Wednesday, October 8, 2025

Buy the ticket, take the ride, man!

EXOTIC VISITOR (#9/31, #283/365) [POT]

SKILL: See below

STAMINA : See below

ATTACKS: 1

WEAPON: See below

ARMOUR: See below

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Dungeons

NUMBER ENCOUNTERED: 1

TYPE: Humanoid

REACTION: Friendly

INTELLIGENCE: High

Behold the EXOTIC VISITOR, the tourist of Titan! One minute you are hurrying to market, with wares and goods for sale, and the next, you are standing stock still as a bizarre apparition clothed in outre garb strides forward along your street, babbling in an outland tongue you cannot understand. While Titan may lack an actual tourism industry, certain individuals still travel vast distances for diverse reasons to experience foreign and strange cultures and customs far from the warm and familiar comforts of home. To determine the actual type of Exotic Visitor, their scores and abilities and probable reasons for travel, roll on the table below (it is assumed that they are travelling solo):

First Roll Second Roll Exotic Visitor Type

1-3 1 Adventurer

1-3 2 Agitator

1-3 3 Envoy

1-3 4 Explorer

1-3 5 Mercenary

1-3 6 Merchant

4-6 1 Messenger

4-6 2 Pioneer

4-6 3 Sage

4-6 4 Smuggler

4-6 5 Spell-for-Hire

4-6 6 Spy (and roll again to determine what their disguise is)

To determine from what foreign destination the Exotic Visitor has sprung from, roll on the following table below (Note: the table has been constructed from a north-western Allansian perspective; you may wish to change it if it is not appropriate for your campaign): 

First Roll Second Roll Distant Land

1-2 "The Old World"

1 Analand

2 Brice

3 Femphrey

4 Gallantaria

5 Lendleland

6 Ruddlestone

3-4 "Allansia"

1 Arantis

2 City-state of the Glimmering Sea (Roll 1 Agra, 2 Alkemis, 3 Bei-Han, 4-5 Kallamehr, 6 Merluk)

3 Frostholm

4 Sardath

5 Shabak

6 Vymora

5-6 "Khul"

1 Hachiman

2 City-state of the Inland Sea (Roll 1 Assur/Calah, 2 Kirkuk/Kish, 3 Lagash 4 Marad 5 Shurrupak 6 Tak)

3 City of the North (Roll 1-2 Arion, 3 Ashkyos, 4 Corda, 5 Gundobad, 6 Kalagar/Kalamdar

4 Offshore (Roll 1-2 Arrowhead Archipelago, 3-4 Isles of the Dawn, 5 Mishna, 6 Shining Islands)

5 Southern Lands (Roll 1-2 Kazan, 3-4 Gorak, 5 Zagoula, 6 Zamarra)

6 Ximoran Protectorate

Any Exotic Visitor is likely attired with fantastic and fabulous accoutrements that make them stand out from the drab crowd of locals, in addition to what they may already possess as their original archetype. To determine what these are, roll 2-4 times on the table below, ignoring duplicates:

Roll Exotic Gear

1 Weapon (in addition to whatever else they may have; roll 1 Bastard Sword, 2 Flintlock Pistol, 3 Morning Star, 4 Scimitar, 5 Repeating Crossbow, 6 Whip)

2 Pet (Roll 1 Black Lion 2 Bristle Beast 3 Cheetah, 4 Chest Creature, 5 Familiar, 6 Krell)

3 Armour (Roll 1 Armoured Fist, 2 Banded Armour, 3 Great Helm, 4 Plate Armour, 5 Scale Armour, 6 Tower Shield)

4 Hat/Clothes (whatever is normal in their own land)

5 Steed (Roll 1 Drake, 2 Giant Eagle, 3 Gunderwal, 4 Phororhacos, 5 Pterodactyl, 6 Rhinoceros)

6 Accessories (Roll 1 Smoking Weed and Pipe, 2 Purple Lotus flowers, 3 Bottle of Special Brew, 4 Brass Telescope, 5 Strange Book, 6 Treasure Map)

The Exotic Visitor may have trouble making themselves understood in their new neighbourhood. To determine the level of their current language abilities, roll on the table below:

Roll Languages

1 Own Language 4 only

2 Own Language 4 Local Language 1

Own Language 4 Local Language 2

Own Language 4 Local Language 3

Own Language 4 Local Language 4

Own Language 4 Local Language 4 plus 1-3 other Languages at Special Skill levels 1-3

Despite the dangers of travel between the three continents and numerous islands of Titan, people still embark on apparently insane ventures, sojourns and peregrinations. Such professional wanderers include the seer Belisarius, who documented his journeys across southern Allansia in the tome simply titled Travels, the sage Canastus, who traversed the endless steppes of the Flatlands and remains one of the few reliable witnesses as to the devastating power of the Kragon, and Dowrit the Cartographer, whose diary about his voyage to north-eastern Khul was recently published presumably post-humously as Travels in Arion.

