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09:41, 27th April 2024 (GMT+0)

What everybody knows about Allansia.

Posted by The DirectorFor group public
The Director
GM, 689 posts
Sun 4 Jun 2023
at 19:44
  • msg #1

What everybody knows about Allansia



Allansia may offer the greatest prizes for a daring, ambitious adventurer, but it also offers the greatest dangers. Throughout the land, the Forces of Evil are drawing together, growing ever stronger. In the north, corrupt humans bring forth wild magic into the world, knowing little of what they are really doing; and creatures are stirring in the southern swamps, things that will ultimately affect all of Allansia.

Allansia is the largest of the three continents of Titan and reaches from the highest latitudes of Titan, down to sub-tropical regions. There are also numerous islands off the continent's coast. In this broad sweep there is a vast array of environments from frozen wastes to hot deserts, temperate forest to tropical jungle. The continent can be divided into a number of great regions:

The Ice Wastes: The north of the continent is an icy waste land and the giant ranges of mountains that mark its southern extent, i.e. the Icefinger Mountains and the Freezeblood Mountains, also mark the northern most extent of recognisable civilisation. These ranges shelter the north of the continent from the cold winds of the Frozen Plateau which stretch even further north. Despite the apparent desolation of the area it is inhabited by savage tribes of Orcs and Goblins, many creatures and beings that choose to leave solitary existences such as an occasional White Dragon or Storm Giant.
In this part of the world, although there are quite a few ruins of ancient cities, there aren't many settlements worth noticing, apart from Fangthane, the majestic city of the Dwarves, and Vynheim, inhabited mostly by humans hardened by the harsh climatic conditions.

Old Allansia: The relatively small area on the extreme western to north-western area of the continent was called "Allansia", and lent its name to the rest of the continent. For this reason the region is currently known also as as "Old Allansia". In contrast to the desolate frozen north its is a land of fertile plains and agriculture and thus supports a number of settlements. Its weather is unpredictable and varies from torrential rain, to humid summers, to snow bound winters in some parts. In this part of the continent there are moorlands interspersed with hills and forests, but there are also fertile plains such as the Pagan Plains, that are considered the breadbasket of Allansia. Many rivers cross it, flowing into the Western Ocean from hills such as the Moonstone Hills. The sweeps of moorland and grass land within it are referred to as plains, which are delineated by the rivers and hills within it, as well as the geographical features by which is bound, namely the Western Ocean to the west, the Icefinger Mountains to the north, the Desert of Skulls to the south and the Flatlands to the east.
In this part of the continent there are important cities, such as Salamonis, the most populated and most civilised city of Allansia, Port Blacksand, also known as the City of Thieves, where pirates and morons thrive, the merchant cities of Silverton, Chalice and Zengis, the two Dwarven cities of Stonebridge and Mirewater and the city of Fang, with an evil ruler that is well accepted by his people because he organises an yearly extravaganza show like the Deathtrap Dungeon.

The Flatlands: These rolling plains are a vast grassy wilderness dominating the centre of the continent which stretch all the way to the eastern coast on the Sea of Pearls. In the north-east corner of the Flatlands are temperate forests such as the Forest of the Night.
The Flatlands are nowhere near as inhabited as Old Allansia and the main settlemets in this region are Sardath, Wolftown and Warpstone.

The Eastern Coast: The eastern coast is a vastly irregular coastline indented regularly by bays and inlets varying greatly in size, and including the Sea of Pearls. The Shabak Peninsula is the more fertile region of this eastern area of the continent although it is beset by storms and gales sweeping in from the Ocean of Tempests. The tempestuous Bay of Storms and Bay of Kulak complete the eastern coastline at the south-eastern tip of which are the largest of Allansia's many islands, Kulak Island, Jitar Island and Solani Island all of which are mountainous. All of this coastline being geologically young, having been formed less than two thousand years ago by the splitting of Irritaria.
Inland the great plains of Bronze and Bones complete the vast flat sweep across the centre of the continent from the Teeming Plains in the north-west, down through the Flatlands and the Desert of Skulls and thence onto the Plains of Bronze and Bones. The Plain of Bronze is all but a baking desert. It is bounded by mountains to the west, the Sea of Pearls to the east, to the north it merges with the Flatlands around Lake Nykosa and then becomes the Plain of Bones to the south. The Plain of Bones is a huge desolate wind-swept land with little vegetation. However, it is cooler than the Plain of Bronze to the north. The aptly named Bay of Storms forms its eastern extent, whilst it's reach to the south is curtailed by the Mountains of Grief and to the west by the Swamplands of Silur Cha.
In this vast area, the only city perhaps worth mentioning Bakulan, capital of Shabak.

