grey stems, narrow oval-shaped green gray leaves, and yellow tubular flowers.

Distribution: Hills, plains and wilderness across Titan.
 
Effects:  When dried, Wyrmwood is a bitter but fragrant herb used as an additive to various beverages, including coffee, tea, or beer. It is also used to make Absinthe. When burnt, the smoke from Wyrmwood torch drives off Dragons, Drakes, Wyrms and Wyverns of all kinds, or at least stops them from attacking whilst the torch is burning. If the torch-bearer attacks such a creature however, they will defend themselves but with a -1 penalty to their Attack Strength.

Cost: City 5gp, Town 7gp, Village 9gp (per torch)
 
Availability: Uncommon

Sunday, July 20, 2025

In no-way-smooth CRIMINAL

CRIMINAL (#8/31, #189/365) [POT]

SKILL: 6

STAMINA : 5

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Towns (sewers), Dungeons, Ruins, Sea

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: See below

INTELLIGENCE: Average

Unless in a jail, prison, or an area of cell blocks, any CRIMINALS encountered will be escapees, currently free, desperate, and on the lam, running away from whoever imprisoned them in the first place. This means their reactions can be quite varied as the Criminal may be seeking aid to help them escape or silencing those they encounter to prevent a hue and cry being raised. Consequently, roll on the chart below for their initial reaction:

Roll Criminal Reaction

1 Friendly

2 Neutral

3 Unfriendly

4-6 Hostile

While the scores above can be used for all Criminals, at some point they did have a previous life, which will decide their background and skills. This can be determined by rolling on the appropriate terrain encounter table for their current location. However, their current circumstances will be quite different and the Criminal will usually be clad in tattered rags at best, with a weapon rolled for on the table below:

Roll Weapon Type

1 Club

2 Dagger

3 Blackjack

4 Chain

5 Needleknife

6 Ball and Chain (as per Morning Star)

In addition, a Criminal will have one item of gear, stashed or carried on their person. To determine what this is, roll three dice and consult the table below:

Roll Gear

3 a Throwing Knife

4 Lockpicks

5 Rope and grappling hook

6 half a bottle of Special Brew

7 a pouch of Smoking Weed and a Pipe

8 a Book, heavily annotated

9 Loaded Dice

10 a missing body-part (Roll: 1-2 Eye, 3-4 Hand, 5-6 Leg)

11 a Disease

12 a Skeleton Key

13 half a mouldy loaf of bread and an iron file

14 a Crowbar

15 a Pick Axe (as per War-Pick)

16 a Tunic of Holding (not worn)

17 a Treasure Map

18 a Shovel and a Sack

The general goal of any escaped Criminal is to flee the immediate area, and establish themselves somewhere else, far, far away. One of the more infamous criminals of recent times was 'Clubber' Tump, last seen working for the notorious crime lord Jay 'Fingers' Finch, head of the Surly Boys gang of Ludria (see Adventure Creation System, p. 258).

Perhaps the weirdest encountered Criminals upon the world of Titan are those found at sea, specifically in the vicinity of the Black Ocean and its associated atolls and cays; the Isles of the Dawn, Yotakami Island, the Shark Islands, the Arrowhead Archipelago, and so on. Here, particularly troublesome convicted Criminals are imprisoned within the inflated air-bladder of the noxious Shael-Beast (see Beyond the Pit, pp. 122-123, and Encyclopedia Arcana: Volume 1, p. 70), and then sent floating off across the waves, condemned for the rest of their short life to an existence within a foul-smelling spherical gaol. Such Criminals have been driven completely insane by their ordeal, and, even if freed, will react with outright hostility and attack whoever was foolish enough to release them from the air-bladder. Needless to say, unlike other encountered Criminals, they have no weapon or possessions at all, other than the stinking rotting clothes upon their backs, burnt and blistered from the sun, saltwater and stinking confines of their globular imprisonment.

Wednesday, July 16, 2025

Who wants to live forever?

Potion of Longevity (#6/31, #187/365) [EA:V2] (Artefact)

 Since the tides of the time god Chronada washed over the world of Titan people have dreamed of immortality, of the ability to live forever, and the Potion of Longevity goes some way to achieving that goal. Also known as the Potion of Eternal Youth, the Potion of Youth, or the Youth Potion, it is a small elaborately carved vial containing a silvery liquid. When drunk, the imbiber of a Potion of Longevity can immediately reduce their age by 8-48 years, though care must be taken lest they revert completely back to being a mewling baby! The drinker of the potion will still have their normal chronological age, but their physical age will be reduced - for the effects of this and ageing in general see Gods of Titan, p. 110.