Tuesday, October 7, 2025

A Plethora of Potent Potions (Part I)

Potion of Exploding Death (#6/31, #280/365) [EA:V2] (Potion)

This is a vial of greenish-pink slimey liquid. When consumed, it causes the imbiber's internal organs to make a conscious decision to leave the imbiber's body, resulting in an explosive and agonizing death. The imbiber suffers 6-36 STAMINA points damage, and if this doesn't kill them, will die in 1-6 Attack Rounds unless extremely powerful healing magic, spells or rituals are applied instantly. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Essence of Viper's Tongue with 1000-Fathom Seawater.

Unavailable for Purchase.

Potion of Great Fortune (#7/31, #281/365) [EA:V2] (Potion)

This is a vial of darkish blue liquid with some granular particulate matter. When consumed, it causes the imbiber to gain the power of great fortune. For 10-60 minutes, the imbiber of this potion is always Lucky when having to Test their Luck, and in addition, does not need to deduct a LUCK point for each test. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Ground Dragon's Claw with Condensed Mist from Mithrir Forest.

60gp  

Potion of Great Wisdom (#8/31, #282/365) [EA:V2] (Potion)

This is a vial of lumpy purple liquid. When consumed, it causes the imbiber to gain the power of great wisdom. For 10-60 minutes the imbiber of this potion gains a +4 bonus to all Lore Special Skill tests, even for Lore Special Skills they do not possess. Note this only applies to Lore Special Skills such as City Lore, World Lore, Religion Lore and so on. It does not apply to other Knowledge Special Skills such as Languages or Crafting. Legend states this potion could be brewed in the Chamber of Ancient Magical Spells, within the great citadel at Sharrabbas in Kazan, by combining Essence of Viper's Tongue with Volcano Dust. 

100GP

Friday, October 3, 2025

This wooden man...

WOODMAN (#4/31, #278/365) [TTHA]

Appearance: A human-like creature made entirely of wood.

Distribution: Forests, ruins, dungeons and caves across Titan

Effects: The fluids of a slain Woodman can be harvested to create a Vial of Knucklesap. Anyone who rubs this into their skin will make their skin as tough as bark for 10-60 minutes. This is equivalent to wearing a Leather Hauberk for Armour Roll purposes. However, it cannot be used in addition to regular armour, except for shields and helmets. They will also do Club damage with their bare fists in combat, and be immune to the attacks of carnivorous plants for one day. The Knucklesap causes these plants to mistake their victim for a plant and not attack, as they prefer animal prey. However, this bark-like skin is flammable and the user of the vial will take double damage from fire and fire-based attacks while the Knucklesap is in effect.

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

Availability: Very Rare

 

WOODMAN (#5/30, #279/365) [OOTP IV]

SKILL: 6

STAMINA: 8

ATTACKS: 1

WEAPON: Sword or Unarmed (as per Club)

ARMOUR: Medium

DAMAGE MODIFIER: None

HABITAT: Forests, Ruins, Dungeons, Caves

NUMBER ENCOUNTERED: 1-6

TYPE: Plant/Humanoid

REACTION: Friendly-Unfriendly

INTELLIGENCE: High

 

“I am Gregory, son of Baldwin, son of Edwin, son of Eleanor, daughter of Dermott the Freeman, whose cousin Kevin Knucklesap fought with Tancred at the Chasms of Gloom…”

- Gregory the Axeman, the Chasms of Malice beneath Gorak.

 

The WOODMAN (or Woodwoman) is a curious sentient creature, a human being apparently made entirely out of wood! They typically dwell in out of the way places – tunnels within giant trees, lost glades, caves overgrown with roots, appearing as a bunch of unformed wooden simulcra, only to animate suddenly and attack any intruders with either a wooden sword or their own xyloid fists. Thought to represent an earlier experiment of the goddess Galana, before she created Dryads and Wodewose, they are nevertheless long-lived creatures, alive for centuries, dwelling quietly in out of the way places, measuring the days and nights through the plant-based nature of their souls.

