Character Creator

New Race: The Orc

Ferocity. Pride. Power. All three are words that properly describe the Orcs of Ghar, the land above the Dwarven homeland of Rhasys.

Orcs have a less than positive history: ever since their Creation, their Arken guide, Baramon, taught them the bare essentials of life: how to find food, how to tame animals, and above all, how to fight. Baramon and the Orcs were the best prepared for the First War.

Since then, the Orcs have been highly involved in every war to come to Albadyn. Orcs are the second strongest race in Albadyn, capable of enduring immense amounts of punishment while dealing it out in equal measure.

Orcs have skin that ranges from light brown to dark umber, oranges yellows browns and the occasional greens. Contrary to popular depictions in Albadinian art, Orcs do not, as a matter of fact, have tusks. Most orcs have slightly pointed teeth, but not massive boar-esque tusks that almost every picture gives them.

Orc men are big and muscular, and Orc women are big and muscular as well. However, it is important to note that, while Orc women are big and muscular, they are still very feminine.

Orcs do not very often leave Ghar, due largely to the fact that, aside from the Vahalyr and Gigantes, no one really likes them. Their (not entirely undeserved) reputation for being violent makes them have a difficult time cultivating friendships with other races, especially ones that have fought them in the past.

Orc HP: 8

(Authors Note: If you have no idea what Orcs look like, think Dwayne Johnson for male orcs and She-Hulk for Female Orcs. She Hulk is the IP of Marvel Comics)

Copyright Jacob Snow 2016

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Character Creator

NEW CLASS: Witch (Female Characters Only)

The wilds of Albadyn. The Swamps and Fens. The Deep Heart of the Forests of Gaela’s Lands in the west. Dwelling within these places are magically talented women of many races, appearances, and alignments. Guarding the wilds of Albadyn has ever been a task of the Witches, but of late their scope has expanded.

Ten years ago, fifteen years after the Four Day War, many small villages received a new inhabitant in the form of a woman with naught to her name but her raiment and the pack on her back. Witches had come, to protect the towns of Albadyn from The Undying, perversions of nature that Witches hate above all others.

Witches and nature are like two sides of the same coin: Witches and nature both are wise, powerful, and unpredictable. Witches Magic primarily concerns giving nature a boost in doing something: whether it be making water soak a foe or making vines entangle them…

Witches do not usually wear armor, using instead concentrated bursts of wind to defend themselves.  Witches usually wear a dress or a robe, or something with a cape and hood. Witches have some of the best defenses of any magic user, but they do not use magic to harm: vines may entangle but they will not kill. Witches almost universally use Staves or Scythes to fight with, and they will never uses axes or weapons of Iron.

Normal Witch: +6A/6D, One Foe may not move for 1 Round. Range 5. Usable Once per Battle.

Legendary Witch: +6A/6D, One Foe may not move for 2 Rounds. Range 6. Usable Three Times per Battle.

Mythic Witch: +6A/6D, All Foes lose their ability to move for 2 Rounds. Usable Twice per Battle.

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Character Creator

A Hero Arises (New Class: Knight)

The moon rose above the Inyani plain, and mist covered the land. Shimmering in the silver light was the glistening armor of the Knights. As they rode their horses across the Plain, their leader, a stern looking woman with a large mace looked out with sharp eyes that did not miss the rustling of the grass across from her and her band.

She pulled her mace down and leaped from her horse, which remained obediently where she had left it. Her companions dismounted, and she lowered the visor of her heavy helm.

“They’re here.” She whispered grimly, and her companions drew their armaments as well.

Before them arose several dark shapes, vaguely human in form but devoid of detail. Glowing red orbs hovered on their heads, and the woman could tell that they were filled with hatred for all things living.

The monsters surged forward with supernatural speed, and one of her allies took two blows to the midsection. She deflected two of the strikes, and smote the creature with all of her fury.

As one of her allies found himself becoming encircled, she grabbed him and thrust him behind her, becoming a living barrier between him and his attackers. With several furious strikes, the undead beasts were destroyed, and the night raid was accomplished. Looking to the dark shape in front of them, the woman removed her helmet and smiled with a victorious gleam in her eye.

“Hodvan, ride back to town. Tell them we found it.”

 

KNIGHT

Knights have a grand tradition in Albadyn: those who dedicate their lives to honor, combat, and service to others become Knights of their land, commanding respect from the righteous and fear from the wicked.

Knights in Albadyn are indisputably powerful, training in use of big weapons while wearing heavy armor, Knights are forces to be reckoned with, regardless of their foe.

