One Page Introduction
Albion is the healing scar to the East of the open wound that is the Alvus Sea, which tore asunder the old Empire after the Coming of the Comet. That event, known as the 'Cataclysm', 'The Great Flood', and many other names, was a defining moment in history by which many things were changed. A darkness crept into the world of the survivors of said catastrophe, and at first Elves and their magic were blamed for summoning the ire of Luminor, the Creator, upon the world. They were mercilessly butchered and wiped out, so much so that barely anyone remembers what they look like.
The Church of Illumination rose in power exponentially after the event, and witch-hunts became a common sight in every town. But the Comet brought something entirely new to the world beyond its initial calamity: Glimmer. With its use, arcane magic became unlocked for all, not just the Elves. An inquisition was quickly founded to curb its abuse, but it was no use. Glimmer had crept into society at large, a festering disease that could be profited off of with the right acumen.
That being said, Albion has a Gothic theme throughout it and D&D without magic would be... well, it would lack the magic! There are almost no class restrictions, but there are some important notes to be made:
Playable races include:
The Church of Illumination rose in power exponentially after the event, and witch-hunts became a common sight in every town. But the Comet brought something entirely new to the world beyond its initial calamity: Glimmer. With its use, arcane magic became unlocked for all, not just the Elves. An inquisition was quickly founded to curb its abuse, but it was no use. Glimmer had crept into society at large, a festering disease that could be profited off of with the right acumen.
Meta Overview
Albion is unlike many other D&D fantasy worlds in that it focuses on gritty realism and low fantasy. This does not mean everything is gloomy, brooding, and edgy, but rather that the people react much more to fantastical things as we (or our ancestors) would.That being said, Albion has a Gothic theme throughout it and D&D without magic would be... well, it would lack the magic! There are almost no class restrictions, but there are some important notes to be made:
- The distinction between divine and arcane magic is VERY important, it determines how the entire continent will react to you casting spells.
- All arcane spells can result in a wild magic flux and unpredictable results, even for non-sorcerers.
- All arcane magic requires, to some extent, Glimmer.
- Divine magic requires faith, meditation, and rest and cannot be channelled through the ab(use) of glimmer.
- Bards do not have access to magic, and are instead buffed with aspects of the Fighter class. Musical Magic simply doesn't exist in Albion but that does not stop you from using your musical skills!
- Magical items exist, but most "modern" items are either dwarven countercharms or infused with Glimmer, or produced via Zinnabari occult ritual. Only the extinct Elves and Nephilim made proper magical items as you know them, and there are precious few left.
Races of Albion
There are fewer races to choose from than what you are used to. Albion's world is predominantly human, but in return you can choose your race ASI's from scratch (a la Tasha's)!Playable races include:
- Humans
- Dwarves
- Shifters (Changelings)
- Goliaths
- Firbolg
- Leonin
- Tiefling
- Halfling
Talk to me first before choosing any of the alternative races, for they will require intense roleplaying to get right. For more details on the main playable races, click the article block on the right.
NB: Language has been changed to reflect that most people cannot read. Choose a suitable background or class like the Wizard to be able to read.
NB: Language has been changed to reflect that most people cannot read. Choose a suitable background or class like the Wizard to be able to read.
Classes
To allow more balance for martial classes, the Fighter and Ranger will use the following alternate versions:- The Alternate Fighter by Laserllama
- The Martial Ranger by Arcee
- The Savant by Laserllama
The Cavalier
- You have advantage on saving throws made to avoid falling off your mount, and mounting and dismounting only costs you 5 feet of movement as opposed to half of your movement.
- If your mount takes damage while you are within 5 feet of it, you can instead choose to halve that damage for your mount and receive the remaining damage yourself.
- If you move at least 15 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
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