 

Some Woodpeople have become notworthy in their own right, such as Gregory the Axeman, of the Taproot Caverns within the Chasms of Malice beneath the kingdom of Gorak, or Ludo Hyperion, the Wooden Scribe who documents all history from his book-lined study within the Invisible City of Allansia. Such notable individuals will reward the questing adventurer that seeks them out, by providing gifts such as slivers of Everlasting Wood (see The Titan Herbal, p. 32), or scraps of forbidden knowledge, but the would-be hero will typically have to pass a test of loyalty beforehand.

Thursday, October 2, 2025

With or without a map...

EXPLORER (#3/31, #277/365) [POT]

SKILL: 10

STAMINA : 17

ATTACKS: 1

WEAPON: Sword and see below

ARMOUR: Leather Cuirass

DAMAGE MODIFIER: None

HABITAT: Jungles, Deserts, Marshes, Wilderness, Mountains, Hills, Sea, River/Lake, Ice

NUMBER ENCOUNTERED: 1 (and see below)

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

The EXPLORER of Titan is a famed archetype, a noted figure who ventures into the wild places of the world in search of riches and knowledge, whether that be ruins of ancient civilizations, fabulous near-mythical beasts, rare and expensive plants, or simply to find new routes through the wilderness and discover unknown lands. Explorers will have a Sword and wear Leather Cuirass armour, and will also have clothes relevant to the terrain they are exploring, as well as a full waterskin and 2-7 meals worth of Provisions. In addition, they will have one missile weapon, complete with ammunition, that can be determined by rolling on the table below:

Roll Missile Weapon type

1 Shortbow

2 Longbow

3 Crossbow

4 Hand Crossbow

5 Flintlock Blunderbuss

6 Matchlock Blunderbuss 

In addition, an Explorer will have 2-7 items of extra gear that can be rolled for on the table below (an especially competent Explorer may well have all the items):

First Roll Second Roll Extra Gear

1-3 1 Treasure Map

1-3 2 Brass Telescope

1-3 3 Compass, Sextant or Astrolabe

1-3 4 Book (roll: 1-2 Bestiary, 3-4 Herbal. 5-6 Legends and Lore)

1-3 5 Machete

1-3 6 Vial of Anti-Poison

4-6 1 A nice Hat

4-6 2 Bottle of Rum/Grog/Akvavit     

4-6 3 Pipe and Pouch of Smoking Weed     

4-6 4 Lantern and Oil     

4-6 5 Rope and Grappling Hook     

4-6 6 Dowsing Rod               

To determine the entourage size of the encountered Explorer's expedition, roll on the following table (assume enough supplies and travel gear for all members of the Expedition to last for 1-3 months):

Roll Expedition Size 

1 Solo: The Explorer is alone (this may not be by choice; they may be the last survivor of their expedition). If at Sea, they may be a Castaway.

2 Solo with transport: The Explorer is alone except for a steed (Camel in desert, 2-4 Sled Dogs in Ice or Mountains, Water Buffalo in Marshes, boat (Knarr) at Sea or on a River or Lake, Mule for all other cases.)

3-4  Small Expedition: The Explorer is accompanied by 1-6 Porters (Explorer will have a steed as above; boat will be a Caravel with average crew)

5 Medium Expedition: The Explorer is accompanied by 2-12 Porters and 1-6 Men-at-Arms (Explorer will have a steed as above; boat will be a Cog with average crew)

6 Large Expedition: The Explorer is accompanied by 3-18 Porters, 1-6 Men-at-Arms, and a specialist (Roll: 1 Spell-for-Hire, 2 Freelance Knight, 3 Guide, 4 Sorcerer, 5 Scholar, 6 Adventurer) (Explorer and specialist will have steeds as above; boat will be a Galleon with average crew)

The history of Titan is replete with tales of famous explorers, from Urdulph Pathfinder of Irritarian times, who crossed the Siltbed River in 402 OT on the 27th of Freeze, or Bjorngrim Giant-slayer, who braved the perils of the Witch's Sea, to many much more recent examples. A rogues' gallery of the latter would have to include the following explorers from Allansia alone: the legendary Varag Hawkflight of Arantis; Harlak Erlisson, former slave of Shareela the Snow Witch (see Citadel of Chaos, p. 122); Waxley Speed, treasure-hunter extraordinaire who seeks the Pendulum of Fate; Sartosa 'Vatos' Lux, who stole the Heartfire Ruby from the Temple of the Monkey God; and father-and-son duo Tadeus and Julius  Lecarte, the latter still searching for the former, who disappeared in the wilderlands of southern Allansia almost a decade ago. 