Normal Knight: +7A/6D, May take Damage for Allies that are ADJ Behind you.

Legendary Knight: +7A/6D, May take Attacks for Allies that are ADJ Behind you.

Mythic Knight: +7A/7D, Allies that are ADJ Behind you cannot be Damaged or the target of Abilities.

 

(Hope you enjoy this new Class!)

Copyright Jacob Snow 2016

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Character Creator

Character Creator

Legends of Albadyn is built around compressing the RPG and Tabletop Board gaming experience into an easy, deep, and fun game that removes many of the headaches of the genre, such as gold and weight tracking, movement speeds, gear proficiencies, or a three-hundred page rulebook.

The first step to embark on is Character Creation. Designing a Character is as easy as one-two-three, literally!

STEP 1

RACIAL SELECTION

While there are many races in Albadyn, only four live in the land of Inyan, where our journey begins. While these four races can be found anywhere, there is a large concentration of them in the lands of the south.

Human

Humans are natives of Inyan, the southern half of Albadyn. Their Arken Guide is Irini, Arkeness of Mercy and Wisdom. Humans are strong, bold, and proud, always full of fortitude even in the direst of places. Humans get along famously with Elves and Dwarves, as they fought beside one another in the Four Day War. The Four Day War was exceptionally punishing for the people of Inyan, and much of the older generation was removed. Inyan is still recovering, but under the rule of Queen Astenra they have formed many new alliances. However, quite a few of them are tenuous…

Human HP: 6

 

Golden Elf

Golden Elves are the natives of Gaela’s Lands, the massive forest in the west of Albadyn. Their Arken Guide is Gaela, Arkeness of Wildness and Nature. Golden Elves are not as capable at enduring harsh conditions as other races of Albadyn, however, they make up for this in other ways. In spite of this, Golden Elves can learn the arts of war alongside the toughest races. The Golden Elves do not count many among their friends, but Humans are some of their closest allies. The Golden Elves took some damage in the Four Day War. However, as it occurred entirely in Inyan, they did not take damage to their economy or their civilians. The houses of the Golden Elves wield great power, with House Malloren holding the most; but they all answer to Queen Elwyn, the youngest Queen in the History of the Golden Elves.

Golden Elf HP: 4

 

Dwarf

The Dwarves live in Rhasys, a land in the north of Albadyn. Their Arken Guide is Doravan, Arken of Steam and Metal. Dwarves have been known to spend their entire lives underground, and as such much of their culture is buried deep with their treasuries and their kingdom. Even their ruler is unknown to all but a chosen few!

Dwarves have suffered much, as they are the only land separating Ghar, the land of the Orcs, from Inyan. As Orcs and Humans often disagree, Dwarves find themselves caught in the crossfire. Dwarves are still friends with Humans, though, and they have provided much aid to them in their times of trial. Surprisingly, Dwarves did not suffer much in the Four Day War, only losing some military forces.

Dwarf HP: 7

 

Goblin

Goblins live wherever they can, usually setting up small encampments on the outskirts of a smaller village. During the Four Day War, many Goblins deserted the Ashen Legion’s forces, scattering across Inyan and starting new lives.

While the exact Arken that guides the Goblins is unknown, many Clerics believe that it would be Bhakrash, the Arken of Hunting and Ferocity that guides the Orcs.

Goblins are an agreeable Race, even if they are easily swayed by others, leading them to make decisions that they normally would not. This was largely the fault of the Orcs, who often take advantage of the Goblins in their building projects and acts of War. This has led to the belief that Goblins serve the Orcs, which makes the Goblins quite angry. In recent generations, there has been acute dislike between the Orc and Goblin races.

Goblin HP: 5

 

Once you have chosen your Race, you may move on to step two, which is…

 

STEP TWO

CLASS SELECTION

With race out of the way, you may now choose which Class you are. Any Race can do anything, so there are no limits on what you can choose.

Fighter

Fighters find their Origin in Inyan, where people that did not want to invest a lifetime in becoming Knights learned to fight their own way. Sure, they are not quite as strong or well-disciplined as the Knights, but they are still valued by their companions. Fighters are staples of any Adventuring Party, often being the leaders or the main offensive force in their party.

Normal Fighter: +6A/6D, Ignore 1-5 Damage. Usable Twice per Battle.

Legendary Fighter: +6A/6D, Ignore 1-8 Damage. Usable Three Times per Battle.

Mythic Fighter: +6A/7D, Ignore any amount of Damage and/or an Effect of an Ability. Usable Four Times per Battle.

