Celtic-themed fantasy roleplaying after the Shrug

 

 

 

I am the Wind that blows over the sea;
I am the Wave of the Ocean;
I am the Murmur of the billows;
I am the Ox of the Seven Combats;
I am the 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

The world changed forever in the rapid climate change known as The Shrug and the social upheaval that followed. In Britain the Order of Druids rebuilt, drawing inspiration from the past. Gradually, magic became accessible again; and the doors between worlds swung wider.

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.

The rules resolve actions simply and quickly by counting successes on a pool of up to 10 (usually) six-sided dice. Characters start out pretty competent, and there's less emphasis on improving abilities than on doing stuff. Features include making that extra effort, mowing through groups of henchmen, and a freeform system for developing extraordinary ability in specialised feats.

 

 

Now out!

The Little Book of Samhain

This Halloween release presents material from the upcoming Albion GM's Book: the full section on Abred, the spirit world, and a general bestiary of Annwn, the otherworld. Purchasers will be sent a discount coupon when the full GM's book is published.

At RPGNow, price $3.95

> Sampler file
 

 

FROM THE DESIGNER'S DESK

Albion is very much a long-term project; and perhaps the one I feel most strongly about. I chewed on it for at least a decade, through various incarnations, before the Player's Book came out. The game is playable out of that book, and it has lots of interesting options for heroic action and Celtic-style metaphysics. There are several downloads on the support page to give you a good idea of how things work and what's in the book.

All the info about the two otherworlds will be in a separate GM's book, along with some extra titbits for the setting and various other stuff. The otherworlds are a major source of plots and antagonists, so it's pretty important stuff. Unfortunately Life has contrived to delay its production more than I would have thought possible. That's why last autumn I packaged up some material that was ready - ghoulies and ghosties and long leggety beasties! - as The Little Book of Samhain. When the finished GM's Book is out purchasers of Samhain will be offered a discount coupon so you won't have to pay for the material twice.

 

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.