Celtic fantasy roleplaying in a once and future Britain
The day after tomorrow, the seas rose and society crumbled. The Druid Order rebuilt, drawing on ideas of ancient times. Now the seven kingdoms know peace and prosperity, but factions and magic and otherworldly monsters and unhuman machinations tug at the Web. Time for heroes to face the shadows; and maybe change everything.
Albion’s a big game, with a traditional but streamlined rules system and a detailed setting. It builds on what we know of Celtic times, and the folklore of Britain and Ireland, but spins it into a distinctive setting of its own: what if it all came round again in our future, so that as well as the myth and magic there are relics of the present day? (The rules should also work pretty well for a historical Celtic game, if you want.)
The corebook is 256 pages, Letter size, with everything you need to get going. There’s enough Stuff in there that you can pitch all sorts of different games, from fearless monster hunters to conspiracy investigators.
More about the game
What they said about Albion
The world of Albion
Our world, the day after tomorrow, changes forever in the rapid climate change known as The Shrug and the social upheaval that follows. In Britain a new Druid Order comes together and rebuilds, drawing inspiration from the past. Gradually, magic becomes accessible again; and the doors between worlds swing wider. The present day of the Albion setting is a fantasy world built on Celtic revivalism and British history, with occasional reminders of a technological age.
The land feels the tug of forces out of common sight. There are groups who believe technology or magic can save or damn humanity. The otherworld is inhabited by powerful and ancient races who have their own plans for Albion. The spirit world holds both helpers and terrible threats. The way the world is responds to what people do – a skill performed well enough can have a semimagical result, and equipment used in such deeds can take on legendary qualities.
There’s a lot in the setting, and by focusing on some elements and letting others fade into the background you can tell all sorts of stories. Most likely, the characters’ journey will be about discovering that peaceful everyday life is actually threatened from all sides and it’s down to them to do something about it. While, you know, kicking ass.
What rules does it use?
Albion uses its own rules system. It’s quite traditional in many ways, but simple and quick to use. You resolve most actions by adding the ratings of an appropriate attribute and skill, rolling that many six-sided dice and counting the number of dice that come up as successes. (It’s a refinement of the Lode rules seen in Legends Walk Original Edition and Nuggets.)
Characters are created with a simple, quick lifepath system, picking skills from “shopping lists” for different occupations. You can focus on being really good at particular things, or be broader and more versatile. There are various bits of filigree if you want to delve into detailed options, or you can keep things simple by staying close to basic attributes and skills.
Features include: making that extra effort with Fire Points; mowing through Hordes of henchmen; a framework for developing your own specialised Feats; adding legendary properties to possessions that share your adventures.
Preview (2.0MB pdf) – this is the complete introductory chapter, giving an overview of the setting and the basics of the rules.
Character sheet (0.1MB pdf)