Gods and Icons (v1.4)
Gods and Icons (v1.4)
Gods and Icons (v1.4)
Art by Justin Wyatt, Sparrow Buerer, Alysha Lach, Justin MacAuley, Nikole McDonald-Jones,
Doug Scott, Jeshields
Dread Unicorn
Games
©2016 Dread Unicorn Games, LLC. All rights reserved. Product Identity (see above), the new deities, icons, and game mechanics of
Product Identity: The following items are hereby identified as Product Identity, this Dread Unicorn Games, LLC game product are Open Game Content, as
as defined in the Open Game License version 1.0a, Section 1(e), and are not defined in the Open Gaming License version 1.0a Section 1(d). No portion of
Open Content: All trademarks, registered trademarks, place names, GM and this work other than the material designated as Open Game Content may be
player advice (including suggestions for icon relationship roll results), plots, reproduced in any form without written permission.
story elements, locations, artwork, and trade dress. Gods and Icons is published by Dread Unicorn Games, LLC under the Open
(Elements that have previously been designated as Open Game Content are not Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age
included in this declaration.) Open Content: Except for material designated as and 13 True Ways are trademarks of Fire Opal Media, Inc.
i
Gods and Icons
Credits
Writers/Designers John WS Marvin, Vanessa Rose Phin, Connor W. Marvin
Project Editor Alison Wells
Layout John WS Marvin
Cover Designer and Lead Artist Justin Wyatt
Artists Sparrow Buerer, Alysha Lach, Justin MacAuley, Nikole McDonald-Jones, Doug Scott, Jeshields, Justin Wyatt
Illustration © 2016, Sparrow Buerer, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Ghost Lake, Mt. Klayatt,
Necropolis, Red Grove, Sacred Temple, Toy Yard
Illustration © 2016, Alysha Lach, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Father of Robbers, Path of Sky,
Twins Interference
Illustration © 2016, Justin MacAuley, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Blue Aoife, King Thorbal,
World Tree
Illustration © 2016, Justin Wyatt, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Hierophant Glasyra, Lord Ikal,
Thrice-Wise Mercurius
Illustration © 2016, Doug Scott, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Aurum Rex Symbol, Baron Von
Vorlatch Symbol, Blue Aoife Symbol, Commander Tyrvek Symbol, Emperor Roland Symbol, Father of Robbers Symbol, Ghiama
Symbol, Hierophant Glasyra Symbol, King Thorbal Symbol, Lady Akuma Symbol, Lord Ikal Symbol, Queen Tanadil Symbol,
Thrice-Wise Mercurius Symbol
Illustration © 2016, Justin Wyatt, All-Rights for Limited Purpose Dread Unicorn Games, LLC: Cover, Baron Von Vorlatch, Emperor
Roland, Hessis, Katulua, Queen Tanadil, Reknar
Some artwork copyright © 2014 - 2016 Rick Hershey / Empty Room Studios / Standard Stock Art: Issue(1), Jack Holliday,
Jeshields, William McAusland, Bradly K. McDevitt, Elizabeth Porter used with permission. All rights reserved.
Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Illustration © 2014, All-Rights for Limited Purpose Dread Unicorn Games, LLC Reece Ambrose: Slithik
Playtesters Nicole Borchert, Leslie Camacho, Earnest Gibson, Matthew Hansen, Jared Haller,
Brittany House, Chris Irving, Alicia Severson, John Strickland, Angela Zgraggen
ii
Table of Contents
Introduction
How to use this book
1
1
Argir the Worm
Baltigan the Sparrow
The Lords: Toc, Tanic, & Helbar
16
17
17
Ranger Talent
Way of the Wheel
29
29
iii
Gods and Icons
iv
Magic Items 73 Information in Town 109 Instrument124
Boons with Complications 73 Allies 111 Necklace, Pendant 125
Conflicted Relationships 73 Ring125
Negative Relationships 74 Complications (5s) 113 Shield125
Divine Complications 113
Go For It 74 Staff125
Picking 113
Symbol, Holy Symbol, Relic,
Back to the GM 75 Rolling 113 Sacred Branch 126
Social Complications 114 Wand126
Boons 75 What’s the Problem? 114
Is the Party Short on Healing? 75 Weapon126
Who is the Local Power? 115 Wondrous Item 127
Picking 75
What Social Event? 115
Rolling 75
What Important Item? 115 Holy Swords 129
Adventurer-tier Group Short on
Dungeon and Wilderness The Basics 129
Healing 76
Champion-tier Group Short on Complications116 The Extras 129
Healing 76 Picking 116 Bright Bubble 129
Epic-tier Group Short on Healing 76 Rolling 116 Clerical Powers 129
Type of Boon 76 Passage Complications 116 Critical Hits 130
Picking 76 Picking 116 Divine Defense 130
Rolling 76 Rolling 116 Extra Damage 130
How do PCs Get the Items/ Extra Foes 116 Flames of the Old Gods 130
Information?76 Who Sent for Reinforcements? 117 Paladin Powers 130
Picking 76 More Powerful Foes 118 Reknarite Strike 130
Rolling 76 + 1 Level Scrapper 118
+ 1 Level Offensive 118 One-Use Items
131
True Magic Item 77 Potions131
Tiers 77 + 1 Level Lunk 118
Oils131
Choosing a True Magic Item 77 Icon Side Quest 118
Increasing the Tier 85 Picking 118
Arrow, Crossbow Bolt, Slingstone 86 Rolling 119 New Races 132
Armor, Robe, Shirt, Tunic 86
Belt, Swordbelt, Kilt, Skirt, Girdle, Sash 87 Dhampir 132
Book, Scroll, Tome, Grimoire 88
NPC Appearance120 Dhampiric Regeneration (Racial
Power) 132
Boots, Shoes, Sandals, Slippers 89 Picking 120 Identify Vampire (Racial Power) 132
Bracers 90
Rolling 120 Borgostnya132
Cloak, Mantle, Cape 90
Gender120 Other Lands 132
Gloves, Gauntlets 90
Helmet, Crown, Diadem, Circlet 91 Race120
Race Based on Icon 121
Gelatinous Troglodyte 133
Musical Instruments 92 Gelatinous Stench (Racial Power) 133
92 Quirk121
Necklace, Pendant Gelatinous Spasm (ranged attack) 133
Rings 92
Goblin 133
Shield
Staff
93
93
Magic Items 122 Earth Blood (Racial Power) 133
Symbol, Holy Symbol, Relic, Sacred Artifacts 122 Grifter (Racial Power) 133
Branch 94 Blade of the Forgotten One 122 The Badlands 134
Wand 95 Adventurer 122 Other Lands 134
Weapons 95 Champion 122 Half-Owlbear 135
Wondrous Items 98 Epic 122 Majesty of the Owlbear (Racial
One-use Item 99 Power)135
One-use Item Tier 99 New True Magic Items 123
Type of One-Use Item 99 Arrow, Crossbow Bolt, Slingstone 123 Hobgoblin 135
Potions 99 Armor, Robe, Shirt, Tunic 123 Well-Armored (Racial Power) 135
Oils 99 Belt, Swordbelt, Kilt, Skirt, Girdle,
Sash123 Klik-zeen 136
Runes 99 Four Armed (Racial Power) 136
Book, Scroll, Tome, Grimoire 123
Hugely Important Information A Klik-zeen Chooses 136
About the Story 100 Boots, Shoes, Sandals, Slippers 124
Cloak, Mantle, Cape 124 Klik-blade (Racial Power) 136
Information in the Dungeon 100
Gloves, Gauntlets 124 Poisonous (Racial Power) 136
Information in the Wilderness 107
Helmet, Crown, Diadem, Circlet 124
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Gods and Icons
Pixie 137
Shifting Sigils (Racial Power) 137
Wings of Knowledge (Racial
Power)137
The Elven Wood 137
Slithik 138
Brain Fog Ray (Racial Power) 138
Brain Fog (ranged attack) 138
Drink Blood (Racial Power) 138
Handouts 139
Index and Glossary 144
vi
Epic Thanks To All Our Backers!
Aaron Freed Michael Boyle
Alexander J Skrabut Mike Davey
Andrew Morris Mike Gruber
Andy Bolton Nicholas Hutchind
Andy Gibson Nick Johnson
Austin Hoffman Patrick Garrison
Ben Webster Paul Brinker
Book of Holding Paul Van Arcken
Cameron Jacobs Peter Engebos
CaptainNorway Philip Pepin
Chip Warden Richard Beers
Christian Brock Richard Mundy
Christopher Steven Rob Heinsoo
Christy Shorey Robert Freeborn
Craig Edwards Rod Meek
Dan Rodgers Ryan Anghelone
Darcy Ross Silas McDermott
Dave Harrison Stewart Hall
David Fram Timothy Baker
DeadlyReed Timothy Seratt
Eric Goodman Tom Sweeney
Ethan Hammersmith Trent Boyd
Evelyn Eldridge
Fahad Mustafa
Gavin Downing
George Marvin
Heather O’Hearn
Hollow Mask
Jack Gulick
Jenn of the North
Joe Fusion
John Haskin
Jonas Schiött
Josh Kidd
Julie Dalrymple
Justin Robinson
Kathleen Davies
Kelly Hoolihan
Kiri Horsey
Leslie Camacho
M. Alan Hillgrove
Mark Waldron
Meg Gallagher
vii
Gods and Icons
Introduction
Gods and Icons brings three fully formed panthe-
ons to your game, and adds a set of icons to help Name Game
tie your PCs to your world. We explain how to use Our main empire, Espair, is set around a sea
The Icons, page 37 icon relationships to make your game exciting we call the Sea of Tears. Feel free to replace
Divine Talents, page 25 and fresh. There are new magic items, evocative Espair with the name of the major human
settings, divine talents, and new races to keep nation of your world and the Sea of Tears with
your game growing. a major body of water nearby. In fact, if you
have a better name for anything in this book,
or one that suits your world better, use it.
The Bright Gods, page 5 How to use This supplement works with any fantasy
setting. (It’s just a lot easier to name a few
places than to use generic terms like “a big
Hierophant Glasyra,
human dominated empire or kingdom” all
this book
page 41
the time.)
The Thirsty Gods,
page 10
Lord Ikal, page 45
Clerics and Paladins
The Old Gods, page 15 What’s This Book For? “I’m a cleric, great! Hmm… 13th Age doesn’t force
Blue Aoife, page 51
This book is all about making your game more me to pick a certain god to get a certain domain,
fun—for you and your players. Fun is why we play so which god do I worship? Who does anybody
games. The 13th Age Roleplaying Game inter- worship?”
weaves the epic fantasy adventure of d20 games A paladin might ask the same questions. Most
Using Gods and Icons in with the storytelling elements of indie games. This people worship entire pantheons, but some
Other Games, page 3 supplement is designed to help you get the most specialize. The dominant religion for the Espairian
out of both. Empire is the Lightbringers of the Bright Gods,
This book has three full pantheons of new so that’s a good default, at least among humans.
gods and thirteen new icons, the movers and Hierophant Glasyra is the leader of the Bright
shakers of the world, who take special interest in Church, so there is an icon already tied to it.
your PCs. In addition, there are pages and pages Reknarism, the faith of the Thirsty Gods, is an
of suggestions for icon relationship results. But older and somewhat militaristic pantheon. Lord
wait, there’s more! We’ve got new magic items, Ikal is an icon associated both with the Thirsty
settings, talents, and races. The Gods and with demon hunting.
table is laid for a feast, dig in! Both the Bright and Thirsty Gods have new
clerical domains and paladin talents tied to them.
Using the Gods While many followers of the Old Gods follow
druids (see below), there are clerics and paladins
Not only do we give you gods with of the Old Gods as well. Our aim is to give players
names and holy symbols, but we give choices, not restrictions.
you the history of each of their reli-
gions. We trace how one pantheon Druids and Rangers
replaced an older one, and then
that in turn was replaced as waves Spire, the faith of the Old Gods, is made for druids
of new conquerors took over the (but don’t let that stop a player who really wants
land, each bringing a new set of to be a druid of another pantheon). Standing
gods with them. stones, sacred groves, and the power of nature
We don’t split off our pantheons by races, are cornerstones of the Old Gods. We even have
because we’re assuming that a god sees little a mushroom god! The icon Blue Aoife is the high
difference among the mortal races. We do note druid of the Old Gods.
which pantheons are more popular with each of Rangers have traditionally followed druids in
the major races. d20 games, but again don’t let that straightjacket
We have deep backstories for each pantheon. your players. Still, the Old Gods sit well with mas-
So when your players enter a temple, you can use ters of the wild.
the stories of the gods and their iconography to We have new talents focused on the Old Gods
bring that temple to life. for both druids and rangers.
1
Sleeping Lady
New Magic
Check out the great menu potions
and true magic items to help you and
your players find just the right fit. There is
even a whole new line of magical musical
instruments for bards. Who doesn’t like
more choices?
2
Gods and Icons
Other Games
level-based rules by 2 to get about the
right level in a 20-level game. The levels are
broken down into tiers: levels 1 – 4 are the
Much of Gods and Icons is usable in other roleplay- adventurer-tier, levels 5 – 7 are the champion
ing games, and since the 13th Age Roleplaying tier, and levels 8 – 10 are the epic tier.
Game is a d20 game, it’s not hard to use the ideas 13th Age relies on feats to individualize
here in other versions of d20 fantasy. For non d20 characters of the same class, much more so
games, some of the content will be easy to use, for than 5E does. A character gets a new feat
example, icon relationships. For more d20 centric every level. A champion-tier feat can’t be
mechanics, it’ll take more work. taken until the character reaches level 5, and
so on. For d20 games that use lots of feats,
the feats in Gods and Icons may just work
The Pantheons: Easy with little or no adjustments. For 5E, you
might want to fold the feat powers into the
Our three new pantheons—the Bright Gods, the powers they modify, or have them appear
Thirsty Gods, and the Old Gods—can be used in a automatically at a certain level.
wide variety of games, basically any game not set For more information on the 13th Age
in Earth’s historical past or present. You can add Roleplaying Game, see http://13thAge.com.
these gods to your existing gods, use these gods
in place of other gods, or just steal aspects from
them and graft them onto your own gods.
For example, you could find a planet in a space The druid Wheel Caster talent opens up anoth-
opera game with a history of three waves of er type of caster with a balance of protection and
colonization and a culture that mixes the worship offensive spells. For 5E, you might want to parcel
of the Old, Thirsty, and Bright Gods. Or in your out the blessing of the wheel spells by level rather
Wheel Caster, page 26 own homebrew fantasy world, the PCs might walk than rely on feats to gain access to them.
through a magic gate and find themselves in a The paladin and ranger talents that tie the
land dominated by these three pantheons. characters to the pantheons give them access
Conquest, colonization, and the imposition of to powers found in other classes. You will want
a new religion on an older one is the basis of our to make those talents work with the versions of
pantheons. The Old Gods represent the beliefs of these other classes that are in your game system.
the original inhabitants. Those people conquered
by followers of the Thirsty Gods, who were in turn Divine Talents Beyond
conquered by followers of the Bright Gods. If you
use nothing else from the pantheons in this book, d20: Hard
this idea of layering on conquests and religions Game mechanics from d20 work quite
can enhance your fantasy world and bring it to differently from those in FATE, the Cypher
life. System, GUMSHOE, or other games. That’s
Another concept you may want to steal is wor- kind of the point. What you want to do is
ship of whole pantheons rather than individual bring the flavor across, not the die rolls.
gods. Other game worlds have done this, and to For example, GUMSHOE games don’t
us, it feels more real. Ancient Romans didn’t just have classes, talents, or abilities. The talent
follow Venus. The whole pantheon came into play Reknarite Knight gives fighter class powers.
in Romans’ everyday lives. Pantheism is different For a GUMSHOE Reknarite Knight, you might
from monotheism, and it should feel different. look at warrior professions or packages and
boost some of those “fighterly” skills.
3
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4
Gods and Icons
5
Sleeping Lady
body. She is the goddess who unravels plans, cre- than self, or on resilience in the face of fear and
ates new opportunities, and removes obstacles. doubt.
