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!
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.
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 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
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
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…
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.
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.
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.
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.
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
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.
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.
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.
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…
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