From the Introduction:
What’s Albion about?
Things that are concealed and things that are
The physical setting has ordinary splendours. There
are mountains, valleys, rivers, seas, dark forests,
lonely moors and bustling towns. Its fantasy is not
one of spectacles like fortresses in huge spires of
rock or cities built in trees. Neither is it a large place
with features of extraordinary size.
The people get on with their lives – for the most
part in pretty ordinary ways. Everyone knows stories
of strange creatures, magic and heroes who perform
remarkable feats, and they enjoy hearing them and
passing them on. But when you enquire about the
origins of these tales, they usually come from a
distant relative or a friend of a friend. Only a few
people have witnessed such things firsthand.
Yet magic does slumber beneath the land and is
occasionally woken. Fundamentally the game is
about what people do, and through this wonders can
be manifested and the land itself can be changed.
The gifted few can shatter a rock with a spear or
summon the wind with a song. The destined few will
encounter creatures of the otherworld and become
champions of humanity. The despised few will blight
the land and twist the spirit of the people.
The role of your characters is to be the flash that
illuminates what people are capable of, what’s really
going on in the world, and the road their society will
travel into the future.