Yet in her paradise of an afterlife, there is endless • Common Symbols: Scroll, dove, ten stars
peace and joy. Her duality, then, is in struggle • Colors: Black, blue, silver
and rest. According to many scholars, the Thirsty • Elements: Doves, coniferous trees, dia-
God Koatiri greatly influenced Katalua as she is monds, lapis lazuli
worshiped today, from her imagery as the sun • Virtues: Moderation, harmony, learning,
to her association with decay. She was originally self-control, duty, good deeds, resilience
a goddess of time, a compliment and lover to • Administration: Led by the Azure Hi-
Perikalo, and some stories retain that relationship erophant, who also has a seat in the
and its domain. academically-focused Council of the Ten
Iconography: Katalua’s color is yellow: her im- Towers. Clerics of this path are called stoics.
ages are female likenesses carved in gold, bronze, • Rites and Festivals: Becoming a eunuch is
or oakheart. Her hair spreads out around her like considered an acceptable way to defeat
the rays of the sun. Sometimes her hair is made of one of the desires of the body. Eunuchs are
golden snakes, a retention of Koatiri’s iconogra- considered part of the third gender, and are
phy. She holds a key and a sword in her hands. called Lavalites. The Night of Open Locks
Alternate Names happens every blue moon. At this time
• The Destroyer every lock is ritually opened and all doors
are flung wide to show lack of attachment.
Path of Sky: Krito, During that night, if someone asks you for
something they need, you must give it.
Many monks follow the
Path of Sky. Ezetesa, Laval • Death: The dead person is embalmed and
placed in the family vault. Those who have
This path is a journey toward self-control and un- reached Equilibrium are said to look after
derstanding. A person must fight the three desires their descendants. Whether a person has
of the body, the three of the mind, and three of reached Equilibrium upon death is deter-
the soul before it can reach the Tenth Understand- mined by priests of the path. Those who
ing, or Equilibrium, in which all learning becomes have not reached Equilibrium will be rein-
clear and all experiences balance. Communities carnated until they do. The idea is that duty
embracing the Path of Sky emphasize fitting into comes before paradise.
the social order. Small groups or
individuals may focus more on Krito the Father
Kriton Shield, page 125 working toward a cause greater
Krito (KREE toh) is the god of harmony between
the spirit world and the mortal one. He binds to-
gether the physical body and the soul in all living
things. Themes in his morality stories are modera-
tion, balance, and temperance. With him, extreme
beliefs and lifestyles destroy either the soul or the
house of the soul. Krito is also the god of mathe-
matics, of marriage, and the interaction between
the state and its people. He is the lord of things
that move in the air: birds and arrows follow his
laws. He is also considered a protection god.
Iconography: Krito is symmetrical, his propor-
tions measured, his body black like the spaces
between stars. Sometimes his eyes are stars, or he
wears a crown of moth wings. Mathematicians’
tools usually have an image of Krito on them.
There are also common effigies of Krito, called
kritons, carried for protection. These are usually
made from black marble or ebony wood, with
unpainted features.
Alternate Names
• The Father
7
Sleeping Lady
ered in constellations. The robes typically end in welcome to products of the tree.
stylized scrolls. Her dark hair is piled high, reach-
ing up like an outstretched question, braided to Xaria the Mother
show the discipline of the student. Her color is
blue. In the creation of the universe, the Child Tukae
Alternate Names created the parents. One of the parents is the
Mother, Xaria (zah REE ah). When she came into
• The Teacher being, she smashed the light into billions of piec-
es, scattering the physical elements of the uni-
Laval the Perfector verse. From these elements, Xaria fashioned the
Silver-tongued Laval (La vall) is a deity concerned physical forms of life, into whom Tukae breathed
less with the afterlife than with helping the living souls. She is the goddess of artisans and crafting, Equilibrium: a state of
refine themselves, with the goal of reaching and the evening star is her bright forge. She is balance most important to
Equilibrium. Equilibrium is a place with no regrets beloved by dwarves who follow the Bright Gods. followers of the Path of Sky.
or attachments, where no emotion is too strong, Iconography: Xaria is usually portrayed as
and where all duties are attended to. It is a place having a large pregnant belly with stretch marks,
of clear thoughts and clear conscience. Laval was wide hips, and full breasts. She holds a hammer
originally a psychopomp, a god who guides souls in one hand and a distaff in the other. Sometimes
to the afterlife. But, as the myths go, Laval real- she is shown in the process of birthing the stars by
ized that the journey was more important than smashing a bright orb with her hammer. At other
the destination and sought to make the journey times, she is portrayed riding a chariot pulled
meaningful. Laval is the great guide. by star-butterflies. Her hair is always purple, and
Iconography: Laval is always shown as a smil- sometimes her entire body is shades of purple, Distaff: a staff for holding
ing, androgynous figure wearing rags and carry- with sprinklings of stars. flax or wool in spinning.
ing a silver lantern. Laval’s pronoun is “they.” Alternate Names
Alternate Names • The Mother
• The Perfector
Beaoo the Sustainer
Path of Earth: Xaria, In Shastan culture, nature by itself is seen as
chaotic or frightening. But nature tamed by Beaoo
Beaoo, Perikalo (BEE ay oh) represents safety and plenty. His
influence makes the land fruitful through cultiva-
The basic tenant of the Path of Earth is simple: tion or he staves off death as the god of medicine.
open yourself up to love. In return, you will receive Beaoo is a shepherd for a mortal flock, the god a
the three gifts of community, inspiration, and hap- personmight trust to calm a river or end a plague.
piness. Followers have interpreted this command Iconography: Beaoo is a gender between male
in many different ways, ranging from asceticism and female, possessing characteristics of each.
to hedonism. Artists and healers are particularly How Beaoo looks has changed radically over time.
drawn to this path. Communities that have made Beaoo-as-eunuch was once a popular image,
the Path of Earth their official faith tend to empha- as was Beaoo with exaggerated sexual organs.
size charity and citizen equality. Today, Beaoo is usually shown wearing a specific
• Common Symbols: Ram horns, wine- kind of wrapped robe with bells, the beal (beel),
stained fleece, a white and a purple violet associated strongly with the third gender in the
entwined Bright Gods culture. Beaoo’s color is green.
• Colors: Green, purple, white Alternate Names Triads, page 9
• Elements: Sheep (and wool), violets and • The Sustainer
grapes, all green stones
• Virtues: Self-sacrifice, mercy, healing, cre- Perikalo the Lover
ation, love, appreciating beauty
• Administration: Led by the Argent Hi- The deity of love and beauty is male. As he is a
erophant. Clerics are called shepherds. The death god by virtue of his triad, Perikalo (purr
Shorn are vagabond monastics. EE kal oh) (or Kalo) is also the god of aging. Rites
and paths associated with Perikalo are generally
• Rites and Festivals: At the age of majority,
ecstatic. Mind-altering drugs are used to create a
new followers choose their own names
frenzied state in which all worlds are supposedly
during a ceremony, called Forging. The
visible. He compliments Tukae in that his domains Mind-altering drugs,
Shearing is a midsummer festival of including alcohol, have
embrace what is seen and unseen, both physical
sheep-shearing and haircutting, in which it been part of human
and inner beauty, lust and kindness, mortality and
is not unusual to shave all of one’s hair off culture since the dawn of
immortality. He is considered the gentlest of the
as a sign of devotion. Followers of this path civilization. And so has
death gods. If you die in your sleep, Kalo has sung
are often known by their short hair. addiction. Leave them out
to you. of your game or keep them
• Death: The dead are buried with a tree
Iconography: Perikalo’s color is white, associ- in as suits you and your
planted inside of their bodies, so that the
ated with the light-which-blinds. In some stories, players.
burials form a grove. Each tree functions as
Perikalo is Krito’s brother. In others, he is Krito’s
a gravestone for the dead. After a period
lover. It is common to see them depicted as two
of mourning, the family of the deceased is
halves: fair Perikalo and dark Krito, both symmet-
8
Gods and Icons
9
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Human
10
Gods and Icons
you’re in thrall to Reknar. If you strain to tales of Reknarism, but it is widely known
hear something but can’t quite make out and quoted outside of the faith, as well.
the words, you’re “begging Reknar.” • The ritual language of the Reknarites, Narn,
• Were-creatures are said to heed his com- is used in spellcraft to this day. According to
mands. legend, Camazoth wrote the first words by
Alternate Names dipping a dragon claw into her own blood
• Lord of the Underworld and writing on the skin of a sea serpent.
Reknar then breathed his music onto the
glyphs.
Camazoth the Queen Alternate Names
• The Undying
Narn: the ritual language
of the Reknarites. of the Gods
Camazoth was once a mortal woman, a sorcer- Koatiri the Burning
ess-queen of great renown. When Reknar saw that
her learning and wisdom were greater than his, he
fell in love with her, wooed her, and begged her
Lady
to come to him. She decided this was to her liking, Koatiri (KOH ah tyr ee) is goddess of the sun, mis-
and walked into a sinkhole he created, a passage tress of the Eight Winds. She is Reknar’s daughter
to the underworld. Reknar made her his queen, by his first wife, Tabtep, goddess of freedom and
and put the scales of judgment in her hand. wilderness (and, some speculate, a personification
Camazoth is called the Undying, because she of the Old Gods). Together, Reknar and Tabtep had
went to the underworld fully alive. She is also the Koatiri, a beautiful golden child of whom every-
goddess of learning, of practice and attainment, one was fond. But Tabtep was not content in the
single-mindedness, tactics and treaties, and oaths. underworld, and though she was faithful, Reknar
Warriors who have died in her name form her could not control his jealousy. He beheaded her,
honor guard, and the most learned of wizards and it was this evil deed that lost him his right to
form her inner circle. Nine of these wizards are walk upon land. Koatiri fled him and rose to the
called the Zothnori, and each governs a form of heavens. Depending on the story, it is either the
magic. power of her condemnation or the shame of it
Iconography: She is deep brown and slender, that keeps the Lord of the Underworld beneath
clad in violet, with piercing black eyes. Her long the earth. She created the moon as a house for
black hair is braided with silver glyphs of power. Tabtep’s body, for all to see the truth of Reknar’s
Her holy symbol is the silver balancing scale. crime.
Faith Koatiri is the Truth Which Destroys. She is
• In mainstream Reknarism, Camazoth is wor- neither just nor merciful. She does not like false
shipped as the embodiment of justice, the praise. She is the goddess of toil and inevitable
bane of oath-breakers. The scales are her decay. Her winds stop for no one; her eagles
holy symbol. Priests carry ritual obsidian devour the corpses of the dead. Her eyes see to
daggers that are known as Camazoth’s Eyes. the center of a man’s soul, regardless of his deeds.
The faithful used to offer blood sacrifices Soldiers offer her a grim salute before battle, and
to her, lest the scales be tipped out of their midwives invoke her at a birth.
favor, and the practice is still sometimes fol- Iconography: Koatiri is never portrayed in hu-
lowed. Usually, however, Reknarites interact manoid form. Her symbol is the sun, with snakes
with Camazoth by singing hymns—for it is coming out like rays.
known that Reknar’s voice once swayed the Faith
goddess of justice, and a song is considered • An all-female cult, the Windwalkers, wor-
a fitting offering. ship the Sister. They dedicate themselves to
• The Cult of the Silent Mind draws the warfare, honing their bodies with training
devotees of Camazoth the Wise. They seek and privation. Their short braids are a
knowledge for its own sake, especially trademark. They feel the Sister knows their
lost or forbidden knowledge. They are the struggles and will see the purity of their in-
primary preservationists of the original tentions. They are considered to be heretics
writings of Amiqui culture. They practice by the order of Sunreavers, who worship
meditation using her name as a mantra. Koatiri the Destroyer.
Cultural Impact • There are rumors of a lich collective
• Swearing by Camazoth is the strongest worshipping a combination of Koatiri and
oath. Camazoth as the Hollow Queens of decay
• Teaching songs are called “camae.” and undeath.
• Another name for a wizard tower is a “zoth- Cultural Impact
mill,” literally a place of intellectual grinding. • For mainstream Reknarites, the color yellow
• The term “Zothnori” is often used as a name is bad luck, as is the number eight. It is the
for a secret society of magic practioners. night that is kind and the day that is cruel.
• An epic poem about the love of Reknar and • A full moon is a Mother Moon.
Camazoth, the Narillion, is one of the holy • When the day is hot, you might say that the
11
Sleeping Lady
“snakes are biting today.” an hourglass at his belt, and he holds a spear. The
• Some say Koatiri has been co-opted into shell and hourglass are their simple icons.
the pantheon of the Bright Gods as Katalua. Faith
Alternate Names • In mainstream Reknarism, the Twins, called
• The Burning Lady the Intercessors, frame the altar in the
• The Truth Which Destroys temple. Rites of childhood, adulthood, and
death are directed at them.
• The Sand Speakers are an order of bards,
Shok and Yuniris the heralds, messengers, and spies. They wor-
ship the Hero Twins.
Intercessor Twins • The Oracle at Khos is an oracle of the Twins.
Fewer people use it now than in centuries
Reknar and Camazoth do not leave the under- past, but it maintains a trade in curiosities.
world. They intercede with mortals through the Warrens of treasure-rooms are said to exist
actions of their identical twin sons, Shok and beneath the oracle buildings, which have
Yuniris (yoo NIGH ris). The twins are half-mor- partially crumbled due to the shrinking of
tal messengers and psychopomps, tasked with the Khossian cult and their ability to main-
ferrying souls to the underworld. There are many tain the structures.
stories of their heroism and cleverness, especially Cultural Impact
in outwitting their half-sister, Koatiri. They are • One does not invoke Shok by name. He is
tricksters and intercessors, champions of mortal always called Fortune, for example: “I was
souls, who ride the world over on their griffon shy as Fortune’s brother.”
mounts. • It is wise to spill a libation to Fortune before
Yuniris is the god of silence. When he moves, undertaking a new venture.
no one can hear him, and he leaves no prints. • “Fortune comes before the Destroyer,”
Hummingbirds are his creatures. He carries a bow reflects the verbal battle between Shok and
and can fire arrows with many different proper- Koatiri, and means that no one is fortunate
ties: glee, sympathy, confusion, distress. He is al- forever.
ways there at any performance, firing arrows into • A gentle wind, or a steady wind without
the hearts of an audience. He has a large shell on malice, is called a Yuniro Wind, or a “good-
his chest, in which he traps the winds of the sun shell wind.”
goddess. He uses these winds for many purposes: • The Yuniriat is an annual play competition
a sandstorm to erase the steps of a fleeing refu- in worship of Yuniris. Loud appreciation of a
gee, a calm wind that bears a boat safely to shore,
a gentle breeze cooling a brow
on a hot day. Any beneficial wind
comes from Yuniris. In stories,
Yuniris often comes up with the
cleverest plans, but he is very shy.
When he is seen, things go amiss.
Shok is a god you can’t help
but see. Lightning is said to be
his defiant speech to the sky.
His domains are boldness and
luck, and his adventures begin
when he makes up his mind to
do something no one else has
ever done. Risk is his enterprise,
and surprise is his delight. He’s a
patron of lovers and brash speak-
ers. He is also the god of time,
whose sands measure the days of
a person’s life. It is said that when
he comes for you, if you’ve lived
life to its fullest, he’ll tip the scales
of Camazoth in your favor.
Iconography: A common
image of the twins is the Inter-
cession: Shok speaking to Reknar
and Camazoth, while Yuniris
stealthily tips the scales in favor
of a dead soul. The twins are
the color of river silt. Yuniris has
a shaved head or locked hair, The Twins Interference: While Reknar and Camazoth sit in judgment over a dead soul, Shok
a sea shell on his chest, and an speaks and Yuniris stealthily tips the scales of justice in favor of the dead soul.
archer’s bow. Shok has wild hair,
12
Gods and Icons
13
Sleeping Lady
14
Gods and Icons
Muirelle, Atowen,
and Hessis
They are the Green Goddesses, the
Blessing of the Green Forest Ladies, and the Sweeping
Goddesses, page 26 Eyes, who sprang fully-formed from
four shining fruits of the World Tree.