Swamplands of Silur Cha: Although arguably part of the great plains of central Allansia this land is marked out by thick jungles and swamplands. These are the lands of the aggressive and secretive Empire of the Lizardmen, and nobody knows much of what is going on there.
They say that there is a huge city called Lizard Man City or something like that, but maybe it's just a legend. On the northern border of the forest there is a Human city called Vymorna, continuously under attack by the Lizardmen.

Desert of Skulls: this completes the great central flat sweep of land across the continent and makes up most of the western coast as well. It is a searingly hot and dry expanse. To the north it imperceptibly turns into the Southern Plain of the settled lands of old Allansia. To the south is a fertile sweep of land surrounding the northern coast of the Gulf of Shamuz ending to the west in the Arantis Peninsula. The Arantis Peninsula just out from the south-west of this region. On its southern side it is mountainous, whilst its northern extent is a fertile region, fed by the great River Eltus and its tributaries.
On the west coast there are two pirate / merchant cities named Halak and Rimon, while Kaynlesh-Ma is one of the most important places of knowledge of Allansia.

The Southlands: beyond the Mountains of Grief are the Southlands, whose climate is markedly different from the Plain of Bones. This is region of the continent is marked by a consistently mountainous geology reminiscent of the fact that it was this area of the continent torn apart in the splitting of Irritaria. The outstanding feature of the region is the great inland sea called the Glimmering Sea.
On the coast there are various cityports practicing commerce and piracy, always at war against each other: Alkemis, Agra, Bei-Han and Kallamehr.


The cycles of years: during the Time of Naming, the gods appointed the years to pass in cycles of twenty, with each year represented by an animal. Each cycle is known as a "Turn" - hence, someone born over forty but under sixty years ago would talk of being born in a particular year "two Turns ago". The years pass in the following order:

  • Dragon
  • Lion
  • Snake
  • Ox
  • Tiger
  • Goat
  • Mouse
  • Deer
  • Bat
  • Wolf
  • Eagle
  • Dog
  • Spider
  • Rabbit
  • Fox
  • Crocodile
  • Owl
  • Cat
  • Shark
  • Horse


Years, months and days:
In Allansia the years are currently counted "After Chaos" (A.C.) - this refers to a turbulent time few centuries ago when cataclysms triggered by bad magic and subsequent invasions of chaotic armies. These were called the Chaos Wars. Before year 1 A.C. were the "Old Times" (O.T.) and they lasted millennia.

In the Allansian Calendar the year is divided in 12 months with three days dedicated to the New Year festival at the end (in a leap year this is four days long).

  • Freeze - 31 days
  • Dark - 28 days
  • Unlocking - 31 days
  • Sowing - 30 days
  • Winds - 31 days
  • Warming - 30 days
  • Fire - 31 days
  • Watching - 31 days
  • Reaping - 30 days
  • Hiding - 31 days
  • Close - 30 days
  • Locking - 28 days
  • New Year - 3 days


The week in Allansia has seven days as follows:

  • Stormsday
  • Moonsday
  • Fireday
  • Earthday
  • Windsday
  • Seaday
  • Highday


Normally, each adventure in this campaign will take a week, which includes not only the proper adventure time (time in the limelight), but also time for travelling, healing and training (time out of the limelight).
This message was last edited by the GM at 19:46, Sun 10 Sept 2023.
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