 

Archer

Archers are the typical ranged support of any force, whether a king’s army or a farmer’s family. Archery (supposedly) originated in Gaela’s lands, where she taught it to the Golden Elves, but the Orcs try to take credit for it, claiming Bhakrash taught them. Regardless, it is difficult to find a place where Archers do not exist.

Normal Archer: +7A/4D, Range 5, May shoot through 1 Occupied Square.

Legendary Archer: +7A/4D, Range 6, May shoot through 2 Occupied Squares.

Mythic Archer: +7A/5D, Range 7, May shoot through any number of Occupied Squares.

 

Praetorian

Praetorians indubitably find their origin in Inyan, where they are the elite guards of Mazasca, the Capital of that land. Praetorians are well-known for their skills in countering attacks. Learning from the codices of King Josedech, first King of Inyan, the Praetorians are a group of people that are a symbol of national pride.

Normal Praetorian: +5A/7D, If an Adjacent (ADJ) Foe Attacks you and Fails, Attack them once.

Legendary Praetorian: +5A/7D. If an Adjacent (ADJ) Foe Attacks you and Fails, they take 1 Damage.

Mythic Praetorian: +6A/7D, if an ADJ Foe Attacks, they take 2 Damage, even if they don’t fail.

 

Warrior

Warriors are decidedly Dwarven in nature: Build for aggression, the Warriors were originally taught to fight by Doravan, who forged many of the first weapons Albadyn ever knew. Warriors are (almost) entirely lacking in discipline, instead rushing in and hitting whatever is before them. You may often find that Warriors are uncouth machines of destruction, but you may also find them possessing great heart, and courage.

Normal Warrior: +7A/4D, 2 Damage per Hit (DpH)

Legendary Warrior: +7A/4D, 3 DpH

Mythic Warrior: +7A/5D, 4 DpH

 

Rook

Rooks are warriors of Shadow, operating in the higher tiers of the shadowy guilds of Albadyn as leaders, or lieutenants to those more powerful than they. Rooks all wear a special amulet that allows them to channel the shadows into special powers. Rooks have a mystical origin, but only the Goblins know it, and they aren’t telling.

(Optional: Rooks may have Range 6)

Normal Rook: +6A/5D, Shift 1 Square. If you are about to be Hit, ignore it. Usable Freely 3 Times per Battle.

Legendary Rook: +6A/5D, Teleport anywhere. Usable 3 Times per Battle.

Mythic Rook: +6A/6D, Teleport with/without an Adjacent Character (Ally or Monster, either one). Usable 4 Times per Battle.

 

Priest

Priests are loyal servants of the Great Creator. Usually living in the Temples and Churches of towns and cities, Priests are trained in the bare minimum of the combat arts, instead spending most of their time healing the hurts of those around them.

Normal Priest: +5A/5D, Range 5. Heal an ADJ Ally +1 HP. Usable Ten times per Battle

Legendary Priest: +5A/5D, Range 5. Heal an Ally +1 HP, Range 5. Usable Ten times per Battle.

Mythic Priest: +5A/6D, Range 5. Heal any Ally +2 HP. Range 7. Usable Ten times per Battle.

 

Sorcerer/Sorceress

While their origin point is murky, many credit Vashti, Arkeness of Magic and Knowledge with first teaching the Races magic, thus making the Sorcerers. Sorcerers can do a great many things, from slinging fireballs to hurling ice shards, and can concentrate their power into a farther-reaching, deadlier blast.

Normal Sorcerer/Sorceress: +6A/5D, Range 6, +2 Range. Usable 4 Times per Battle.

Legendary Sorcerer/Sorceress: +6A/5D, Range 7, +3 Range. Usable 4 Times per Battle.

Mythic Sorcerer/Sorceress: +6A/6D, Range 8, +4 Range, +2 Damage. Usable 3 Times per Battle.

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It may be puzzling to you as to why each class has three Versions: that’s Albadyn’s leveling system. You upgrade from Normal to Legendary and then finally to Mythic. We’ll address how in Chapter Two. Now, to Step Three…

 

STEP THREE

NAMING YOUR CHARACTER

Naming you character is an important part of the character creation process. You can technically name your character anything you want, but some names are more desirable than others. Ultimately, a name determines how others see your Character. Sir Rodgar the Affable is likely to be a man who is easy to get along with, and Sir Felmood the Quarrelsome is likely to be difficult to get along with. Names are much like labels, and you want your label to make sense.

Now, write down what you are in that notebook of yours (or on one of its torn out pages), and that Character is ready to go! I find it fun to design several, just in case.

Copyright Jacob Snow 2016

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