Elsewhere, there is of course Neklag Wavecutter who made several voyages of discovery from Khul to the Shining Islands aboard the good ship Sojourner, and the renowned Captain Marlin of Port Blacksand, who has visited all three continents of Titan and many islands in between aboard his various ships (such as the Far Trader and the Prancing Porpoise). Indeed, any adventurer worth their salt who treks through the wilds of Titan or sails across its bounding mains in search of glory and fortune will no doubt be acclaimed in time as a famous Explorer!

Wednesday, October 1, 2025

A Bevy of Bodacious Blades!

Crystal Sword (#24/30, #268/365) [EA:V2] (Enchanted Item)
This is a bizarre sword that has a blade made from translucent blue or clear crystal. It counts as an enchanted weapon in combat, wounding creatures immune to normal weapons, such as Demons, undead, elementals and spirits, but confers no actual combat bonuses. However, owing to the crystalline nature of the weapon's blade, it is unaffected by creatures such as the Ferrovore, the Metallix or the Iron Demon, and fungi like Ironbane or Rust Demons. Crystal Swords are known to be equipped with constructed guardians such as Crystal Warriors or Diamond Sentinels, and Bythos of the Abyss was also known to arm himself with such a weapon when confronted with unwanted intruders. 
Unavailable to buy 
 
Ice Sword (#25/30, #269/365) [EA:V2] (Enchanted Item)
This is a thin, hollow brass cylinder with a magical symbol engraved at one end of the rod. When gripped from the non-engraved end, a shaft of transparent crystal appears at the end with the symbol (if it was being held by this end, the wielder loses 2 STAMINA points for their troubles). It is a long, thin cone of very hard material, and the innocuous brass tube as been transformed into an effective stabbing weapon. This crystal blade-like shaft is very cold indeed - so cold it will damage anything living that it touches. It resembles a large, thin and very deadly icicle. The other end of the tube is magically insulated against the unnatural cold. When using this weapon, the wielder may add 2 points to their SKILL, however the Ice Sword draws its energy from its wielder, and they must deduct 1 STAMINA for every combat that they use the Ice Sword as a weapon.
Unavailable to buy 
 
Magic Broadsword (#26/30, #270/365) [EA:V2] (Enchanted Item)
This is a broadsword with a sparkling blade, finely honed and perfectly balanced. It is an excellent blade made by a famous armourer and magical in nature. Although this mighty sword confers no bonuses to attack rolls in combat, it counts as an enchanted weapon for the purposes of wounding creatures immune to normal weapons, such as Demons, undead, spirits and elementals.
Unavailable to buy 
 
Magic Longsword (#27/30, #271/365) [EA:V2] (Enchanted Item)
This ancient weapon appears to be a longsword in design, but in size is actually a Greatsword for damage purposes. However the enchanted laid upon it allow it to be used one-handed, as easily as if it were a fencing foil. In addition, when the wielder of this weapon hits an opponent they gain a +1 bonus to their Attack Strength for the following Attack Round.
Unavailable to buy 
 
Scimitar of Vlax the Slayer (#28/30, #272/365) [EA:V2] (Artefact)
This is a richly decorated scimitar whose blade is covered in ornate inscriptions and whose hilt is elaborately carved. It was the ceremonial sword of Vlax the Slayer, a ferocious general of the Southern Swordsmen of Khul, who was killed in single combat with the legendary hero Skarlos. On his death, the evil sorcerer Xakhaz preserved Vlax's depraved spirit in the hilt of the scimitar. As soon as someone picks up the weapon, Vlax will attempt to dominate their mind and they must Test their Luck. Success indicates their mind clears, and they may drop the weapon (or attempt to use it in combat, but with every successful hit Vlax will attempt to control their mind; the scimitar counts as an enchanted weapon and adds +1 to all combat rolls). 
 
