From the Introduction:
What’s Albion about?
Things that are concealed and things that are revealed.
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.