Among the faithful, the worship of
these goddesses never died, outlast-
ing successive cultural waves, each
new group adding its own under-
standing to the old religion.
Kelya is the youngest of the
goddesses, the personification of
the life force in all souls. Music is
her domain, and all souls are said
to be the notes she has sung. She
is the east, the rising sun, new
growth, and gentle rain. She tends
to make mistakes and easily falls in
love—good fodder for bardic tales.
Her worshipers note that she is the
goddess who understands mortal
life best.
Muirelle is the golden goddess
of peace and prosperity, the one
who rewards faith and hope. From
her long black hair, the night to
which wishes are spoken, she
draws out treasures for every soul.
She is fat with happiness, the
darling of merchants, patron of
babies, mother of sweet water,
the hand that calms the storm,
the clear cloudless sky. She is the
giver of herbs and spices. When
all is well, Muirelle is the goddess
15
Sleeping Lady
chers, and carpenters. She commands the western • Four is a lucky number to worshippers of
wind. the Old Gods.
Hessis is eldest, the Queen among queens. All • It is common for a child conceived during
shelters, places of refuge, and the ancient rules the Kellalia to be named Kelbrae, meaning
of hospitality are her domains. She is the weaver, “born under the guidance of Kelya.”
clothing the poor and wretched. She is the tac- • The plant, queensrod, is a painkiller as-
tician, whose decisions ultimately won the great cribed to the bounty of Muirelle.
war of the old gods. She is north, the protector of • Speaking a wish to the south is asking for
foodstores, the celebration of the end of a long aid from Muirelle.
task. Many voices are lifted to her for help, and she • If you have a strong premonition when the
aids without favorites. Often, portrayals of justice wind is in the west, it is a message from
utilize a portion of Hessis’ iconography. Atowen.
Iconography: The Ladies are often represent- • “Atowen give me strength” is a common
ed in the center of a wheel, their interlocking invocation, even for non-worshipers.
hair making up the round and their bodies, the • “Let Hessis choose” is uttered when leaving
spokes facing the four cardinal directions. Gen- something to chance.
erally, Kelya is fairest and Hessis is darkest, all of Alternate Names
them shades of brown like their beloved trees.
Individual effigies of the goddesses are carved • The Forest Ladies
out of different woods: basswood for Kelya, pine • The Green Goddesses
for Muirelle, red oak or cherry for Atowen, walnut • The Sweeping Eyes
for Hessis. Each is also associated with a season:
spring for Kelya, summer for Atowen, autumn for
Muirelle, and winter for Hessis.
Argir the Worm Argir is traditionally
referred to by masculine
Cults pronouns, though “he” has
Argir is the eldest of the Old Gods, the ungen- no gender.
• The Suo people practice the oldest religion dered deity who sits at the base of the World Tree.
native to the region, called Spire. Spirians As the stories go, Argir was once a snake, living
worship the Green Goddesses as queens amongst the harsh grasses of the world. One day,
of the World Tree and its eight forms of life. Argir looked up at the blistering sun and said, “I
The name of the faith is related to the name wish there were shade,” and at once, a great tree,
of Espairia. the first tree of the world, began to grow. At the
• The cult of Kelya is an ecstatic cult of danc- same time, the roots of the tree twined around Ar-
ers and singers. Her festival, the Kellalia, gir, trapping most of the snake beneath the earth.
occurs on the spring equinox. It is a rite Many creatures clamored into the shade, and just Blessing of the Worm,
characterized by wild abandon in eating up as Argir opened his mouth to warn them away, page 26
the last stores of the winter and drinking the tree became aware of itself. When he heard its
the winter wine. Celebrants practice deny- green voice, Argir realized that no other creatures
ing their inhibitions in order to commune would be trapped, for it was Argir’s own wish that
with the life force of the world. Children sustained the tree. However, if Argir moved, the
conceived during Kellalia are often dedicat- tree would die. Argir looked up: it was a beauti-
ed to the cult. ful tree. Many birds had already sheltered in it,
• The cult of Muirelle is very popular, and its and snakes had climbed up into it. It held many
great feast at summer solstice, the Mu- fruits, lovely to behold. Argir saw that many more
rinest, is observed even by those outside trees would be born of that tree, if only given the
the faith. The cult operates a recognized chance. So Argir decided to remain to sustain the Blue Aoife was trained by
banking system and is fairly wealthy. Seers tree, becoming the great Worm at its base. the Atonites
drink a psychotropic tea called muirin to Argir is therefore the giver, the producer. He is
focus their visions. The cult includes water the fertility in the seed and the strength of tilled
dowsers and well-diggers, and traditional earth, the foundation upon which all growing
healers called Murites. things depend, but most especially the trees.
• Members of the cult of Atowen, called Other aspects have either merged with or grown
Atonites, wear an alder-wood circle pen- into worship of the Worm over time. Storytellers
dant. Gender is not divided in their rites, invoke this god as the fertile source of all stories;
and those rites are kept secret. women in childbirth and soldiers in the field pray
• The cult of Hessis is popular with rulers the Worm will help them endure. Argir is the god
and urbanites who are still steeped in the of wishes, though often in the stories, what you
faith of the Old Gods. Charities in the name want isn’t always what you need. Argir is the god
of Hessis are common. Praying to Hessis of wisdom and of the workings of the earth.
requires a head covering for humility, and Iconography: A long ribbon of a worm inter-
some members wear scarves at all times. woven at the base of the World Tree. Argir is never
Cultural Impact depicted without the Tree.
• Each Lady, in order from youngest to old- Cults
est, guards a quarter of the ritual calendar. • In some way, all followers of the Old Gods
They may have initially been seasonal ascribe creation of the World Tree to the
goddesses, but over time the seasons have Worm.
shifted, while the calendar has not. • The Order of the Eversinger is a bardic
16
Gods and Icons
order that provides trained oral historians soldier, or the blaze of lightning before a storm.
to libraries across the region. They worship He’s the god of the heist and the rumor. If your
Argir the Eversinging. reputation is at risk or you want to soil someone
• The Wormeaten seek to heal the natural else’s, speak to Baltigan. The Sparrow is also the
world. They help farmers with bad fields, deity of magic in the pantheon of Old Gods—at
they plant trees, and they educate people least, in the one that survived the wearing of time.
about how to keep the land healthy. Many While there might have been some grand old
members of the order take a vow of pover- tree wizard at one point—and the iconography
ty, of baldness, and of gender erasure. Such suggests there may have been—Baltigan is the
members are referred to as “they” rather only god in the stories we know now, who gives
than “he” or “she.” Others, the Halfeaten, aid to magicians.
participate in the faith without taking these Baltigan is also the god of marriage and court-
vows. The Wormeaten worship the Worm ship, proving that the ancients were cynical.
of Life. Iconography: A black or brown sparrow with
• The Withered Root worships Argir the lightning bolts for a tail, or lightning bolts coming
Undead. They contend that since Argir died out of its beak. He is also depicted as humanoid: a
but did not die in the creation of the World handsome brown man with gold teeth and lips, or
Tree, he was the first undead being. And, gold lightning bolts for hair.
since the World Tree cannot exist without Cults
Argir, the world cannot exist without the • The Order of the Sparrow is an association
undead. of wizards officially sanctioned by the
• The Silent Soldiers worship the Dread Shastan elite to worship Baltigan. They
Worm. Their rites are said to make them keep a well-tended shrine, use sparrow
Baron Von Vorlatch is a endure any trial, and they believe the Worm familiars, and stain their lips gold. There
well-known member of the keeps the lists of their great deeds written are also a number of magic mystery cults,
Withered Root. on the trunk of the World Tree. highly secretive covens which are not only
Cultural Impact unofficial, but banned.
• It is bad luck to cut a worm, to see a dead Cultural Impact
worm, or to leave a worm out of the soil to • Warriors carry a “peck,” or pouch with a
die. sparrow feather, an apple seed, and a lode-
• Alchemists and midwives often make the stone, to ward off ill fortune in war.
circle of the Worm (thumb and index finger • Wedding rings for those of the old faith are
meeting, other fingers curled under, wav- circles of wood with the print of a sparrow’s
ing the hand back and forth) before doing foot. Newlyweds are spoken of as living in a
something difficult. sparrow’s nest.
• Root Ballads are the names of the oldest • Some elite households will keep a sparrow
stories belonging to the Suo culture. The or two in the foyer as guardians of the
bards trained in singing these tales invoke house’s reputation.
Thrice-Wise Mercurius is a the Worm with each telling.
patron of the Order of the
• “Don’t wake the Sparrow,” is another way of
Sparrow.
• Most iconographic depictions of trees in saying, “keep a secret to yourself.”
Espairia—even in Amiqui and Shastan • “Sparrow’s due” is a drink or meal left for
art— depict intricate root systems due to the recently dead.
the shared regional belief that roots are Alternate Names
important. This originated with Argir. • The Sparrow
Alternate Names
• Argir the Undead
• The Eversinging The Lords: Toc, Tanic,
• The Worm
• The Worm of Life & Helbar
The Lords sprang, it is said, from the tears of Argir,
Baltigan the Sparrow reflecting the Worm’s desire for freedom in the
first moments he was trapped beneath the World
While the sparrow is just a humble bird in the Tree. The tears flowed over the land and into the
stories of the Bright Gods, in Suo tradition, the sea, where they could move without restriction,
Sparrow is a powerful deity associated with mag- and staged wild contests between themselves.
Blessing of the Lords, ic, warfare, and death. Baltigan was once a mes-
page 27 The Ladies quickly saw they had little self-control.
senger of the Ladies and Lords, but he gained his They caused mighty earthquakes and windstorms
freedom by carrying conflicting messages to each, and waves that threatened to destroy life on land.
causing the first great war of the world. He tricked
Toc is the leader of the Lords, a position he
Argir into giving him magic from the World Tree.
won by guile with the Sparrow’s help, the sto-
How he did this is the subject of popular Root
ry of which is chronicled in a Root Ballad. His
Blessing of the Sparrow, Ballads, and there are many different versions.
page 27 eyes are always portrayed as pearls, shining and
It is said that when the Sparrow sings, he lies, unfocused. He is so beautiful that he can blind
but it is a pretty lie—like the ending of pain at the you, and his is the calm water which lures boats
moment of death, the glory of war for an untried
17
Sleeping Lady
just a little too far. His voice is so sonorous that • A Root Ballad detailing the doomed love
it has sailed fishermen onto the rocks. The eye of between Lord Toc and Lady Kelya is one of
the hurricane, and the small hole that sinks the the best-known creation myths of the elves.
great ship are his domains, as are coral reefs and • “Tanic knows” is another way of saying that
glittering schools of the best fish. The sea serpent only the gods know our fate, or what which
is his sign. is meant to be, will be.
Tanic is the drowned god, twin to Toc. His • If you lose fish to the sea you are paying
vision is always focused. If it is your time to die, he “Tanic’s tithe.”
can always find you and drag you to the bottom • Three is considered an unlucky number by
of the sea. He listens to no entreaties and does Spirians, because the Lords number three.
not make bargains. He heeds only the workings • In the ritual calendar, the days of ad-
of an individual’s calendrical fate. Octopodes, justment at the end of the year are the
leviathans, and other monsters of the deep are his Drowned Days, and are considered very
messengers. unlucky. The days are spent cleansing the
Helbar is the personification of nature at its household before the arrival of spring.
wildest. Earthquakes, tsunami, and high winds are Alternate Names
his domain. He is also the god of bloodlust and • Old Two-Fist (Helbar)
pillaging, the ugliest side of war. • The Lords
The Lords as they were originally known were
terrible and ruthless, to be placated rather than
praised. They were perhaps a natural belief of a Tullet the Vixen
culture that lived by the Sea of Tears, with the
small boats of the ancients, during a time when The Vixen is probably the best known and pre- Blessing of the Vixen,
storms were more frequent and fierce. The ruins served of the Old Gods of Espairia. She is still tra- page 27
of temples to these once widely-worshipped gods ditionally invoked to find lost things, from spare
can be found up and down the Espairan coast. keys to loved ones. Because the fox is considered
Their elaborate cults, tied closely with the ancient a walker between worlds, the Vixen is believed to
coastal elite, died soon after the rulers themselves see everything, including the bindings of fate. She
were lost to intercultural conflict. Scholars gen- can bite your soul free of its preordained future,
erally believe that the cults’ emphasis on human find the diamond
sacrifice did not endear them to the popula-
tion at large.
Iconography: In old iconography Toc
is depicted as a sea serpent. He is also
portrayed as a shell or a silver hand. Tanic
is an outstretched hand with an eye in
the center. Helbar is the fist. They have all
been depicted in humanoid form, usually in
shades of green and blue and black. Helbar
is twice the size of either of his brothers, broad
and glowering, usually shown with his fists
raised. Tanic and Toc traditionally stand side by
side, Tanic with his hand outstretched and Toc
with his hand beckoning.
Cults
• There is a newly formed cult to Toc,
the Silver Hand. It has a small but loyal
following among pirates, shipwrights,
and fishermen in several port cities. Like
many other resurrected and reimagined
cults, human sacrifice no longer occurs.
There are gatherings of the believers at
Silver Feasts, which are determined by
the ritual calendar.
• Occasionally there are rumors of one of the
Lords’ scandalous human-sacrificing cult
of surfacing, but these rumors are usually
false.
Cultural Impact
• “Helbar’s Fist” is a poetic name given to
high waves, high winds, or earthquakes.
• In battle, if you are overtaken by bloodlust,
Old Two-Fist has you.
• Blindness is said to be caused by Toc. If you The World Tree: Argir in the roots, the Sparrow and the Vixen in the
are unfocused or lose your sight you are branches, and the Ladies circling the tree.
“sea-glazed.”
18
Gods and Icons
ring your grandmother lost, or get you out of that • It is said that even dragons heed the swish
dungeon. But beware! You’d better offer a gift, or of her tails.
else the Vixen may decide she likes the thing she Alternate Names
found for you and will keep it for herself. • The Vixen
Tullet is also associated with fire and fireplaces,
for their elements of mischief and the capacity to
transform things. She is the goddess of fevers and Delkrey the Mushroom
comas. She is associated with smoke and fog, for
even as she can find things, she can also obscure
them. In kindly folktales, she acts like something
God
of a fairy godmother. In the oldest stories, she acts Delkrey is something of a companion to Tullet. He
as the Ladies’ questioner, cutting a soul free in does not walk between lands, but he spans the
order to test it. connections of the world, seeing what she does.
Blessing of the Mushroom Iconography: Tullet is depicted as a red fox with Above and below, there is nothing he does not
God, page 28 three tails (past, present, future). Her paws are touch. If Tullet bites through the days of your fate,
always black. The fox head and a stylized version it may just be Delkrey’s filaments she’s severing.
of the three tails are also common icons. He is the lord of future sight, the watcher. He con-
Cults nects his worshippers to the spirit world through
• Worship of Tullet the Unshackled has visions, the ritual practice of which are the oldest
grown, especially among ex-slaves. It is a rites in Espairia. He is the god of teleportation:
recent cult, emphasizing freedom, personal mushroom rings are his portals. He is the god of
responsibility, and dismantling of old sys- sleep, of decay, of memories. You call on Delkrey
tems. It is not popular among the elite and if you want to forget something, to memorize a
is subject to persecution. long passage, or to bind someone to a promise.
• The Sisterhood of the Vixen is an old order That said, it is the god himself who has been, for
of healers that has passed down its medical the most part, forgotten. His worship is scattered
knowledge for longer than most of the sur- and limited, at least above ground.
rounding cultures have existed. The order The drow worship a rather cruel version of
attributes their continued existence to Tul- Delkrey, in the form of a spider made of death
let’s power. Many aspects of their worship cap mushrooms. The Sisterhood of the Death Cap
differ from that of Tullet the Unshackled, Spider are the clergy of this Delkrey cult, and are
notably in their use of animal sacrifice. known for their clerics, not druids.
Cultural Impact Iconography: The well-known Wheel of the Old
• Most houses have three stylized fox tails Gods, despite being portrayed as a ship’s wheel,
etched into or drawn in kohl by the fire- is actually a stylized depiction of a mushroom
place. ring, with mushrooms sticking out at intervals.