Failure means Vlax takes control of the mind of the wielder. Any immediate quests or missions will be abandoned as Vlax considers these pitiful ambitions unworthy of his attention. Instead, Vlax has greater concerns: an army to raise, enemies to slaughter, an empire to reconquer. The victim's mind will fill with images of revenge, bloodshed and hatred, as Vlax seeks to extricate himself from current circumstances and bathe the scimitar in blood until entire continents kneel before him. In game terms, the victim may attempt to Test their Luck every day to see if they can regain control of their mind (or it may be restored by others), but otherwise Vlax's immediate aim will be to raise an army of mercenaries and attack the nearest settlement. The scimitar was thought lost somewhere in the catacombs beneath Neuburg castle...
Unavailable to buy
 
Shining Sword (#29/30, #273/365) [EA:V2] (Artefact)
This is one of the Twin Swords of Light, an ornately inscribed scimitar with a long curved and flattened blade. When drawn, the Shining Sword glows with enough light to see by, hence its name. It also vibrates in the presence of evil and danger. Having been tempered in the fires of the Heartflame, the Shining Sword adds +1 SKILL to its bearer at all times. If it is not in its bearer's hands when they are in danger and it is within visible range, the Shining Sword will flying through the air, vibrating the entire time until it is held by its rightful wielder. In addition it is capable of deflecting a surprise attack, whether melee or missile, if the bearer makes a successful Awareness test. 
 
The Shining Sword has a convoluted history. Initially forged and spellbound by Gaddon smiths, it, and its twin, were gifted to Tancred the Magnificent and his brother Orghuz when they founded the kingdom of Gorak, and used the blades in their crusades against evil to cleanse the Malice from the subterranean Chasms beneath Gorak. Orghuz was lost to the Malice, and his sword went with him, while the Shining Sword disappeared when the line of Tancred's heirs eventually ran out. Some theorize it is still in the ancestral castle somewhere, for legend holds it can only be held by a true heir of Tancred, and there must be someone of Tancred's bloodline still present somewhere within the kingdom...
Unavailable to buy
 
Sword of Kull (#30/30, #274/365) [EA:V2] (Artefact)
This is a magnificent weapon of exquisite workmanship. It counts as a magic weapon and can cut through plate-mail with ease. Whoever wields the Sword of Kull in combat can add one to the Damage Roll when they successfully wound an opponent. However, it formerly belonged to the evil sorcerer Razaak, who laid a curse upon it. When used in combat, if the wielder slays a being with the sword, they must Test their Luck at the end of the combat; if they succeed, nothing happens. However, should they fail, they will turn into a Skeleton within 2-7 Attack Rounds, unless powerful magic is deployed to negate the curse.
 
The sword was found by the adventuring warrior Kull, who used it to defeat Razaak a century ago, but was then turned into a skeleton. Legend states that the hooded Skeleton of Kull can be found at the Lost Lake, high in the Moonstone Hills, still bearing the sword while on board a raft that drifts aimlessly on the waters of the lake, waiting for someone to reclaim the sword.
Unavailable to buy
 
Telessa (#1/31, #275/365) [EA:V2] (Artefact)
This is a magical High Elven longsword wielded by the Wood Elf Shaman-Hero Eldenurin, who defeated the Demon Prince Ishtra. Telessa is long and thin in design, like a fencing rapier, and unusually light and strong as if it was not made from iron or steel. It has the standard powers of an Elven Sword, with enchanted spells traced into the flat of the blade in swirling Elven runes. Telessa counts as a magical weapon versus monsters who are affected by such, and adds one to all combat rolls. It will never break in battle as a result of a fumble and the blade is always sharp. In addition, Telessa will glow with a faint light in the presence of evil creatures, and alert its wielder to the presence of danger.
Unavailable to buy
 
Wight's Sword (#2/31, #276/365) [EA:V2] (Enchanted Item)
This glittering blade is of ancient and noble design, and obviously the property of some long-dead king, rather than the Wight or other undead being that may have once been wielding it in battle. When used in combat, the Wight's Sword adds +1 to the SKILL score of whoever is brandishing such a potent weapon.
Unavailable to buy 

Sunday, September 21, 2025

Behold the BAROMETZ!

BAROMETZ (#22/30, #266/365) [TTHA]

Appearance: This is a large-leaved bushy creeper, with a series of thick vines erupting from a central stalk. Each vine ends in either a dark green melon-like gourd on the shorter vines, or a lamb on the longer ones; a woolly sheep that eyes its surroundings nervously, while gnawing on grass, moss and lichen, and occasionally going 'Baaa!'

Distribution: Caves, dungeons, hills, mountains, plains and wilderness across Titan

Effects: When encountered this strange plant will have 2-12 connected lambs and 1-6 gourds. While the lambs can be ‘harvested’ using conventional methods of animal husbandry to provide both soft wool and mutton-like meat, the gourds require two successful Herb Lore Special Skill rolls to be picked and prepared. If successful, a Barometz gourd can be thrown in combat, exploding into a Vegetable Lamb on impact, which, although not particularly terrifying or lethal, may prove to have distracting capabilities.

