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An Adventurer’s Guide to Albernia
An Adventurer’s Guide to Albernia
An Adventurer’s Guide to Albernia
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An Adventurer’s Guide to Albernia

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‘An Adventurer’s Guide to Albernia’ is the third in a series of ‘Pocket Sized Adventures’, a set of quick to learn and easy to play role-playing games. They are designed to be picked up and played with minimal preparation, effort or fuss. So join us in Albernia. a standard fantasy campaign world designed for quick and easy table-top role-play using Atlas Games’ Wanton Role-Playing system.

LanguageEnglish
PublisherRaven's Staff
Release dateApr 25, 2016
ISBN9781310681356
An Adventurer’s Guide to Albernia
Author

Migwin Crow

Hi, I'm Migwin Crow and welcome to my Smashwords page, where I aim to publish tabletop Role-playing Games from time to time.So why am I doing this? - Well after playing these games for the past thirty or so years, I thought I might try and publish a few.Hope you enjoy.

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    Book preview

    An Adventurer’s Guide to Albernia - Migwin Crow

    An Adventurer’s Guide to Albernia

    By Migwin Crow

    Pocket-sized adventures in a medieval fantasy world

    Copyright © 2016 Migwin Crow

    Smashwords Edition.

    All rights reserved.

    ISBN: 9781310681356

    The Land of Albernia is a standard fantasy campaign world designed for quick and easy table-top role-play using Atlas Games’ Wanton Role-Playing system.

    ‘An Adventurer’s Guide to Albernia’ is the third in a series of ‘Pocket Sized Adventures’, a set of quick to learn and easy to play role-playing games. They are designed to be picked up and played with minimal preparation, effort or fuss.

    This game uses the ‘Wanton’ Role-Playing (WaRP) system from Atlas Games under their ‘Open Game License’. A basic version of this rules system can be found in Part Two of this book for easy reference. If you prefer a more detailed rule set, with a few more options, then the full WaRP System can be found in the ‘WaRP System Reference Document’ at the atlas-games Website.

    CONTENTS

    Part One

    THE ADVENTURER’S GUIDE

    Albernia

    The Rest of the Known World

    Fantasy Beasts

    Pocket Sized Adventures

    Game Setting Rules

    Part Two

    The WaRP GAME SYSTEM

    An Overview of the WaRP System

    Creating a Character

    Basic Game mechanics

    Combat

    Fringe Powers

    The Open Game License

    Also Available

    Part One:

    The Adventurer’s Guide

    1 Albernia

    Geography

    Albernia is situated in the temperate zone of the campaign world’s Northern hemisphere. It comprises of three islands and five independent feudal kingdoms. The biggest Island is Bribainia, which holds three of Albernia’s five kingdoms: Angland in the east, Dyles in the west and Albarack in the north. The island kingdoms of Erinlund and Korwell lay west and south west respectively.

    Bribainia is approximately 1,000 miles long from North to South and 750 miles from East to West at its widest point. Erinlund is about 700 miles long and Korwell is just over 250. Albernia experiences four standard seasons over a 365-day year, with reasonably cold winter and warm summer seasons. Northern Albernia experiences colder winters and cooler summers compared to the south, with very cold conditions at higher altitudes in the North. Over 2,000 miles to the North is the island of Frustlund, while to the South and the East is the continental mainland, and the rest of the known world.

    Most of Albernia comprises of plains, hills and forestland. Northern Bribainia is fairly mountainous, Korwell is quite rocky and Erinlund has more than its fair share of bogs and marshes.

    Ecology

    Albernia is a diversely populated continent but politically, it is dominated by humans. Bribainia is relatively civilised and safe to travel, as most of the countryside has been pacified apart from very secluded pockets of wilderness where ‘monsters’ may still roam, especially in Alberack and Dyles. Albarack is mostly wilderness and considered a dangerous untamed land by most living in the south, who often treat the northern hill clans with more than a little suspicion and fear.

    Human Cultures

    The human inhabitants of Albernia are the result of successive invasions from the mainland over many thousands of years. As a result of this, there are four distinct human cultural subgroups to consider.

    The most numerous of these are the Anglish, who are decedents of the Gornic settlers who invaded Albernia’s eastern coast some 500 years ago, forcing the existing population west into the area now known as Dyles.

    The Dylanders are themselves decedents of an earlier invasion by the Thombriard Empire. This ancient empire from the south invaded and dominated most of the mainland and migrated as far north as Albernia about two thousand years ago. The invading soldiers and settlers began life in Albernia as an occupying military force but were forced to assimilate with the primitive locals after their empire collapsed under its own decedent weight.

    The original tribal Albernians were in fact prehistoric settlers from Erinlund, who also occupied Korwell around the same time. They dispossessed an even earlier culture, forcing them north to settle in what is now Albarack.

    There is even potentially a fifth cultural group living in Albernia now, as a sizable number of Scorscan marauders have decided to settle down, rather than continue their plundering of the eastern coast.

    These Scorscan settlers are still very few in number but their population is growing, and a number of hamlets and fishing villages are forming along the coast between Angland

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