• There is a folk saying that if you’ve lost The wheel stands for both Delkrey and life’s circle.
something, check near the fireplace. Like- Delkrey himself is never depicted in humanoid
wise, if you’ve lost something, someone form, though some stories give him humanoid
might shrug and say, “soot paw.” traits. Drow represent Delkrey using a spider
• People often hang a coin or a shiny object inscribed in a circle.
over a bed to ward off fevers, also known as Cults
fox-bites. • The Gray Watchers are a Delkrey mystery
• Every self-respecting thieves’ guild has a cult. Through their rites, they claim to have
shrine to Tullet. knowledge of the future. They are fabulous-
19
Sleeping Lady
ly wealthy, and have their own order of war- third might not exist, or be used only by NPCs.
riors, the Grey Justicars, who have fought This approach is also a fine choice for short cam-
as mercenaries on occasion. The Watchers paigns, or where you want to reserve one panthe-
have been known to send out a justicar to on to be used as foes. Again, you can reskin divine
bring about or avert a foreseen event. talents from the pantheon you drop if you wish.
• The Sisterhood of the Death Cap Spider is
a sinister priesthood of Delkrey that wields
enormous political power in underground More Pantheons
drow cities. Add your own pantheons, either those you make
Cultural Impact up, get from another game supplement, or find
• Moldy bread is “kreybitten,” though few in history. You probably will want to steer clear of
know the origin of this expression. modern faiths for obvious reasons.
Alternate Names
• The Death Cap Spider
• The Mushroom God
Variants
Static Gods
In this variant ignore the changes of
the pantheons over time. The gods
are eternal and have always been
as they are now. Influence flows
one way, from gods to people.
Using static gods lets you run
gods who need very little faith.
The only mysteries are caused
by knowledge the gods them-
selves decide to withhold.
Worship
Powers the
Gods
The more worship a god gets, the
more powerful the god. Thus the Old Gods
are just hanging in there, fed mana or psychic
power by rustic folk pushed to the side and the
druids who lead them. The Thirsty Gods are start-
ing to weaken, and the Bright Gods are growing
more powerful by the year.
One Pantheon
Pick one pantheon for your campaign. Perhaps
the others don’t exist, or at least they are foreign
and don’t exist for your players. This approach
works well if you just want to do a one-shot or
a mini-campaign, but it does take away player
choice.
At your option, you could reskin divine talents
from pantheons you don’t use to fit the one you
do.
Two Pantheons
Pick any two pantheons for your campaign. The
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Gods and Icons
21
Sleeping Lady
Pantheon References
Bright Gods
22
Gods and Icons
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Sleeping Lady
24
Gods and Icons
Divine Talents
In this section you refers to While it is certainly fine for players to create clerics Adventurer Feat: When you use your domain
the player, not the GM. of goodness and druids of nature, these talents ability to give bonuses to saves, your contri-
are for players who want to lean into the panthe- bution to the bonus is double your positive
ons and make them a core part of their character. relationship points with Hierophant Glasyra.
Champion Feat: You gain 1 relationship point
with Hierophant Glasyra or Emperor Roland.
25
Sleeping Lady
26
Gods and Icons
Grasping Roots (1st Level) Epic Feat: Helbar’s thunder is now a recharge 16+
after battle spell.
Ranged spell
At-Will Wrath of the Lords (1st Level)
Target: One nearby enemy
Close-quarters spell
Attack: Wisdom + Level vs. PD At-Will
Hit: 1d8 + Wisdom damage and the target is stuck Target: One creature engaged with you
(save ends). Attack: Wisdom + Level vs. PD
Natural Even Miss: If the target has fewer hit Hit: 2d4 + Wisdom thunder damage
points that you, it is stuck until the start of your
Helbar’s Thunder, next turn. Natural Even Hit: As a hit, plus the target takes 2
page 29 ongoing damage (save ends).
3rd level spell 3d6 (11) damage
3rd level The spell now requires only a quick
spell action to cast (once per round)
5th level spell 5d6 (18) damage
5th level 2d6 (7) damage, 4 ongoing
spell damage on even hit
7th level spell 5d8 (23) damage
7th level 3d6 (11) damage, 6 ongoing
spell damage on even hit
9th level spell 7d10 (39) damage
9th level 5d6 (18) damage, 8 ongoing
Baltigan the Sparrow, spell damage on even hit
page 17 We recommend you, as the GM, let the druid
know which targets have fewer hit points than
they do before they choose their grasping roots Blessing of the Vixen
target. If you take the blessing of the vixen, Tullet, the
three-tailed fox, watches over you. When you are
Blessing of the Sparrow searching for anything, your shadow grows three
tails (unless you rather it didn’t).
If you take the blessing of the sparrow, Baltigan
shares his magic with you. When you attempting Adventurer Feat: You gain the vixen’s fog spell
to trick someone, you and your nearby allies hear below.
Tullet the Vixen, page 18
the cheep-cheeping of a sparrow, but your target Champion Feat: Once per battle, you can reroll
does not (even if the target is an ally). If you don’t a failed save.
wish your allies to hear, they won’t. Epic Feat: Tullet’s escape is now a recharge 16+
Adventurer Feat: You learn the wizard spells after battle spell.
ray of frost at first level and lightning bolt at
third level. Lightning bolt is an additional Vixen’s Fog (1st Level)
daily spell you add to your other wheel caster
daily spells. It does count against your normal Ranged spell
maximum dailies. When these spells refer to At-Will
Intelligence, you can replace that ability score Target: You or one nearby ally
with references to Wisdom. You may take feats Effect: For the rest of the battle (or for five
Tullet’s Escape, page 29 in these spells. minutes), target has a +2 bonus to all defenses
Champion Feat: You gain 1 relationship point until they are hit by an attack.
with Thrice-Wise Mercurius or the Father of Enemies who can see invisible creatures ignore
Robbers. This point can add to your normal this bonus.
relationship points, but you can’t exceed the
normal relationship maximums with it. 3rd level The spell is now a quick action to
Epic Feat: Lightning bolt is now a recharge 16+ spell cast and can be cast on two targets
after battle spell for you. 5th level
can be cast on three targets
spell
Blessing of the Lords 7th level
can be cast on four targets
The Lords: Toc, Tanic, & spell
Helbar, page 17
If you take the blessing of the lords, the uncontrol-
lable powers of the Lords surge within you. When 9th level
+3 bonus to all defenses
you are angry, copious amounts of salt water drip spell
from your skin and hair, unless you don’t want it
to.
Adventurer Feat: You gain the wrath of the lords
spell below.
Champion Feat: You can use the barbarian’s
rage feature once a day.
27
Sleeping Lady
Delkrey Remembers
Ranged spell
Daily
Target: You and all nearby allies
Effect: As a free action all targets can roll to
recharge all their recharge spells, abilities, and
items that are waiting to be recharged.
Recharge rolls gain a + 2
3rd level spell
bonus
5th level spell Bonus increases to +3
7 level spell
th
Bonus increases to +4
Bonus increases to +5, and
each target can choose a
9 level spell
th
spent daily to recharge on a
16+ with no bonus
28
Gods and Icons
9 level spell
th
2d8 x 10 (90) damage
Special: You can’t take this talent if you take the
Bright Paladin talent.
Tullet’s Escape Special: You must be a Reknarite.
Close-quarters spell Choose one of the talents listed in the fighter’s
Daily class talent list. You gain all the talent’s advantag-
In honor of the warrior cat, Target: You and all nearby allies es and can take feats in that talent. Replace any
Reknarite Knights often Effect: All targets can make a save against all fighter references to paladin.
rename the fighter talents current save end effects Special: You can choose Reknarite Knight a
by affixing “Balamet’s” in second time, if you wish, at 5th level or at 8th level
front of their fighter talent’s As above, plus all targets to gain other fighter talents.
name. Balamet’s cleave, can make a normal save
Balamet’s comeback strike, against a condition that has
and so on. The paladin 3rd level spell
a duration that lasts until
Ranger
talent Way of Evil Bastards
is often renamed Way of the end or beginning of a
the Cat. turn
As above, and all targets
Talent
5th level spell get a +1 bonus to their
saves
7th level spell The save bonus is +2
9 level spell
th
The save bonus is +3
Way of the Wheel
Prison Break Special: You must be a Spirian.
Tullet’s escape is the perfect spell to use in a Choose one daily spell of your level or lower
ritual when trying to break someone out of from the Wheel Caster talent in the druid class.
Spirian: follower of the prison, especially if that someone is you. You You can cast this spell as if you are a druid. You
Old Gods did take the Ritual Casting feat from the 13th can change your chosen spell each time you take
Age core book, didn’t you? a full heal-up.
Wheel Caster, page 26
Adventurer Feat: You can choose which ability
score you want to use as the attack ability
when casting druid spells.
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Sleeping Lady
Holy Sites
Cathedral of the Holy Convergence
Religion: Lightbringer peace.” The peace did not last, but the idea of the Insert your own center of
Location: On high ground overlooking the Sea cathedral as a place of peace has. No weapons The Bright Gods for Kyesh.
of Tears and the bustling port city of Kyesh are allowed in the building, and one wing houses
Appearance: The cathedral’s vast dome with a monastic order dedicated to the resolution of
its three-pointed spires dominates the landscape conflicts. The three high holy days see a massive
for miles around. The dome, made of marble influx of pilgrims.
and limestone, is painted white and covered in Adventuring Notes
mirrors. It reflects the sun like a small star. The • The cathedral is a perfect place to go for
obelisk-like spires are covered in hammered gold. healing. The Shepherds of the Earth path
The exterior of the cathedral is a confluence of are sworn to help all who ask (although if
smaller domes and walls in multicolored bricks of you aren’t a Lightbringer, be prepared for
red, brown, and sandy yellow. proselytization). Lightbringer Creed: faith
Three large doors dominate the front of the • If a crooked employer refuses to pay you, of the Bright Gods
cathedral, each tall and broad enough for an and he’s either in Kyesh or a Lightbringer by
elephant to walk through. To the right the door culture, threatening to bring in the cathe-
for the Path of Heaven is red with a gold sun and dral monks might result in payment.
gold-and-garnet rays. The broad stairs leading up • The cathedral is a repository for a vast store
to it take a purposefully winding path. The middle of wealth, not only in its bejeweled orna-
door, for the Path of Earth, is purple with white mentation, but also stored beneath the
rams’ horns hung on the front, and greenstones cathedral in guarded troves.
set in whorls. A broad ramp leads to this door. The • The three hierophants either make their
door to the left, for the Path of Sky, is blue, with home in the cathedral, or visit it frequently.
ten silver stars set with glittering white stones. The temple’s wings and stories house a vast
Stairs leading to this door go three at a time, collection of Lightbringer bureaucrats,
with a landing between each set of three. Any- guards, and monastics. It is never empty.
one climbing them is supposed to pause at each Most of the time, one of many choirs is
landing for spiritual contemplation. Tucked away singing.
to the left side of the cathedral is an unpainted • If you enter the cathedral with your weap-
door for nonbelievers. A small door on the right ons, you will be asked to remove them. The
(the Rainbow Door, made of glass) is for followers weapons are held in relative safety until you
of nontraditional paths. leave the cathedral. If you do not declare a
Significance: The cathedral was built by weapon and it is found on your person, it
Emperor Ultamon, upon completion of the Great will be confiscated and you will be removed
Conquest, 150 years ago. He set the door to the from the cathedral. Such a weapon will only Hierophant Glasyra,
Path of Earth in the middle, saying, “The time of be returned after payment of a significant page 41
wars is ended; now let there be an everlasting fee, which may include a quest.
30
Gods and Icons
31
Sleeping Lady
guarded by treants.
Caverns of •
though they are content to keep them to a
minimum.
While not a vast hub of trade, the area
around the Sound Caverns hosts a signif-
32
Gods and Icons
Unhallowed Places
These places were once sacred, but no more. Perhaps they will beg for help in tracking down
and destroying their creators?
This is a great opportunity to spotlight any
Yard
Any of the broken constructs could be watch-
ing and listening. What goes on in the Toy Yard
might well not stay in the Toy Yard.
Haphazardly sited columns, some toppled, some
with arcane symbols scrawled on them with paint,
line a dry riverbed. There is a raised, flat terrace in the As a Combat Setting
center of the scene with a few stairs leading up to it. The dry gulch is a perfect place to ambush the
A giant summoning circle with complicated geom- party. Those on the top of the dry gulch have a +2
etry has been carved on it. The environment is arid, bonus on attacking those below them.
Xaria the Mother, mostly rugged sandstone with a few dark shrubs. A
page 8 The summoning circle would be a great mon-
statue of a pregnant woman wielding a hammer, ster generator. Each round, or every other round, a
obviously the Bright God Xaria, lies on its side. The creature could be summoned. Gargoyles or other
statue has been scratched and hammered on. constructs are one choice, but perhaps the circle
Various magical constructs are scattered was meant to summon demons to possess the
throughout the gulch. They take many forms differ- constructs?
ent forms, all vaguely steampunk in appearance, in The broken “toys” might make perfect mooks.
all different forms, peek from behind columns and Just reskin zombie mooks as constructs instead of
rocks. Some seem almost childish in their construc- undead and enjoy.
tion, like a broken, mechanical teddy bear or a pair
Golems really need to be in the Toy Yard. What
of large ceramic dolls with sigils carved on them.
if the toys pull themselves into mismatched giants
Some are lifeless, and all of them misshapen. They
made of broken toys, and you reskin golems of
are magical experiments gone wrong and dumped
the right level for your party
there.
Any caster who is nearby the summoning circle
could summon wibbles on a natural 1-5. They
As a Roleplay Setting could summon 1d4 (Adventurer) / 1d6 (Cham-
pion) / 1d8 (Epic) wibbles each time. Due to the
This is the perfect place to meet an untrustworthy unhappy nature of this place, the wibbles will
magic artificer. A vengeful forgeborn or zorigami attack the caster.
might ask to meet the party here to show them
the dark side of being a construct.
The area is filled with a malevolent force, seek-
ing to turn the discarded constructs to revenge.
33
Sleeping Lady
As a Combat Setting
Spellcasters and ranged-weapon users wishing
to make use of Ghost Lake’s unique terrain may
choose to walk to the edge of the sphere and
swim up the boundary, at which point they can
34
Gods and Icons
stick their head into the magical sphere to breathe 12. Baron Von Vorlatch has cursed the lake with
while remaining otherwise outside it. This grants blood.
them a +2 terrain bonus to all attacks and makes 13. Dunking yourself in the lake cures all disor-
it difficult for melee opponents to attack them. In ders of the mind.
order to maintain such a position, they must make
a normal difficulty Dexterity (swimming) check
each round or fall through the sphere and take
3d6 damage. Alternately, creatures could ambush
the PCs from outside the sphere.
Red Grove
This is a great place to ambush the party with At the center of this disturbing location looms a
incorporeal undead. Place something the PCs circle of standing stones similar to Stonehenge, with
need for their quests in the temple and just add claw marks apparent in the stone. Crudely construct-
ghosts. ed hovels made of sticks and rubble surround the cir-
For added fun, shrink the bubble of breathable cle, and beyond them are warped and twisted trees.
water when the escalation die is even, to force The trees are strewn with bodies, some hanging,
characters sniping from a distance to keep mov- others nailed into to them. In the center of the circle
ing or start drowning. of stones, hovers a malevolent black void or sphere,
hazy at the edges, and within the sphere is insane
geometry, which is uncomfortable to look at. Shapes
Thirteen Rumors about appear to be both foreground and background at
the same time, and things move in directions people
35
Sleeping Lady
As a Combat Setting
Aberrations have an advantage when nearby the
sphere in the center of the stones. If they didn’t
already have a fear aura, they do now. If they al-
ready had a fear aura, they gain +2 levels on their
aura.
Enemy casters also gain an advantage against
characters who are nearby the sphere. They add
the escalation die to all attacks that target MD.
Oh, and those bodies on the trees? Undead
mooks would work well, don’t you think?
Destroying the sphere should not be easy. At-
tacking the stones in combat is no picnic, as they
have the defenses of stone giants. It would ridicu-
lously hard Strength checks to topple them over.
