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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.
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Now out!
The
Little Book of Samhain
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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
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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.
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