 

Cost: City 10gp, Town 20gp, Village 30gp (per gourd)

 

Availability: Rare

BAROMETZ (#23/30, #267/365) [OOTP IV] 

                        Lamb     Stalk

SKILL:             4          0

STAMINA:        4         10

ATTACKS: 1

WEAPON:

Lamb – Head Butt

Stalk – None

ARMOUR:

Lamb – None

Stalk – Light

DAMAGE MODIFIER: 1 Damage

HABITAT: Caves, Dungeons, Hills, Mountains, Plains, Wilderness

NUMBER ENCOUNTERED: 2-12

TYPE: Plant/Animal

REACTION: Neutral

INTELLIGENCE: Low

 

The BAROMETZ or Vegetable Lamb, is another bizarre symbiotic hybrid of animal and plant peculiar to Titan, and similar to the Tree Goose Tree. In this case, the zoophyte is a large-leaved bushy creeper, with a series of thick vines erupting from a central stalk. Each vine ends in either a dark green melon-like gourd, or a lamb; a woolly sheep that eyes its surroundings nervously, while gnawing on grass, moss and lichen, and occasionally going 'Baaa!'

 

Valuable to shepherds for their fine wool and delicious meat, the life-cycle of the Barometz is poorly understood. It is known that overgrazing by the lamb symbiotes kills both them and the plant through starvation, but it is not known if the pods can be harvested to germinate new plants. Regardless, they are often favoured prey of Firefoxes and Jackals due to their immobile nature; the plant itself cannot move and the lambs simply wander about as far as their umbilical-vine tethers will allow.

 

In combat the lambs defend themselves via head butts; anyone wounded, must Test their Skill or be knocked down and spend the next Attack Round staggering to their feet. The central stalk cannot defend itself and if destroyed, any lambs currently alive also die.

Saturday, September 20, 2025

ENGINEERS of Titan!

ENGINEER (#21/30, #265/365) [POT]

SKILL: 5

STAMINA : 6

ATTACKS: 1

WEAPON: See below

ARMOUR: None

DAMAGE MODIFIER: None

HABITAT: Towns, Ruins, Dungeons, Caves

NUMBER ENCOUNTERED: 1-2

TYPE: Humanoid

REACTION: Friendly-Neutral

INTELLIGENCE: High

Behold, the ENGINEER of Titan! A learned professional with near-arcane knowledge of machines, gears, levers and other tools and contraptions of construction and artifice. Engineers are typically employed in one of a few select and profitable fields of interest which can be rolled for on the table below:

Roll Field of Study

1 Siege Engineering

Hydraulics/Irrigation

3-4 Building Construction/Architecture

4 Gunpowder Technology 

6 Airship Design and Construction

They may or may not be a member of the local Engineers' Guild or equivalent, and their race can be determined by the following table:

Roll Race

1-3 Dwarf

 4-5 Human

6 Half-Dwarf

When encountered an Engineer may be working solo or travelling between jobs, or overseeing a team of labourers engaged in a task relating to their field of study. They will be equipped with a bag of tools containing a hammer and nails, a chisel, pick, saw, saw, iron spikes, tongs, pliers and a coil of heavy wire, and use a weapon as follows:

Roll Weapon

1 Greathammer

2-3 Hammer

4-5 War-Pick

6 Flintlock Pistol and Shortsword

Many examples of engineering exist on Titan, such as the Great Wall of Kish, which is complete, and the Great Wall of Analand, which is not. Likewise the mighty Eede Dam in Gallantaria is a marvel whose successful operation was ironically not solved by the four greatest engineering sages of the kingdom but instead the adventurer who became Tantalon's heir. Rather more capable are the mysterious engineers employed by Baron Sukumvit to build and maintain his infamous Deathrap Dungeon. 

Dwarfs of course are renowned for their engineering feats, including the Fangthane Guild of Engineers who discovered the secret of gunpowder technology in 1955 OT. The rival engineering Guildsfolk from the southern Dwarf cliff-town of Warpstone are believed to be pioneers in the construction of flying airships, such as the Galleykeep, which is unfortunately now in the hands of the necromancer Zharaddan Marr. Perhaps the greatest engineers on Titan however, dwell in the sky-realm of Pangaria, where they work in lock-step with the clan of Technomancers maintaining the enormous devices that keep that floating archipelago successfully aloft above the Ocean of Tempests!