Killing the boss might weaken or even banish the
sphere. Outside of combat, a ritual to destroy the
sphere might require a number of side quests to
get the right sacred items.
36
Gods and Icons
Thrice-Wise
Mercurius
(mer-CURE-ee-us) Heroic icon. Master mage of
this age.
Overview
The master of arcane magic, whose symbol is a
stylized armillary sphere, Thrice-Wise Mercurius is
constantly searching for new magic and portents.
He is also a master alchemist and astrologer.
When he supplies magic items, they are ornate
and covered in magical sigils. When he supplies
information, it often comes in the form of a divi-
nation.
“The stars predict trouble ahead. To avoid it, look
for the hidden entrance behind the stone fist.”
Politics
Thrice-Wise Mercurius serves the Espairian Empire
and its Emperor. He provides safe travel routes
across the Sea of Tears, animates giant constructs
for Emperor Roland, and is the power behind
the biggest and most awe-inspiring magic of the
Empire.
Organizations
The College of Wizardry focuses on harnessing ar-
cane powers through the force of sheer intellect.
Members are wizards who see the hidden worlds
behind this one.
The Sorcerous Cabal is made of the most
37
Sleeping Lady
talented sorcerers in and outside the Espairian to share it. She is a foe and a terror.
Empire. Members have ties to Aurum Rex and • Supreme Commander Tyrvek: A hobgoblin
even to Ghiama. born to lead, he’s turned the squabbling
“The Uncontrollables” is one of the names for mobs of hobgoblins, goblins, orcs, ogres,
the wild collection of chaos mages that serve and more into a well-oiled machine of
Mercurius. conquest. He must be stopped. He is a
monstrous foe.
Friends and Enemies
• Aurum Rex: The majesty and wisdom of
Gods
the metallic dragons is fascinating. Sharing Thrice-Wise Mercurius is intermittently devout, Triads, page 9
secrets with the slumbering Gold King in and his followers are all over the map in terms of
the dream realms is always a pleasure. He is devotion to the gods of magic. Perikalo the Lover,
an awe-inspiring ally. The Fire Triad of the Bright Gods is associated page 8
• Hierophant Glasyra: One must respect the with Thrice-Wise Mercurius. Perikalo, the Lover Laval the Perfector,
Hierophant, even if she only borrows her of the Path of Earth, Laval, the Perfector of the page 8
magic from the gods. She does good works, Path of Sky, and Katalua, the Destroyer of the Path
Katalua the Destroyer,
but divine magic holds no interest. She is a of Heaven are linked in the people’s minds with page 6
somewhat close-minded ally. Thrice-Wise. He is associated with both the Path of
• Emperor Roland: Roland holds together the Heaven and the Path of Sky.
realms of men. The Emperor has been a bit Mercurius does not neglect the older gods,
stingy with funds and more demanding of even if they are now out of fashion, for they hold Camazoth the Queen of
great magical works of late. He is an ally. secrets the arch magus seeks. the Gods, page 11
• Lord Ikal: Lord Ikal certainly seems to get Of the Thirsty Gods, Queen Camazoth and Ixtaa
things done. When a hell-breach breaks have temples often visited by Thrice-Wise and his Ixtaa the Dismembered
God, page 13
out in the empire, it’s quite handy to have followers.
a man like Ikal around. It’s important to Baltigan the Sparrow holds the most interest
lend a hand to Ikal when needed, but the among the Old Gods for Mercurius. The Order of
portents surrounding the great lord are the Sparrow includes many of Mercurius’ follow-
troubled. He is usually an ally. ers.
• King Thorbal: It is critical to keep the peace
between King Thorbal and Queen Tanadil,
but it is not easy. The gruff old dwarf king Endgame Baltigan the Sparrow,
can be counted on to do the right thing— page 17
If the 13th Age comes crashing down, Thrice-Wise
unless the past clouds his mind. He is a
Mercurius plans on surviving into the next age.
sometimes hard to convince ally.
If that means shifting his alliances with the other
• Queen Tanadil: Brilliant, beautiful, and icons, so be it. He has seen shadows of futures
dangerous. She knows more about magic where he survives quite well in a world dominat-
than almost anyone. She’s withholding ed by dragons or elves. One future even has him
something important. She is an unpredict- taking the throne of the Espairian Empire.
able ally.
• Blue Aoife: A great power, she is blinded by
her fanatical devotion to nature and the old Variants
ways. Clockwork owls keep a close watch
on her. She is neither an ally nor a foe. Just as not all wizards are good, Thrice-Wise Mer-
• Father of Robbers: The least trustworthy curius does not have to be a heroic icon. He would
power in the land, he can still be useful. The serve quite well as ambiguous or villainous. In a
Father can procure the most obscure and campaign where magic is feared by the common
rare items needed for powerful magic. But people, ambiguous, at best, may be the way to go.
these things come at a price. He is often a Mercurius doesn’t have to be human, male, or
foe. And yet… even mortal. For example, if your campaign focus-
• Baron Von Vorlatch: A vampire of his word, es on elves, he could be working for, married to, or
you must watch carefully what words the the son of Queen Tanadil.
Baron swears to. He has proven useful in
arcane research, and knows much that
is hidden from the living. He is an ally of
convenience.
• Lady Akuma: A great mind that has been
broken, yet still holds power. Power for evil.
She would deliver the world to hell if she
could. She knows much about the infernal
realms. She is a foe.
• Ghiama: The five-headed dragon queen
holds secret knowledge. She would have to
be forced to share it. She should be forced
38
Gods and Icons
Aurum Rex
A giant golden dragon, usually asleep. He’ll wake into the earth, much too small for a dragon to
at the turn of the age. Heroic icon. His dragons enter.”
and Ghiama’s dragons don’t play well together.
Politics
Overview The metallic dragons have fought to defend the
Aurum’s magic items tend to be metallic, shiny, Espairian Empire, but don’t consider themselves
and powerful looking. His information comes part of it. They avoid attacking people, but feel
from the point of view of a very large flying crea- that sheep and cattle are their due.
ture.
“Six wing-beats to the north lies a tiny shaft
Organizations
The High Dragons, including
only gold and silver dragons, are
small in number, but wise and
powerful.
The Copper Legion, com-
posed of copper dragons, is
large, powerful, and hard to
hide from.
The Brass and the Bronze,
composed naturally of brass
and bronze dragons, is by far
the largest group. What these
dragons lack in individual pow-
er, they make up in numbers.
Friends and
Enemies
• Thrice-Wise Mercurius: A great
friend to the metallic dragons,
his insatiable curiosity is both
his greatest strength and
greatest weakness. He is an
ally who must be watched.
• Hierophant Glasyra: A wise
woman who can be counted
on. Even with her new gods,
she is a trusted ally.
• Emperor Roland: A powerful
ally, but he is all too human.
His passions can get the bet-
ter of him, leading him astray.
He is a trusted ally.
• Lord Ikal: A great bulwark
against the hordes of hell, he’s
tainted by his long associa-
tion with the diabolical. He
needs to move back into the
light before it is too late. He
is a foe who hasn’t turned on
the metallic dragons yet.
39
Sleeping Lady
Gods
Aurum Rex is tied to the Thirsty God Chazda, god
of the earth, dragons, and fire.
Endgame
When the dragon king awakes, the end of the Chazda the Earth
age is near. If a villainous icon is threatening to Crocodile, page 13
dominate the 14th Age, there is no better ally than
Aurum Rex.
Variants
Aurum Rex may be holding the world together by
battling in the dreamlands. There are opportuni-
ties for characters to assist him there.
Aurum Rex may have been put in a magical
sleep by one of his enemies. If only a party of
great heroes would undertake an epic quest to
wake him.
Both variants could be true.
40
Gods and Icons
41
Sleeping Lady
a foe who acts as a grudging ally when the for foreign heathens, but inside the empire there
Emperor insists. is only one pantheon, that of the Bright Gods.
• King Thorbal: Thorbal and his people are Convert, flee, or burn at the stake. In this variant
outside the empire, and most still cling the hierophant is either an ambiguous or villain-
to the Thirsty Gods. As long as greed and ous icon who has much in common with Lord
grudges don’t get in the way, he’s been a Ikal. Lord Ikal and Baron Von Vorlatch would both
trustworthy friend to the empire. He is an follow an evil version of the Bright Gods in this
occasional ally. variant.
• Queen Tanadil: Tanadil has permitted her Or, go one further: Hierophant Glasyra and
people to come to the Bright Gods if they Lord Ikal rule the empire as villainous icons, and
wish, but few do. She is no friend to the em- Emperor Roland is a powerless puppet. In this
pire, and not all her elves walk in the light. case, you probably want to shade the Bright Gods
She is an occasional ally. a very dark shade of bright. An entire campaign
• Blue Aoife: Some people can’t let go of the might revolve around overthrowing the tyranny
past. A foe of civilization as much as an en- of Hierophant Glasyra and Lord Ikal.
emy of hell, she has an agenda that bodes Another option is to make Glasyra a corrupt,
ill for the people of the empire. She is a very venal hierophant. This allows her to be an ambig-
occasional ally, more often an enemy. uous icon without all the fuss of running inquisi-
• Father of Robbers: And there are those tions.
people who can’t let go of other people’s
goods. They follow the father no matter
the price. The Father of Robbers even goes
so far as to deal with Lady Akuma. He is a
dangerous thorn in the side.
• Baron Von Vorlatch: The Baron is an undead
monster that none-the-less serves the
empire. Less cruel than some living nobles,
and better behaved in public than Lord Ikal,
the vampire Baron is something of an enig-
ma. He encourages his mortal subjects to
walk the darkest path of the Old Gods. He is
a foe, but must be treated as an untrusted
ally.
• Lady Akuma: An insane power tied to hell,
and probably tied to bringing hell to earth,
she is evil through and through. People
say she does some good, but the scales tip
solidly on the side of woe for her. She is an
enemy.
• Ghiama: The five-headed dragon that
would destroy every cathedral, church,
and temple in the world while feasting on
the people. The empire and beyond must
struggle against Ghiama and her minions.
She is an enemy.
• Supreme Commander Tyrvek: This hobgob-
lin has somehow mastered all the twisted
races of the world and brought them
together in an unholy army. He must be
stopped. He is an enemy.
Gods
All the Bright Gods.
The Bright Gods, page 5
Endgame
When the trumpets call for the age to end, Gla-
syra will be there on the side of good. What she
doesn’t know is who will stand there with her.
Variants
Thirsty Gods and Old Gods might be appropriate
42
Gods and Icons
Politics
Roland the Internally, advisors advise, and Emperor Roland
decides or delegates. Everyone must do their part
for the empire.
Unbreakable The dwarves under King Thorbal have proven
reliable allies, and the empire looks forward to
many years of peaceful cooperation.
Ambiguous icon. Human Emperor of the Espairian
Empire. The elves under Queen Tanadil are another
matter. They have lent aid to independence-mind-
ed leaders of petty shires, kingdoms, and city
Overview states that Roland genuinely believes would be
much better off as part of a greater Espairian
Roland is a hard-working Emperor who sits at Empire.
the top of the imperial apparatus of the Espair-
ian Empire. His honor guard
flies griffons into battle. Organizations
He helps stamp out hell
breaches into his lands. The Honorable Order of the Griffon or, as they
He funds the church say on the streets, the Griffs, are the Emperor’s
and promotes trade. knights. Frightfully good in combat, they are often
On the other hand, sent on special missions by the Emperor or his
he’s not much of a free minions.
thinker and he’s got his The Imperial Adjudicators are the government
eye on a number of ministers who see that things get done, justice is
served, and the empire is safe.
The Imperial Fleet and the Imperial Army are
the armed forces. When is at peace, they are
mostly concerned with border security, internal
security, and monster suppres-
sion.
The Dark Fog is the Em-
peror’s secret police force.
Skilled in magic and com-
bat, they are widely feared.
They also secretly operate
outside the borders on behalf of the empire.
The Society of Espair is a charitable organiza-
tion found throughout the empire. Nobles and
merchants are required to help fund the organi-
zation. Many a poor family has seen a promising
offspring offered an education and placement in
an apprenticeship courtesy of the Espairians. Most
cities in the empire have at least one hospital and
university funded by the order. The Society of Es-
pair also works closely with Thrice-Wise Mercurius
and Hierophant Glasyra.
43
Sleeping Lady
Gods
The Bright Gods shine over the empire. Emperor
Roland is known to follow the Path of Heaven, to
no one’s surprise.
44
Gods and Icons
45
Sleeping Lady
bles. He is a solid ally. both follow the same heartless interpretation of Variant: One Pantheon,
• King Thorbal: A real monarch who isn’t the Thirsty Gods as does Ikal. This might be a good page 20
afraid to make the hard calls. It’s difficult use of the one pantheon variant, in which both
to motivate him when dwarven interests the Bright and Old Gods are heresies that have let
aren’t threatened directly. But when they the forces of hell take over much of the world.
are, he’s there. He is a solid ally. Ikal could be a heroic icon running a holy order
• Queen Tanadil: An enigmatic leader who of dedicated devil and demon fighters. He could
has done her share to halt the forces of hell take pains to protect the innocents caught in the
in and near her realm. Her toying with the crossfire. In this variant, he could be an ally of the
dwarves and the empire wastes precious hierophant.
time and resources. She is a capricious ally. In a variant where Ikal and the hierophant
• Blue Aoife: The druids are the first to play well together, Ikal could worship the Bright
marshal the power of nature to stop hell Gods, specifically Katalua the Destroyer of the
breaches in their wild forests. Their oppo- Path of Heaven. He gives lip service to Tukae and
sition to the empire is foolhardy. She is a Dozakad, but Katalua is everything to Lord Ikal
situational ally. and his forces. Ikal’s uniforms are trimmed in gold
• Father of Robbers: While brave folk die, or yellow, and Katalua’s key and sword are worked
the prince of thieves plots and steals. His into shields and armor.
people make alliances with demons and Another version strips away the façade, and
devils for short-term gains and long-term lets you run Ikal as a villainous icon. He’s collect-
damnation. He is an enemy. ed an army of demons and devils and now he’s
• Baron Von Vorlatch: A little rigid in his turning it loose. This could work well using the
thinking, but being dead will do that. Hell two pantheons variant, reserving a corrupted Re- Variant: Two Pantheons,
breaches don’t last long in Borgostnya. He’ll knarite church for NPCs. In this version, you could page 20
wait for the Emperor’s call to battle, but even run a redemption arc for Lady Akuma as she
once he gets it, he knows how to fight. He strikes against Lord Ikal.
is a solid ally.
• Lady Akuma: The devil. The demon. This is
who we fight. She is THE enemy.
• Ghiama: The five-headed dragon and her
minions pull resources and Roland’s atten-
tion away from the fight against hell. She is
an enemy.
• Supreme Commander Tyrvek: Another
fool. Does he think devils and demons will
leave his monstrous nation alone? He is an
enemy.
Gods
Lord Ikal publicly follows the Thirsty Gods, espe-
cially Camazoth, Chazda, and Koatiri. His effective-
ness against the infernal forces protects him from
the political power of the Lightbringers in the The Thirsty Gods,
Espairian Empire. page 10
Uniforms, banners, and shields of Ikal’s forces
are covered in symbols of the Thirsty Gods, partic-
ularly the silver scales of Camazoth, the flaming
spear of Chazda, and Koatiri’s snake-rayed sun.
Endgame
The end is nigh, and it’s up to Ikal to save the
world—whether it wants saving or not. If it means
replacing the hierophant, sacrificing cities, and
sieging the gates of hell, so be it.
Variants
Ikal could star in a grim and gritty campaign
where Ikal’s harsh methods are the only thing
keeping humanity from being overrun by infer-
nals. Much of the world might already be lost to
hell-breaches, and the Emperor and Hierophant
46
Gods and Icons
of the
armor and strike fear into the hearts of derro and
drow everywhere. They are sent abroad by the
King and royal family on quests on behalf the
dwarven throne.
Glittering
The Ring of Smiths practices a combination of
trade and espionage. When you visit that dwarven
smith in the town at the crossroads, is she just a
craftswomen, or is she the eyes and ears of King
Thorbal?
