Wednesday, 13 July 2011

Exploring Titan: The world of Fighting Fantasy (Part 1)

In  1982 Ian Livingstone and Steve Jackson wrote a short book that would eventually become The Warlock of Firetop Mountain, the first Fighting Fantasy. However, they were not to know that Firetop Mountain would become the first location in a living, breathing world with three continents, numerous islands and vast, dangerous oceans. Titan was born.

From the labyrinthine dwarven capital of Fangthane to the ancient cities of the Snake People, Titan is a world of wonder and terrible danger. In most of the books the player takes on the role of a character who must travel the lands, exploring this fascinating place and uncovering its mysteries.

 In this series of posts I will take you on a journey to Titan, starting with the most famous of all the continents: Allansia.

Read more after the jump.






After days of sailing the Western Ocean, we arrive at the most notorious location in Allansia: Port Blacksand. It might be a good idea to keep an eye on your valuables because around these parts the law counts for little. Because of the way the city is laid out, closely packed buildings practically on top of each other, Port Blacksand has become a haven for pirates, brigands and thieves and if you don't watch your back you may end up on the wrong end of a rapier.

The so-called 'City of Thieves' is ruled over by Lord Azzur, a mysterious scoundrel who rarely shows his face in public, preferring for his Azzur Guard to carry out his business for him. You don't want to end up on the wrong side of the Guard, whose ranks consist of Trolls and Ogres.

We leave Port Blacksand and head across The Flatlands, a wide rolling grass plain dotted with small tribal settlements of pale-skinned people. They may not look like much but trust me, they're incredible warriors. The roads are active with travelling merchants from Zengis and Sardath, many of whom will brave Port Blacksand for a handful of gold.

Beyond Sardath is the Dwarven land of Frostholm, a cold mountainous region populated by hardy humans and dwarves. There was once a time when this place was an eruption of violence as the war between the dwarves and Frost Giants played out, a war which is now noted in song and tome.

 Journeying now south, past the Sea of Pearls is the foreboding Plain of Bones, which is inhabited by roaming dinosaurs and stone-age cultures. To the west of here is the empire of the Lizard Men, which is predominantly made up of jungle and swampland. The main Lizard Man city is known as Silur Cha, or 'Home to the Supreme Majesties of all Lizards', which no human has ever emerged alive. The Swamplands where these evil creatures dwell is a dark place and we shall not linger lest we be beset on by once of those foul, scaled creatures.

Finally, we will cross the Desert of Skulls, a massive dusty wasteland that few people are able to travel across. On our journey we come across the ruined legendary city of Vatos, where it is said valuable treasure lies in wait for any adventurer foolhardy enough to try and find it.

We eventually arrive in Arantis and the city of Kaynlesh-Ma. This is a place known for its extreme devotion to religion, governed by the Overpriest who is apparently is the mortal incarnation of a godly messenger, so is held to the highest esteem.Make sure you sample the spices and oils that Arantis is famed for and is regularly taken up north for trade.

While there are plenty more places in Allansia to discover, we will stop there. Next time join me for a voyage to the Old World, home to Khare, Cityport of Traps.