These potions are obviously very valuable; when the Allansian wizard Tulkinghorse discovered one in his old age, he used his second chance at life to found the magical style of Combat Magic (see Combat Companion, p.29), whilst Yaztromo of Darkwood Forest was rumoured to be working on brewing such a potion as well. There is one member of the Alasiyan Den of Thieves who claims to be 379 years old as they drink several doses of a Potion of Longevity daily, and the Sorcerer-Governor Gumpas has imprisoned them and attempted to extract the secret of the potion's manufacture. In the Old World, Karl-Heinz Matthaus, Alchemist-in-Residence at Castle Heydrich allegedly discovered the recipe below, with which he concocted Potions of Longevity to administer to Katarine Heydrich, who was supposedly 76 years old but looked far, far younger.

Unavailable to buy

Recipe: Potion of Longevity (#7/31, #188/365) [EA:V2] (Enchanting: Artefact)

Enchantment required: 6

Cost of recipe: N/A

Cost of ingredients: N/A 

Ingredients: Powdered Xentos Fruit, Basilisk Liver, Giant Squid Ink, Tatsu Pearl, Exo-Beast Brain

Time to craft: 1 Year

Description: Also known as the Potion of Eternal Youth, the Potion of Youth, or the Youth Potion, it is a small elaborately carved vial containing a silvery liquid. When drunk, the imbiber of a Potion of Longevity can immediately reduce their age by 8-48 years, though care must be taken lest they revert completely back to being a mewling baby! The drinker of the potion will still have their normal chronological age, but their physical age will be reduced - for the effects of this and ageing in general see Gods of Titan, p. 110.

Monday, July 14, 2025

Terror of the Techno Monkeys!

TECHN0-HOMUNCULUS (#3/31, #184/365) [OOTP IV]

SKILL: 9

STAMINA: 6

ATTACKS: 1

WEAPON: Small Claw

ARMOUR: Light

DAMAGE MODIFIER: -1 to Damage Roll

HABITAT: Anywhere their master is, Ruins, Dungeons, Towns

NUMBER ENCOUNTERED: 1

TYPE: Magical Creature

REACTION: Neutral-Unfriendly

INTELLIGENCE: High

Related to the Homunculus (see Beyond the Pit, p. 69), the TECHNO-HOMUNCULUS is a hideous-looking small creature whose arrival is usually heralded by the strange clanking of gears and the hissing of pistons, due to its half-animal, half-machine nature. The Techno-Homunculus is a disconcerting amalgam of metal and clay-like flesh, resembling a tiny horned and winged devil, similar to a normal Homunculus, however, half of its body has been replaced with mechanical parts and animated with Technomancy (see below). For example, half of the beast's head is exposed metal, one wing is a folding construction of leather and brass, and one arm and one leg are entirely metallic in nature. 

The Techno-Homunculus can fly, and will use its claws or other weapons (such as a dagger, or a magical bronze wand that causes 3 STAMINA points of damage per hit) to defend itself or its master. They make for intelligent familiars, and are able to understand complex instructions and converse with their master or their master's guests on a wide range of esoteric subjects. The rogue weather mage Balthazar Sturm was served by such a Techno-Homunculus who guarded his cabin aboard his flying flagship, The Eye of the Storm. If slain, the part-mechanical, part-magical creature disintegrates in a dramatic explosion of sparks, which will cause a small fire, igniting anything flammable nearby.

Ritual of the Animate Technoid (#4/31, #185/365) [EA:V2] (Conjuring)

Magic-Conjuration: 6

Type: Creation

Components: Mandrake root, 1 pint of the Conjurer's blood, 3 Gadgets, Filigree Wings

Time Taken: 1 Month

Rarity: Uncommon

Description: This ritual, enacted over the root of a Mandrake plant (see The Titan Herbal, p. 47) that has been harvested after 1 month and properly treated and modified with the above components, will animate the humanoid-shaped root into a Techno-Homunculus, a small half-magical half-machine creature. These are more stable than regular Homunculi, and will last for 2-7 years, though they require regular source of fuel or a recharging station to enable daily functioning.

Ritual of the Animate Technoid (#5/31, #186/365) [EA:V2] (Technomancy)

Device Technique: Techno-Homunculus

Device Type: Familiar

Device Size: Small

Device Complexity: 8

Magic-Technomancy Required: 3

Cost of Technique: 100gp

Power Source: 1 Small

Components: Mandrake root, 1 pint of the Conjurer's blood, 3 Gadgets (1 Doobry and 2 Wotsits), Filigree Wings,

Cost of Components: 200gp

Description: This ritual, enacted over the root of a Mandrake plant (see The Titan Herbal, p. 47) that has been harvested after 1 month and properly treated and modified with the above components, will animate the humanoid-shaped root into a Techno-Homunculus, a small half-magical half-machine creature. These are more stable than regular Homunculi, and will last for 2-7 years, though they require regular source of fuel or a recharging station to enable daily functioning.