Gem The Lorefolk toil to keep the stories of old pre-
served, to understand the magical protections of
the great dwarf halls, and to supply magical runes.
Ambiguous icon. King of the Dwarves. Steward of
the Vaults of Unending Grudges. Casters are often drawn to the Lorefolk.
47
Sleeping Lady
Gods
Few dwarves, mostly travelers and traders, have
time for the Bright Gods. But since they are
worshiped by the Espairian Empire, the church is
tolerated in the halls of the dwarves. Xaria is the
most popular Bright God.
Temples to the Thirsty Gods are found through- The Thirsty Gods,
out the dwarves’ halls. The river delta where the page 10
pantheon originated? Regardless of what non-
sense the humans peddle, it was an underground
river leading to a sunless sea where the dwarves
discovered the gods.
Chazda, the Earth Crocodile, Camazoth, the
Queen, and Reknar, the King are the most popular
gods, but most dwarves worship all the Thirsty
Gods.
Worship of the Old Gods is almost unheard
of in the halls of the dwarves, but it can happen.
Mostly by dwarves who spend a bit too much
time alone in the wilds.
Endgame
It’s coming, and it won’t be a pretty sight. Grudges
must be settled, no matter the cost. The patience
of the dwarves is about to end.
Variants
One variant is to take away Thorbal’s one quirk.
His halls are closed to refugees, many of whom
will die at his gates. In this variant, Thorbal is
probably even more isolationist. The gates are
closed and will stay closed until the final battles of
the age.
Another variant would find Thorbal and Tanadil
in alliance. In this scenario, Emperor Roland better
watch out or find his cities undermined and ac-
cess to ores cut off.
48
Gods and Icons
Queen Tanadil, High her recent (the last few centuries) embrace of
gnomish technology married to elvish magic.
This tech-magic combo created the forgeborn,
or gnome-forged, a race of clockwork people. It
Queen of the Fey also resulted in magic leaking into the world, mak-
ing it ever more wild and unpredictable—much
like the queen.
Ambiguous icon. Queen of high elves, wood elves, dark elves, and gnomes.
Overview Politics
For the queen, all politics is personal. Find out
Queen of dark elves, high elves, wood elves, gnomes, and what a person wants and marry that to what the
the forgeborn crafted by her gnome smiths, Tanadil makes fey nation needs and you create progress. She
ruling such a diverse group of peoples look effortless. Like has scores of retainers who keep the nation going
her ancestors, she’s tied to the natural world, which she while the queen is elsewhere.
Organizations
The Queen’s Shadow is a group of mostly drow
spies and assassins with a few half, high and wood
elves as faces and infiltrators. They can call upon
redcaps and other fey monsters when needed.
The Moonspinners are a group of casters who
specialize in rituals that change the natural world
in ways that appeal to the elves’ sense of aesthet-
ics.
The Silver Circle is a social and martial organi-
zation of drow. They create great underground
works that rival those of the dwarves. They are not
known for kindness or mercy. Many drow adven-
turers hail from this circle.
The Circle of Light is a group of high elves. They
include magicians of terrible power. More than a
few have become adventurers.
The Gray Circle collects some of the most tal-
ented and powerful wood elves into an organiza-
tion that keeps the queen’s forests secure. This
is another organization that has
spawned its share of adventurers.
Friends and
Enemies
• Thrice-Wise Mercurius: A wise
man and a good friend to the fey. He
understands the magic underlying
the world. He is a beloved ally.
• Aurum Rex: Glory in the form of
dragons. The fey must guard the
king’s sleep, for his dreams protect
everyone. He is a shimmering ally in
more than one world.
• Hierophant Glasyra: When you
look for wisdom in the Espairian Empire,
you look for Glasyra and Mercurius. The
Hierophant doesn’t concern herself much
with the fey, but if she talks, the fey court
listens. She is an ally, but her hands are tied
by her Emperor.
• Emperor Roland: Take the strengths and
weaknesses of humanity and roll them into
one man, and you have Roland. His actions
49
Sleeping Lady
Gods
The queen has no desire to tell the fey which gods
they should worship. Many worship all the pan-
theons. The Old Gods are the most popular. The Old Gods, page 15
In the queen’s court, The Ladies (Kelya, Muire-
lle, Atowen, and Hessis) are honored with trees,
statues, and standing stones.
The drow have a cruel interpretation of
Delkrey, the Mushroom God, and the Lords (Toc,
Tanic, and Helbar). Many high elves favor Baltigan
the Sparrow, while the wood elves flock to Argir
the Worm.
Endgame
The end of the age is near, and the fey may not
have a place in the next. Portents indicate some
great power has to flip and change. Will Lady
Akuma be saved by the Father of Robbers? Will
the imperial-dwarven alliance doom the world?
Time is running out as the Fey Queen gathers the
threads of fate.
50
Gods and Icons
Blue Aoife crops grow fast and large, but will leave the
fields depleted. When will he learn? He is an
ally when it suits him.
(EE-fa) Ambiguous icon. High Druid of the Old • Aurum Rex: His majesty sleeps so that the
Gods. world can continue. There is nothing like
seeing a flight of metallic dragons. The Gold
Overview •
King is an awe-inspiring ally.
Hierophant Glasyra: She might do good
Blue Aoife is the high druid of the Old Gods. She from time to time, but she is deaf to the Old
protects the world from the predation of mon- Gods. She is an occasional ally.
Aoife is an Irish name sters from other worlds and the problems
meaning beauty or created by civilized people in this one.
radiance. In the Ulster
Cycle of Irish mythology,
Aoife was a warrior
princess. In the 1100s,
Politics
there was a noblewoman Aoife isn’t much for treaties, ownership of
nicknamed Red Aoife land or animals, or the destruction of forests to
(Aoife MacMurrough) who
provide cropland. Agreements should be between
conducted battles when
the men in the family were people, not bureaucrats. She does not trust the
otherwise indisposed. Espairian Empire, but feels she can work with
Aurum Rex, Queen Tanadil, and maybe even
Baron Von Vorlatch.
Organizations
The Wild Ones—mostly druids,
rangers, and nature spirits—are
icon agents of Blue Aoife. PCs with
icon relationships with Blue Aoife
will typically get their boons and
complications from the Wild Ones.
Green Goddesses, The Spire Faithful comprise the best
page 15 known and most common form of
Argir the Worm, worship of the pantheon of Old Gods,
page 16 focusing on the Green Goddesses as
the rulers of all of the creatures of the
Baltigan the Sparrow, page World Tree.
17
The Order of the Eversinger is a
Tullet the Vixen, bardic order that provides trained
page 18 oral historians to libraries across
Delkrey the Mushroom the region. They worship Argir
God, page 19 the Eversinging.
The Sisterhood of the Vixen
is an old order of healers that
has passed down its medical
knowledge for longer than
most of the surrounding
cultures have existed. They
cite their continued existence
as evidence of Tullet’s power.
Many aspects of their worship
differ from the worship of
Tullet the Unshackled, notably
their use of animal sacrifice.
Friends and
Enemies
• Thrice-Wise Mercurius: The
world’s most powerful magician,
and yet he lacks wisdom. He’ll move storms
out of shipping lanes, not thinking that
51
Sleeping Lady
• Emperor Roland: How many forests have On the other hand, she could be a powerful
fallen before his woodsmen? Saying he isn’t villainous icon. Heroic characters might struggle
as destructive as a pack of devils isn’t saying for a whole campaign to remove her and replace
much, is it? He is a thorn in nature’s side. her with a more benevolent druid.
• Lord Ikal: Yes, he fights the good fight
against the infernals, but he will risk not
one drop of blood to protect the sacred
groves or the people of the forest. He is a
thorn in nature’s other side.
• King Thorbal: The king’s people are fine
when they worship the power of nature
underground. They don’t seem to notice
the streams laced with poison that flow out
from under their mountains. He is no ally.
• Queen Tanadil: A little too arrogant when
she thinks she can improve on the natural
world, but her heart is in the right place.
She is a powerful ally.
• Father of Robbers: An amusing scamp who
shows the other icons that their wealth
is more fleeting than they feared. Father
has an unsettling relationship with Lady
Akuma. Why? The Father of Robbers is a
sometimes worrying trickster.
• Baron Von Vorlatch: While he won’t give
up existing croplands, when he promises
to protect a forest, it stays protected. In an
empire that has mostly forgotten the Old
Gods, he holds the Withered Root of Argir
sacred. He is an ally.
• Lady Akuma: To say she is out of her mind is
an understatement. Infernals have no place
in this world. She is living corruption. An
enemy.
• Ghiama: Her green dragons spew poison
and claim the forests. The best that can be
said is there are so few of them. She is an
enemy who needs to be reminded to leave
the groves alone.
• Supreme Commander Tyrvek: The worst of
the worst, destroying forests and rivers to
feed the machines of war. He is a despised
enemy.
The Old Gods, page 15
Gods
All the Old Gods.
Endgame
If the struggles at the end of the age mean that
quite a few cities vanish, so be it. The natural
world must survive the twin threats of infernal
invasion and civilization.
Variants
What if Blue Aoife was tied to the Thirsty Gods
instead of to the Old Ones? Or to more than one
pantheon?
In a more black-and-white game, she could be
friendlier to the non-villainous icons, and perhaps
even a heroic icon herself. Or leave it up to the PCs
to convince her to become heroic.
52
Gods and Icons
Father of Robbers named have something going on with Father. But what?
by Matthew Broodie-
Stewart. Father of Organizations
Robbers
In theory, every thieves’ guild and crime syndicate
belongs to Father. But he rarely makes his pres-
ence felt at the local level.
Ambiguous icon. Honored by thieves, conmen, The Blurred Shadow is an organization of
and tricksters. agents of the Father. They pass his messages
along, including to PCs with relationships to the
Father. They deal with big heists that require
Overview finesse.
The Bad Hands are called in when muscle is
The ultimate trickster, Father is up for the biggest needed. It’s considered a sign of a very dangerous
heists, the craziest schemes, and the ultimate re- operation if the Bad Hands are involved.
wards. No one knows what the Father of Robbers
When things have gone wrong and the Fa-
looks like, or even if “Father” is actually male. Some
ther wants the mess cleaned up, he calls in the
say the ending of this age is already set in stone,
Cleaners. Once the cleaners have dealt with the
stone that the Father intends to steal.
problem all the other icons are pointing at each
other, leaving the Father of Robbers in peace to
Politics plan his next job.
53
Sleeping Lady
Gods
Tullet, the Vixen of the Old Gods, and Shok and
Yuniris of the Thirsty Gods are all associated with
Father of Robbers. But no one knows for sure. Tullet the Vixen, page 18
Shok and Yuniris the
Endgame Intercessor Twins,
page 12
Oh yes, Father of Robbers plans to be the one to
end the age and usher in the next one with the
most important heist ever. What will it be?
Variants
Even in a black-and-white campaign with little or
no intrigue, the Father should probably stay am-
biguous. In fact, he could be the only ambiguous
icon if you want the rest to be clear to the players.
In one variant, the Father of Robbers is almost
heroic. He puts on the airs of a scoundrel, but
comes through for the good guys when the chips
are down. Perhaps he tricks Lady Akuma, or even
saves her soul in the end. Or gets the PCs to do so.
Or he could edge toward outright villainy. In
this case, stress his connection to Lady Akuma.
Have the Bad Hands show up everywhere. NPCs
whom the PCs have relationships with can fall
afoul of the Father.
54
Gods and Icons
Organizations
The Culling is an undead hunting force that roots
out vampires who fall to blood frenzy or other-
The Withered Root, wise break the laws. It also hunts down other
page 17 forms of the undead. The force has a high
concentration of dhampirs to help identify
vampires masquerading as the living.
The Pack is a force of lycanthropes, vampires,
and druids. Members of the Pack can be found
outside of Borgostnya, doing the Baron’s bidding.
The Order of the Bat agents serve the Baron.
They pass on the Baron’s wishes and make sure
the Barony is functioning. PCs with connections to
Baron Von Vorlatch will often be contacted by the
Order.
55
Sleeping Lady
Gods
The Old God Argir the Undead.
Argir the Worm, page 16
Endgame
Rumors are often false, but many agree that one
of the Baron’s allies will turn against him. If that
happens, Borgostnya will be ready. Tanadil, Aoife,
and Von Vorlatch would make a triumvirate of
terrible power.
56
Gods and Icons
Friends and
Enemies
• Thrice-Wise Mercurius: Such a pow-
erful magus, yet so deaf to all the
blandishments from hell. So far. He is
an enemy, for now.
• Aurum Rex: Always in the way. He is
an enemy.
• Hierophant Glasyra: Blinded by the
lies of the Bright Gods. Still, some-
thing about her fascinates. She is fun
to watch. And an enemy.
• Emperor Roland: Why can’t he realize
that hell breaches serve a purpose? He is
an enemy.
• Lord Ikal: The funny thing is, he would fit
right in, basking in the flames of hell. His
time will come. Soon. He is an enemy.
• King Thorbal: Boring. All that empty tradi-
tion will do nothing for the dwarves. He is
an enemy.
• Queen Tanadil: Entertaining. She listens,
but doesn’t understand. She is a likeable
enemy.
• Blue Aoife: She claims wisdom, yet sees so
little. She is an enemy.
• Father of Robbers: Why can’t they all be like
him? One age’s trickster is the next age’s…
what? He is a possible ally.
• Baron Von Vorlatch: Damned if he does,
damned if he doesn’t. He is a foe.
• Ghiama: Less annoying than Aurum Rex.
Perhaps he can see reason. He is an enemy,
for now.
• Supreme Commander Tyrvek: Quite the
entertaining hobgoblin. He’d be a great
replacement for Emperor Roland. He just
needs time to consider what hell has to
offer. He is an enemy, for now.
57
Sleeping Lady
Akuma
Akuma is a Japanese word that means
devil, demon, or evil spirit. If you’re a fan of
Japanese horror, feel free to bring elements
of that into your depiction of Lady Akuma.
If you do, supplement her diet of demons
and devils with plenty of hauntings, ghosts,
possessions, and ratcheted tension. Many of
our favorite Japanese horror movies create
horror out of the modern world. Consider
using the latest technologies of your world,
such as the forge-born, as instruments of
Akuma’s madness.
Gods
Tullet the Old Goddess of free will and Koatiri, the
Burning Lady of the Thirsty Gods.
Tullet the Vixen, page 18
Variants
What if her madness caused her alliance with
hell, and that madness was curable? A whole
campaign arc could be constructed around this
possibility.
Another redemption arc could revolve around
the good things she does from time to time. Is
there a good, or at least not insanely evil, person
inside, waiting to be freed? Her connection to
Father of Robbers, and her interest in Hierophant
Glasyra and Queen Tanadil might provide keys to
redemption.
Is hell really one hundred percent evil? For an
intrigue campaign where nothing is certain, even
in hell, the PCs might find infernals who are more
victim than villain.
What if Lord Ikal and Lady Akuma are secret
allies? Oh my!
Most fantasies include an element of horror.
Instead of using only demons and devils to build
interesting battles, consider using Lady Akuma to
run full-on horror adventures. Steal special effects
from your favorite horror books, movies, and
games. The key to horror in roleplaying is to make
the PCs feel very vulnerable, cut off from escape,
with the (perceived) most probable outcome a
terrifying doom.
58
Gods and Icons
Overview Organizations
Ghiama is queen of the chromatic dragons. She Ghiama’s factions are called wings. Besides drag-
has one head of each color: black, blue, green, red, ons that match the color of the wing, each wing
and white. Her white head is undead, a legacy of has lesser peoples working within it: humanoid
a fight with the first sorcerer, who was also a vam- spies, diplomats, and sorcerers. Some dragons can
pire, from long ago. Baron Von Vorlatch has a spirit transform themselves into humanoid form. Any of
connection to the white head, so Ghiama keeps it these organizations can work with characters who
enchained in silver. have a relationship with Ghiama.
The only faction not named a wing, the Talons
of the Five works directly under the king, and
coordinates between the different wings. PCs who
have relationships with Ghiama can expect a call
from the Talons.
