Celtic fantasy roleplaying
in a once and future Britain
 

 
 

Albion cover

 

I am a Hawk on a cliff;
I am a Ray of the Sun;
I am the fairest of Plants;
I am a Boar for valour;
I am a Salmon in a pool;
I am a Lake in the plain;
I am the strength of Art;
I am the word of Knowledge;
I am the Spear-point that gives battle...

Amairgen

 
 

 

Albion is a fantasy roleplaying game. It's both new and old. I've been working on it for around 15 years, on and off, and it's what Silver Branch Games was originally set up to publish, but I got distracted by shiny things along the way.

Anyhow, you don't want to hear about the obsessions of hoary game designers; you want to know what's interesting about it. Here's a quick summary - to find out more you can grab the introductory chapter from the Support page.

Tim Gray

 

SETTING

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 the Order of Druids 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.

Street scene by Jonny GrayThe 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.

 

RULES

Albion's system is a refinement of Lode, seen in Legends Walk Original Edition and Nuggets. It's quite traditional in many ways, but simple and quick to use. You resolve actions by rolling a pool of six-sided dice and counting successes.

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 certain things,or be broader and more versatile. There are various bits of filigree if you want to delve into detailed options, or you can stay 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.

 

CONTACT

To get further information or give feedback, please mail Tim Gray at info@silverbranch.co.uk.

You can also use our Yahoo group to talk to Tim and other Silver Branch customers.