Sunday, July 13, 2025

More obscure plants from the Inland Sea region of Khul

CHOB BEANS (#29/30, #180/365) [TTHA] 

Appearance: This is a long hairy vine covered in green spade-shaped leaves with white flowers, and thick green seedpods, that gathers in tangled bush-like aggregates.

Distribution: Woods, plains and hills across Khul.
 
Effects: Chob Beans are reddish-brown kidney-shaped seeds that are edible, and used in cooking across Khul. A noted dish is a paste made from Chob Beans and Lox, a salmon-like fish, colourfully arranged over a bed of custard made from Dilk cream and served in a palm-leaf bowl. A bag of Chob Beans is equivalent to one Provision.   

Cost: City 2gp, Town 1gp, Village 5sp (per bag of beans)
 
Availability: Common
 
Further Notes: Chob Beans are related to Balleye Beans (see p. XX). 
 
FLAME-WOOD (#30/30, #181/365) [TTHA] 

Appearance: This is a large tree with a dark brown trunk, small pale green leaves and bright yellow flowers.

Distribution: Woods and forests across Khul.
 
Effects:  Flame-Wood is an attractive and fragrant wood often used for decorative carvings. An item made from Flame-Wood is receptive to magical enchantment and, when used in the construction of any relevant magical item that requires wood, allows the mage to add +1 to roll when determining if their enchantment is a success. Legend tells how Morkain, usurper of Lagash, trapped the breath of his brother Ashkar the Magnificent in a carven idol of Flame-Wood, and used it in a sorcerous ritual to slay Ashkar from afar.

Cost: City 10gp, Town 12gp, Village 15gp (per stick)
 
Availability: Uncommon
 
Further Notes: Flame-Wood is believed to be related to Fire Wood from Allansia (see The Titan Herbal, p. 33).
 
GRAYWOOD (#1/31, #182/365) [TTHA] 

Appearance: This is a tall cypress-like tree, with somber gray wood, and long spiny dark green needle-like leaves.

Distribution: Hills and mountains across Khul.
 
Effects:  Graywood timber is light yet strong and makes an excellent construction material for ships and boats. Such a vessel crafted exclusively from Graywood timber may add +2 to their SHIP STAMINA score. The notorious pirate vessel known as the Banshee, captained by the dread sea lord Starg, was made of such wood, and also featured a finely carved figurehead of the eponymous undead creature frozen in wailing anger across the waves.

Cost: City 100gp, Town NA, Village NA (per log)
 
Availability: Rare.
 
Further Notes: Graywood is thought to be related to Black Pine (see p. XX).
  
MARMALANT TEA (#2/31, #183/365) [TTHA] 

Appearance: This is a shrub-like plant with green, oval-shaped leaves and orange-yellow flowers.

Distribution: Hills and forests across southern Khul.
 
Effects:  Marmalant Tea is a potent kind of tea leaf much favoured in parts of southern Khul, such as the Inland Sea and Hachiman. It has mild restorative properties - anyone who drinks a cup of it can restore 1 STAMINA point.

Cost: City 1gp, Town 2gp, Village 3gp (per cup)
 
Availability: Uncommon.
 
Further Notes: Marmalant Tea is related to regular Tea (see The Titan Herbal, p. 67).

Saturday, July 12, 2025

[The Southern Death] CULTIST!

CULTIST (#28/30, #179/365) [POT]

SKILL: 6

STAMINA : 7

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

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

NUMBER ENCOUNTERED: 2-7

TYPE: Humanoid

REACTION: Unfriendly-Hostile

INTELLIGENCE: High

The CULTIST is a furtive and secretive fervent disciple of a deity their fellow peoples may abhor, typically one of the Dark Lords of Evil and Chaos, or an Demon Prince of some standing, or even one of the more abhorrent Beast Lords of the Animal Court. They may have a regular occupation or place in decent society, but come nightfall the Cultist swathes themselves in a robe or cloak and steals out into the darkness, towards the hidden temple where foul and unholy rites are conducted in honour of their depraved god, whoever that may be. To determine the chosen deity of such a cult and all Cultists present, roll once on the following table:

Roll Cult God Weapon Apparel

1 Cult of the Night Dragon, Night Dragon, Dagger, Grey robes, dragonskull tattoo

2 Cult of the Cobra, Sithera (Sith), Scimitar, Red robes, golden cobra symbol

3 Cult of the Spider God, Arhallogen, Poisoned dagger (4 STAMINA damage), Black cloak

4 Cult of the Leopard God, Sku-Rachi, Tiger-claws, Leopardskin jacket (as per Leather Jack)

5 Cult of the Dark Lord, (Roll:  1 Death, 2 Disease, 3 Decay, 4 Sith, 5 Ishtra, 6 Myurr), Club, Black robes 

6 Chaos Cult, (Roll 1-2 Behemoth, 3-4 Belthegor, 5-6 Dolod), Dagger, Black robes and a Chaos tattoo

In addition to their cult accoutrements as determined above, a Cultist will also carry an unholy symbol of their faith. If seven Cultists are encountered, they will form a coven and one will be of a special type - roll below to determine what:

Roll Special Cultist, SKILL STAMINA Gear

1-2 Cultist Priest 6 9 Mace, Magic-Priestly 2, MAGIC 6

3-4 Elite Cultist 10 8 Sword

5-6 Cultist Leader 7 11 Morning Star

Especially active cults known from Titan include the Cult of the Night Dragon, believed to be based in the town of Carnex in northern Allansia, and the Cult of the Cobra, which is active in Arantis and the southern lands, as are the Cults of the Spider and Leopard Gods as well. Meanwhile, even fair Salamonis has its own nefarious Chaos Cult, called the Sisters of the Brotherhood, dedicated to the hideous demigod known as the Behemoth and led by the irredeemably evil Cardinal Zyn. Ludria, a city in northern Khul, is another settlement known to be infested with numerous weird Cults dedicated to dark gods, some of whom are devoted to to the evil works of the nefarous Inquisitor, Anna Gorval (e.g. see Adventure Creation System, pp. 120-121, pp. 335-336, pp. 338-340).

Thursday, July 10, 2025

Squeal like a weed!

SQUEALWEED (#25/30, #176/365) [TTHA] 

Appearance: This is a carnivorous water weed with long spiny tendrils growing out from a central stalk, at the top of which is a curious rugose spherical bladder that can be inflated and deflated to create a hideous racket.

Distribution: Rivers, sea-shores and swamps across southern Khul.
 
Effects: The air bladder of the Squealweed can be harvested and used by blowing air to inflate it. When air is released quickly, the bladder makes a horrible squealing noise, that causes everyone without Ear Plugs or Goblin Ear Wax in their ears to reduce their SKILL score by -1 for one Attack Round. It takes one Attack Round to reinflate the bladder. The Squealweed Air Bladder can also be used to make various aerial weapons including potash-balloons or spike mines, which Pangarian Goblins have been known to deploy when defending their flying sky-chariots.

Cost: City 2-12gp, Town 3-18gp, Village 4-24gp (per bladder)
 
Availability: Uncommon
 
Notes: The Squealweed is also the name of a cutter ship that operates out of the city-state of Lagash, on the north-eastern shores of the Inland Sea.
 
SQUEALWEED (#26/30, #177/365) [OOTP IV]
 
SKILL: 6

STAMINA: 6 per patch

ATTACKS: 1

WEAPON: Tendrils (as Small Claw)

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Rivers, Lakes, Marshes, Sea-shore

NUMBER ENCOUNTERED: 1-6 patches

TYPE: Plant

REACTION: Neutral

INTELLIGENCE: Low

SQUEALWEED is a carnivorous aquatic plant related to River Bloodweed (see The Titan Herbal, p. 57). First recorded from the stagnant waters near the infamous Dead City that lies beyond the Great Wall of Kish, the plant is thought to be some sort of weird chaos mutant that has since spread downstream to infest the Kishian Delta. Given its tolerance of stagnant or brackish water, Squealweed is now found throughout coastal areas of the Inland Sea, particularly large river systems such as the Parine, where it is considered a major menace to shipping.

Squealweed attacks by actively clawing at its victims (whether in the water or aboard small boats or on the shore) with spiny tendrils, while inflating and deflating a spherical air bladder at the top of the plant's central stalk. When air is released quickly every second Attack Round, the bladder makes a horrible squealing noise, that causes everyone without Ear Plugs or Goblin Ear Wax in their ears to reduce their SKILL score by -1 for the next Attack Round. It then takes one Attack Round to reinflate the bladder. 

Squealweed Air Bladder (#27/30, #178/365) [EA:V2] (Treasure: Monster Part)

The Air Bladder of the Squealweed is a large fibrous spherical growth with a small stomata-opening, through which air can be blown or sucked to inflate or deflate the bladder. When air is released quickly, the bladder makes a horrible squealing noise, that causes everyone without Ear Plugs or Goblin Ear Wax in their ears to reduce their SKILL score by -1 for one Attack Round. It takes one Attack Round to reinflate the bladder. The Squealweed Air Bladder can also be used to make various aerial weapons including potash-balloons or spike mines, which Pangarian Goblins have been known to deploy when defending their flying sky-chariots.

2-12GP