The Black Wing deals in vengeance. Have
you thwarted any of Ghiama’s plans? Look to
the sky.
The Blue Wing studies the world and is
always looking to invent new sorcerous
powers. If the Blue Wing is observing you,
it’s time to start worrying.
The Green Wing feels it owns
the forests. Not elves, not druids,
but powerful green dragons. Tres-
passers beware.
The Red Wing considers itself the
real power of Ghiama, and will not hesi-
tate to prove the point. If the Red Wing is
after you, good luck.
The White Wing is disbanded, and has been
since Ghiama’s white head became undead. White
dragons loyal to Ghiama work directly under the
Talons of the Five. There are rumors of a shadow
White Wing working for Baron Von Vorlatch,
Lady Akuma, or both.
Friends and
Enemies
• Thrice-Wise Mercurius: A charlatan flim-
flam man. Who is he really working for?
Lady Akuma? He is an enemy.
• Aurum Rex: A perversion of all
dragon-kind. You can’t make a
metallic omelet without breaking a
lot of metallic dragon eggs. He is a
hated foe.
• Hierophant Glasyra: She thinks that
by getting between the gods and the
people she can profit. Her churches are
legitimate treasure collection targets.
She is a wealthy enemy.
• Emperor Roland: Humankind exists to serve
and feed dragon-kind. Roland needs to be
replaced by someone who understands
how the world works. He is an enemy.
59
Sleeping Lady
Gods
Argir the Worm and Tullet the Vixen of the Old
Gods, with an emphasis on their more dread
aspects.
Ghiama finds Aurum Rex’s devotion to the
newer Thirsty Gods yet another reason to hate Argir the Worm, page 16
him and his brood.
Tullet the Vixen, page 18
Endgame
It is time to end this farce where insignificant
beasts strut about and call themselves emperors
and whatnot. The natural order must be restored.
Variants
What if another of Ghiama’s heads had prob-
lems like the white and can’t coordinate with
the wings? Perhaps another icon has interfered,
making dragons of that color independent. In that
case, remove the wing from play.
Lady Akuma is testing Aurum Rex’s limits. What
if Ghiama could overlook his differences with the
Lady and form an alliance? What would a demonic
dragon look like? What would PCs have to do to
break up such an alliance?
Another variant would have all five heads,
including the white, in tip-top fighting form. This
might be a great variant for groups who really
enjoy fighting dragons.
60
Gods and Icons
Supreme Commander
Tyrvek named by John
Haskin. Supreme Politics
Tyrvek brings organization, strategy, and tactics to
the table, and laces them with magic to keep his
Commander
iron grasp on his monstrous forces.
He searches for an alliance that will solidify his
power. The three that have his attention are Baron
Von Vorlatch, Lady Akuma, and Ghiama.
Tyrvek Organizations
Villainous icon. Hobgoblin ruler of goblins, orcs, Agents of the Steel Chain serve as Tyrvek’s enforc-
trolls, giants, and other fell creatures. ers, keeping his officer corps in line, keeping new
allies under the Supreme Commanders thumb,
Overview and making deals with those temporarily outside
of the Supreme Commander’s control.
A man with a plan, and that is to transform the The Red Knives are silent assassins. Once dis-
world around the Sea of Tears into his empire. patched, there is no recalling them.
The Final Fist is a group of fanatically loyal orcs.
They do special operations and keep the other
orcs in line.
The Black Flame consists of mages who serve
Tyrvek’s vision and help manifest it in this and
other worlds.
The Shackles are slavers who serve the Su-
preme Commander.
61
Sleeping Lady
Gods
Katalua the Destroyer of the Bright Gods, Koatiri Katalua the Destroyer,
the Burning Lady of the Thirsty Gods, and Toc, Tan- page 6
ic, and Helbar, the Lords of the Old Gods.
Koatiri the Burning Lady,
page 11
Endgame The Lords: Toc, Tanic, &
This is easy. Stir up trouble between Supreme Helbar, page 17
Commander Tyrvek’s enemies, and pick them off
one at a time. No one likes the dwarves, maybe
they should be first. Or maybe they can be more
useful fighting Queen Tanadil. The final goal is to
conquer the Espairian Empire.
Variants
What if some monsterous peoples, say a group of
orcs, were immune to Tyrvek’s control? In a more
intrigue-filled game, PCs may find allies in the
unlikeliest of places.
Another variant would be to have some
world-shattering doom waiting in the wings.
Supreme Commander Tyrvek knows about it, and
fights to unite the world under his banner before
turning to the doom and defeating it. If the char-
acters hold him back, the doom grows ever closer.
If the Supreme Commander succeeds in bring-
ing other icons into alliance, that really ups the
stakes. How will the characters react?
What about an unlikely alliance? If only hu-
mans are attacked, could King Thorbal or Queen
Tanadil be persuaded to stay out of it? Perhaps
there are advisors to other leaders who are secret-
ly in thrall to Tyrvek.
62
Gods and Icons
Thrice-Wise Mercurius
Campaign d8 Physical Magical Spirit
Person made of
Types
1-2 Robed mage
light
3-4 Clockwork owl Face in the wall
The default icons have been presented to support Talking statue or
5-6 Raven
a variety of campaign types. Heroic campaigns are carving
all about PCs as heroes, doing great deeds while 7-8 Child messenger Owl made of light
the rest of the world cheers. Intrigue campaigns
are about power in the shadows, shifting alliances,
and betrayal. Horror campaigns are about creat- Aurum Rex
ing an atmosphere of menace and fear that makes
the PCs feel vulnerable. Most campaigns take bits d8 Physical Magical Spirit
from each style and mix them up.
For a more heroic campaign, move some of the Person in gold Tiny dragon made
1-2
ambiguous icons to either the heroic or villainous clothes of golden light
columns. It can still be fun to have a few ambigu- Glowing golden
ous icons to keep the players guessing. 3-4 Golden draconic dragon of pixie
For a straight-up intrigue campaign, make all dust
the icons ambiguous. Everyone has something to Glowing silver
hide, and yesterday’s ally may be today’s enemy. 5-6 Silver draconic dragon of pixie
The icons know that not all of them will make it to dust
the next age, and the knives are out. Perhaps the
PCs will help a new icon ascend to power. Perhaps Impassible
one of the PCs will be that new icon. Cat-sized gold window to flying
7-8
A horror campaign features overwhelming evil. dragon dragon that allows
No matter how powerful the PCs get, they should conversation
always feel vulnerable. Heroic icons can fall to a
terrible doom as the campaign progresses, taking Hierophant Glasyra
away sources of support. PCs might lose a level
when the go up a tier. Beef up the power and
dread that comes from the villainous icons. d8 Physical Magical Spirit
Priest(ess) in
1-2 Ray of light
vestments
Picking
Scan the list for an agent that works well in the
present situation. If a character has bonded with
an agent, reuse it unless you have a reason not to.
63
Sleeping Lady
64
Gods and Icons
Ghiama
d8 Physical Magical Spirit
Sorcerer in dark
1-2 Black shadow
robes
3-4 Thug Blue sparks
5-6 Tiny dragon Green mist
Kobold (in
7-8 Red fire
disguise in town)
Supreme Commander
Tyrvek
d8 Physical Magical Spirit
Messenger goblin
drops from
Half-orc ceiling, melts
1-2
messenger painfully into floor
after delivering
message.
Dust forms
3-4 Half-orc knight floating hobgoblin
skull
5-6 Thug Shadow goblin
7-8 Barbarian Shadow skull
Positive Relationship
When the PC has a positive relationship with the
icon, the icon agents are friendly.
Conflicted Relationship
What’s the disposition of the icon agent when the
PC has a conflicted relationship with the icon?
Friendly or otherwise? Choose or roll.
Roll Normal Save (11+)
Make: icon agents are friendly
Fail: icon agents are snarky
Icons have their own interior factions. Ask the
player to pick one faction that doesn’t care for the
PC, and play that faction as snarky.
65
Sleeping Lady
Enemies 2-3
4
Father of Robbers
Baron Von Vorlatch
If a player character has a negative relationship
with an icon, that icon is not about to give the PC 5-10 Lady Akuma
a boon. The boon comes from a different icon, 11-15 Ghiama
one that is an enemy of the original icon.
16-20 Supreme Commander Tyrvek
Agents from an enemy of the icon show up to
give the boon. The enemy of your enemy is your
friend. Today, at least. Aurum Rex
Picking d20 Rival Icon
1 Lord Ikal
When you need to come up with an enemy of a
particular icon, see if anyone rolled a 5 or 6 for any 2-3 Father of Robbers
of that icon’s enemies. For example: the PC rolled 4 Baron Von Vorlatch
a 5 with Lady Akuma, whom they have a negative
relationship with. Another PC rolled a 6 for Lord 5-7 Lady Akuma If the complication from a
Ikal. Have the boon and the side quest complica- 8-17 Ghiama 5 is more monsters, have
them come from the icon
tion for the 5 come from Lord Ikal. The boon from 18-20 Supreme Commander Tyrvek with a negative relation
the 6 also comes from Lord Ikal. It looks like Lord (Lady Akuma in the
Ikal is definitely in play tonight. example to the left).
Another fun pick is an icon with whom some- Hierophant Glasyra
one in the party has a negative relationship to. For
example, if a party member has a negative rela- d20 Rival Icon
tionship to Baron Von Vorlatch, and you need an
enemy of Supreme Commander Tyrvek to give a 1-3 Lord Ikal
boon, consider it coming from the vampire baron. 4 Blue Aoife
Or you can just pick a villainous icon. If all of
5-6 Father of Robbers
a sudden Ghiama is giving the PCs help, what
does that mean? See if you can figure out a way 7-9 Baron Von Vorlatch
to show that the PCs success is also pushing 10-14 Lady Akuma
Ghiama’s agenda forward. Perhaps the party will
come upon a kobold prisoner who is a servant of 15-16 Ghiama
Ghiama. 17-20 Supreme Commander Tyrvek
Using enemy icons may bring in icons that
none of the PCs has a relationship with. This
broadens the field, but also defocuses it. It can Emperor Roland
help with world building, though. Even if no one
has a relationship with Queen Tanadil, bringing d20 Rival Icon Agents of the Icons,
her in helps you bring the whole world of the fey page 63
into your campaign. 1 Queen Tanadil
Keeping the icons to only those with whom 2-3 Blue Aoife
characters have relationships lets the game stay 4-6 Father of Robbers
more player driven.
7-11 Lady Akuma
66
Gods and Icons
67
Sleeping Lady
Supreme Commander
Tyrvek
1 Thrice-Wise Mecurius
2 Aurum Rex
3 Hierophant Glasyra
4-7 Emperor Roland
8 Lord Ikal
9-11 King Thorbal
12-14 Queen Tanadil
15 Blue Aoife
16 Father of Robbers
17-18 Baron Von Vorlatch
19 Lady Akuma
20 Ghiama
68
Gods and Icons
69
Sleeping Lady
advantage to those with a relationship with King character a +1 on attack rolls that involve
Thorbal. trickery of some kind.
• They can sense the songs of stone. This
gives the character a +1 on skill checks to
do with stonework, mining, and caverns. Baron Von Vorlatch
• They have studied runic scrolls related to PCs with a connection to Von Vorlatch have a
the foes of the dwarves confronting the connection to vampires, Borgostnya, undead, and
party. Everyone gets a +1 on attack rolls for undead hunters. When the necromancy is in a
the first round. scene, consider giving a small advantage to those
• They know a saga about how a dwarven to have a relationship with Baron Von Vorlatch.
hero dealt with such a creature, giving the • They can sense messages of the night. This
character a +1 on attack rolls. gives the PC a +1 on skill checks dealing
with the undead and creatures of the night.
Queen Tanadil • They have studied ancient tomes related to
the undead or undead hunters before the
PCs with a connection to Tanadil have a connec- party. Everyone gets a +1 on attack rolls for
tion to the fey, their works, and their enemies. the first round.
When a scene contains fey elements, consider • They know a song about how the Baron
giving a slight bonus to those with a connection dealt with such a creature, giving the PC a
with the Queen of the Fey. +1 on attack rolls.
• They can sense the hidden weave of the
world beyond. This gives the PC a +1 on
magical and nature skill checks. Lady Akuma
• They have studied texts related to the foes PCs with a connection to Lady Akuma have a
of the elves confronting the party. Everyone connection to madness, infernals, hell, and the
gets a +1 on attack rolls for the first round. enemies of Lady Akuma. When devils or demons
• They know a song about how an elvish or are involved, consider giving a small advantage to
gnomish hero dealt with such a creature, those with a relationship with Lady Akuma.
giving the PC a +1 on attack rolls. • They can sense eminations from hell. This
gives the character a +1 on infernal skill
Blue Aoife checks.
• They have studied foul tomes related to
PCs with a connection to Aoife have a connection the creatures of hell confronting the party.
to the Old Gods, nature, and the enemies of the Everyone gets a +1 on attack rolls for the
natural order. When the scene is set in the natural first round.
world, or nature is threatened, consider giving a • They know a dirty song about how Akuma
small advantage to those with a connection with dealt with such a creature, giving the char-
Blue Aoife. acter a +1 on attack rolls.
• They can sense shadows in the world
behind this one. This gives the PC a +1 on
magical and nature skill checks. Ghiama
• They have studied poems related to the PCs with a connection to the great chromatic
foes of nature before the party. Everyone dragon have a connection to dragons and all the
gets a +1 on attack rolls for the first round. servants and enemies of Ghiama. When the scene
• They know a prayer to the Old Gods for involves dragons, consider giving a small advan-
dealing with such a creature, giving the PC tage to those with a relationship with Ghiama.
a +1 on attack rolls. • They can sense draconic auras. This gives
the PC a +1 on skill checks when dealing
Father of Robbers with dragons or related creatures.
• They have memorized songs related to
PCs with a connection to Crosshands have a fighting the dragons/minions of dragons
connection to all things sneaky and underhanded. that stand before the party. The escalation
When a scene turns to thieving, consider giving a die starts at 1.
small advantage to those with a relationship with • They know a story about how a dragon was
the Father of Robbers. killed by someone very much like the PC,
• They can sense patterns in the shadows. giving the character a +1 on attack rolls.
This gives the character a +1 on skill checks
dealing with crime, subterfuge, and shad-
ows. Supreme Commander
• They have studied the tactics of the city
guard threatening the party. Everyone gets Tyrvek
a +1 on attack rolls for the first round.
• They know a dirty song about how the PCs with a connection to the Tyrvek have a
Father dealt with such a creature, giving the connection to goblinoids, orcs, giants, and the Su-
70
Gods and Icons
71
Icon Relationship
Rolls
+1 on a roll is asking too little in most campaigns. In this section, “you” refers
Try +5. Spending a boon to get an epic-tier true to the players, not the GM.
Options: Icon
boon that will fit the story. Our advice is go along
with your GM and wait for another opportunity.
72
Gods and Icons
73
Sleeping Lady
Negative Relationships
Negative relationships can be a lot of fun. When
you get a boon, you get it from an icon who is an
enemy of the icon you have the relationship with.
For example, if you have a negative relationship
with Ghiama, you could say your boon came from
Aurum Rex.
A negative relationship is a signal of who you
want to fight, and not just on the battlefield.
When a 5 gives you a complication, you could
add your favorite enemies to the mix. Choosing
a negative relationship with Ghiama tells the GM
you want to fight dragons.
“For my complication, I’d like one of the princess’s
advisors opposing my arguments to be an agent of
Ghiama, and I see the signs of that. Everywhere I go,
Ghiama’s plotters are out to get me.”
Go For It
Use your 5s and 6s as opportunities to take the
stage, drive the story, and make the game more
fun for everyone. See which other characters have
similar relationships and try to bring their stories
into yours. When the session is going to end soon,
see if you can spend those boons and complica-
tions.
And always work to make sure everyone, even
that nasty old GM, has a good time. You’re playing
a game, and everyone should have fun.
74
Gods and Icons
Rolling
Roll a d20 to find out what tier the healing potion
is.
75
Sleeping Lady
76
Gods and Icons
77
Sleeping Lady
Barbarian Bard
Most useful (2): two-handed weapon, light armor Most useful: light weapon, light armor, or musical instrument (a
Barbarian items tend to the totemic, with animal teeth, skins, wand or staff may be reskinned as a musical instrument, or use
and bones being popular materials. Let the player describe the one of the new items here.)
item. Bard equipment is often inscribed with musical notes or
images of instruments. Let the player describe the item.
Picking
Picking
If the barbarian lacks any of the useful items listed above, give
one in the following order: two-handed weapon, then light If the bard lacks any of the useful items listed above, give one in
armor. the following order: a musical instrument, a light weapon, and
For random items, read through the list below. If any of the then light armor.
items sounds like a good match for the barbarian at your table, If you don’t want to use one of the musical instruments
pick that. Otherwise, give the barbarian a bow if they need one. in this book, we recommend reskinning wands and staves
If they have a bow, give boots. If they have a bow and boots, as musical instruments, to become items that look like lutes,
give out arrows. bagpipes, or drums, but have the effects of a wand or staff. See
If the character’s chakras are full for their level, think about Musical Instruments, page 92 section for some items that act
how much fun it would be to go over the limit and have the like wands or staves but are perfect as musical instruments for
player roleplay all those quirks. If that sounds fun, pick another bards.
chakra item. If it doesn’t, pick a wondrous item. For random items, read through the list below. If any of the
items sounds like a good match for the bard at your table, pick
Rolling that. If your bard often uses a bow or sling, pick that, and if they
already have a magic-ranged weapon, pick ammunition. Oth-
Useful Random erwise, choose any item that will be useful to a bard. A book,
Result
Item: d20 Item: d20 helmet, or wondrous item can all work well.
1-2 Arrow, 85 If the bard’s chakras are full for their level, think about how
much fun it would be to go over the limit and have the player
1-6 3 Light armor, 86 roleplay all those quirks. If that sounds fun, and we are talking
4-5 Belt, 87 about a bard now, pick another chakra item. If it doesn’t, pick a
wondrous item.
6-8 Boots, 89
9-10 Cloak, 90 Rolling
11 Gloves, 90
Useful Random
12 Helmet, 91 Item: Item: Result
13-14 Pendant, 92 d20 d20
15 Ring, 92 1 Arrow, 85
7-20 16 Two-handed weapon, 97 1-6 2 Light armor, 86
17-19 Bow, 97 3 Belt, 87
20 Wondrous item, 98 4-5 Book, 88
6 Boots, 89
If the barbarian’s player 7 Cloak, 90
prefers one-handed
weapons and shields, 8 Glove, 90
that’s what they should 9-10 Helmet, 91
get instead of two-handed
weapons. 11 Pendant, 92
12-13 Ring, 92
14 Bow, 97
Instrument, 92
7-14 15 Wand, 95
Staff, 93
15-20 16 One-handed weapon, 96
17-18 Ranged weapon, light, 97
19-20 Wondrous item, 98
78
Gods and Icons
79
Sleeping Lady
Commander Druid
Most useful: light weapon, light armor, shield Most useful: symbol/staff, light armor, simple one-handed weapon, shield
Items used by commanders tend to be brash, Druid items often are covered in designs such as Celtic knots or natural
bold, and colorful—like Julius Caesar’s red cape. motifs. Ask the player what the item looks like.
Let the player describe the items.
Picking
Picking
If the druid lacks any of the useful items listed above, give one in this order:,
If the commander lacks any of the useful items give the druid a symbol or staff, weapon, armor, and then a shield (if the
listed above, give one in this order: a weapon, druid is a warrior druid who picked the shield benefit).
armor, then a shield. Warrior druids need good a good weapon, armor, and shield more than
For random items, read through the list below. other types of druids. If the warrior druid is an adept, choose a weapon
If any of the items sounds like a good match for before the symbol.
the commander at your table, pick that. If you pick For non-warrior druids, a shield is all downside.
the item and not just the type of item, pick an For random items, read through the list below. If any of the items sounds
like a good match for the druid at your table, pick that. If you pick the item
item that speaks to leadership. and not just the type of item, pick an item that feels druidic or connected to
Survivability is important for a commander, so nature.
consider belts, cloaks, helms, and necklaces. If the druid’s chakras are full for their level, think about how much fun it
If the commander chakras are full for their would be to go over the limit and have the player roleplay all those quirks. If
level, think about how much fun it would be to that sounds fun, pick another chakra item. If it doesn’t, pick ammunition or a
go over the limit and have the player roleplay wondrous item.
all those quirks. If that sounds fun, pick another
chakra item. Commanders might not be the best Rolling
class to turn into a quirk-bag, so you might want
to ask the player. Otherwise, pick ammunition or a Warrior Warrior
Useful
wondrous item. Druid Use- Random Druid
Item: Result
ful Item: Item: d20 Random
Rolling d20
d20 Item: d20
1 1-2 Ammunition, 85
Useful Random
Result Light armor (heavy if the
Item: d20 Item: d20
1-6 1-6 2 3 PC has the armor skills
1-2 Ammunition, 85 talent), 86
Light armor (heavy if the 3-4 4-5 Belt, 87
1-7 3 PC has the armor skills
talent), 86 5-6 6 Book, 88
4-5 Belt, 87 7-8 7 Boots, 89
6 Book, 88 9 8-9 Cloak, 90
7 Boots, 89 10 10 Gloves, 90
8-9 Cloak, 90 11-12 11-12 Helmet, 91
10 Gauntlets, 90 13-14 13 Pendant, 92
11-12 Helmet, 91 15-16 14 Ring, 92
13-14 Pendant, 92 7-12 - 15 Shield, 93
15 Ring, 92 Branch, 94 (Adventurer,
Champion), or staff, 93
8-13 16 Shield, 93 (Champion, Epic)
7-14 13-14 17 16
One-handed weapon, Champion: d6: 1-2:
14-20 17
96 symbol, 3-6: staff
18-19 Ranged weapon, 97 Simple one-handed
20 Wondrous item, 98 weapon (Warrior druids
that took the martial
15-20 15-20 18 17
weapon benefit should
get a martial weapon.)
96
Ranged weapon
19 18-19
(shortbow), 97
20 20 Wondrous item, 98
80
Gods and Icons
Fighter Monk
Useful: one-handed martial weapon, heavy armor, Useful: Bracers, shirt/gi/harness (armor)
shield Often, monk items are simple, with clean lines.
Fighters often like rugged and impressive-look- Ask players to describe their items.
ing items. Ask players what their items look like.
Picking
Picking
If the monk lacks any of the useful items listed
If the fighter lacks any of the useful items listed above, give one in this order: bracers, then a gi or
above, give one in this order: give the fighter a shirt.
Gi: a martial arts uniform, martial weapon, heavy armor, and then shield. Some monks use weapons, often based on
often white with a colored For random items, read through the list below. their backstory. If your monk does, that’s a good
belt. Typically made from If any of the items sounds like a good match for choice in place of a bracer. Consider using bracer
smooth cotton which may the fighter at your table, pick that. If you pick the quirks on weapons you give monks.
be brushed or ribbed for
item and not just the type of item, pick an item Monks with the Heaven’s Arrow talent will want
unrestricted movement.
that works with this particular fighter. For surviv- ranged weapons and ammunition.
ability, consider belts, cloaks, helms, and necklac- For random items, read through the list below.
es. If any of the items sounds like a good match for
If the fighter’s chakras are full for their level, the monk at your table, pick that. If you pick the
think about how much fun it would be to go over item and not just the type of item, pick an item
the limit and have the player roleplay all those that works with this particular monk. For surviv-
quirks. If that sounds fun, pick another chakra ability, consider belts, cloaks, helms, and necklac-
item. If it doesn’t, pick ammunition or a wondrous es.
item. If the monk’s chakras are full for their level,
think about how much fun it would be to go over
Rolling the limit and have the player roleplay all those
quirks. If that sounds fun, pick another chakra
Useful item. If it doesn’t, pick ammunition or a wondrous
Random
Item: Result item.
Item: d20
d20
1-2 Ammunition, 85
Rolling
1-7 3 Heavy armor, 86 Useful
Random
4-5 Belt, 87 Item: Result
Item: d20
d20
6 Book, 88
1 Ammunition, 85
7 Boots, 89
1-8 2 Gi (armor), 86
8-9 Cloak, 90
3-4 Belt, 87
10 Gauntlets, 90
5-6 Book, 88
11-12 Helmet, 91
7-8 Boots, 89
13-14 Pendant, 92
9-10 Cloak, 90
15 Ring, 92
If the fighter prefers two- 11 Gloves, 90
handed weapons, that’s 8-13 16 Shield, 93
what they should get.
12-13 Circlet, 91
One-handed weapon,
14-20 17 14 Pendant, 92
96
18-19 Ranged weapon, 97 15-16 Ring, 92
20 Wondrous item, 98 Bracer, 90, or weapon
9-20 17
based on backstory, 95
18 Ranged weapon, 97
19-20 Wondrous item, 98t
81
Sleeping Lady
Necromancer Occultist
Useful: wand/staff, robe (armor) Useful: wand/staff, robe (armor)
Necromancer items tend to be covered in skulls. Lots and Always ask the occultist player what their items looks like.
lots of skulls. Ask players to describe their items. Only they know.
Picking Picking
If the necromancer lacks any of the useful items listed above, If the occultist lacks any of the useful items listed above, give
give one in this order: a wand or staff, then a robe. one in this order: a wand or staff, then a robe.
For random items, read through the list below. If any of the For random items, read through the list below. If any of the
items sounds like a good match for the necromancer at your items sounds like a good match for the occultist at your table,
table, pick that. If you pick the item and not just the type of pick that. If you pick the item and not just the type of item, pick
item, pick an item that works with this particular necromancer. an item that works with this particular occultist. Occultists like
Necromancers like black daggers. Let the player choose the unique items. Let the player choose the appearance, or just let
appearance, or just cover everything with skulls. your imagination run riot.
If the necromancer’s chakras are full for their level, think If the occultist’s chakras are full for their level, think about
about how much fun it would be to go over the limit and have how much fun it would be to go over the limit and have the
the player roleplay all those quirks. If that sounds fun, pick an- player roleplay all those quirks. If that sounds fun, pick another
other chakra item. If it doesn’t, pick ammunition or a wondrous chakra item. If it doesn’t, pick ammunition or a wondrous item.
item.
Rolling
Rolling
Useful Random
Useful Random Item: Item: Result
Item: Item: Result d20 d20
d20 d20 1 Crossbow bolt, 85
1 Crossbow bolt, 85 1-7 2 Robe (armor), 86
1-7 2 Robe (armor), 86 3 Belt, 87
3-4 Belt, 87 4-5 Book, 88
5-6 Book, 88 6 Boots, 89
7 Boots, 89 7 Cloak, 90
8-9 Cloak, 90 8 Gloves, 90
10 Gloves, 90 9 Cap, 91
11-12 Cap, 91 10-11 Pendant, 92
13 Pendant, 92 12-14 Ring, 92
14-15 Ring, 92 Wand, 95 (Adventurer, Champion), or
Wand, 95 (Adventurer, Champion), or 8-20 15 staff, 93 (Champion, Epic)
8-20 16 staff, 93 (Champion, Epic) Champion: d6: 1-2: Wand, 3-6: Staff..
Champion: d6: 1-2: Wand, 3-6: Staff. 16 Hand/light crossbow, 97
17-18 Dagger, 96 17-20 Wondrous item, 98
19 Hand/light crossbow, 97
20 Wondrous item, 98
82
Gods and Icons
Paladin Ranger
Useful: one-handed martial weapon, heavy armor, shield Useful: one-handed martial weapons, bow, arrows, possibly
Paladin items usually look sturdy. Heroic paladin items tend other ranged weapons, light armor
to be bright and shiny. Anti-hero paladins might prefer black Ranger items tend to be sturdy looking and wilderness
with skulls. Ask the player what the items looks like. ready. Have the player describe the item.
Picking Picking
If the paladin lacks any of the useful items listed above, give Look at the useful items listed above. If the ranger at your table
one in this order: a martial weapon (a sword unless the player lacks a useful item, give one. Rangers who take archery talents
wants something else), heavy armor, and then shield. are going to want a bow before a sword. Those who take melee
For random items, read through the list below. If any of the talents will go for swords, often using two weapons when fight-
items sounds like a good match for the paladin at your table, ing. Two-weapon fighters still only have one-weapon chakra,
pick that. If you pick the item and not just the type of item, pick so getting a second magic sword should either upgrade the
an item that works with this particular paladin. For survivability, current sword to the next tier or replace the current weapon.
consider belts, cloaks, helms, and necklaces. If you have a heroic For random items, read through the list below. If any of the
paladin, look for items that help the paladin protect others. items sounds like a good match for the ranger at your table,
If the paladin’s chakras are full for their level, think about pick that. If you pick the item and not just the type of item, pick
how much fun it would be to go over the limit and have the an item that works with this particular ranger. For survivability,
player roleplay all those quirks. If that sounds fun, pick another consider belts, cloaks, helms, and necklaces, especially for me-
chakra item. If it doesn’t, pick ammunition or a wondrous item. lee rangers. Rangers who gain spells do not get many, and may
not want to lose a chakra to boost their one daily spell. Howev-
Rolling er, if the player really cares deeply about their spells, they might
appreciate a wand, relic, or staff.
Useful If the ranger’s chakras are full for their level, think about how
Random much fun it would be to go over the limit and have the player
Item: Result
Item: d20 roleplay all those quirks. If that sounds fun, pick another chakra
d20
item. If it doesn’t, pick ammunition or a wondrous item.
1-2 Ammunition, 85
1-7 3 Heavy armor, 86 Rolling
4-5 Belt, 87 Archery- Melee-
Random
6 Book, 88 Focused Focused
Item: Result
7 Boots, 89 Useful Item: Useful
d20
d20 Item: d20
8-9 Cloak, 90
1-4 1-4 1 Ammunition, 85
10 Gauntlets, 90
5-8 5-8 2 Light armor, 86
11-12 Helmet, 91
3-4 Belt, 87
13-14 Pendant, 92
5 Book, 88
15 Ring, 92
6-7 Boots, 89
8-13 16 Shield, 93
8-9 Cloak, 90
14-20 17 One-handed weapon, 96
10-11 Gauntlets, 90
18-19 Ranged weapon, 97
12 Helmet, 91
20 Wondrous item, 98
13-14 Pendant, 92
15-16 Ring, 92
If the paladin’s player One-handed weapon,
9-12 9-16 17
prefers two-handed 96
weapons, replace one- 13-20 17-20 18 Ranged weapon, 97
handed weapons and
shields with two-handers. 19-20 Wondrous item, 98
83
Sleeping Lady
Rogue Sorcerer
Useful: light weapon, light armor Useful: wand/staff, robe (armor)
Rogue items tend to be rugged and not call attention to Sorcerer heritage talents often color the appearance of sor-
themselves. Gray, black, and dun colors are favored. Have the cerer items. Items might be wizard-like, dragon-like, and so on.
player describe the item. Ask the player for a description of the item.
Picking
Picking If the sorcerer lacks any of the useful items listed above, give
If the rogue lacks any of the useful items listed above, give one one in this order: a wand or staff, then robes.
in this order: a light weapon, then armor. For random items, read through the list below. If any of the
For random items, read through the list below. If any of the items sounds like a good match for the sorcerer at your table,
items sounds like a good match for the rogue at your table, pick that. If you pick the item and not just the type of item, go
pick that. If you pick the item and not just the type of item, pick for draconic. Even the shirt has (cloth) scales. This is a sorcerer,
an item that works with this particular rogue. For survivability, after all.
consider belts, cloaks, helms, and necklaces. If the sorcerer’s chakras are full for their level, think about
If the rogue’s chakras are full for their level, think about how how much fun it would be to go over the limit and have the
much fun it would be to go over the limit and have the player player roleplay all those quirks. If that sounds fun, pick another
roleplay all those quirks. If that sounds fun, and rogues can be chakra item. If it doesn’t, pick a wondrous item.
quirky, pick another chakra item. If it doesn’t, pick ammunition Rolling
or a wondrous item.
Rolling Useful
Random
Item: Result
Item: d20
Useful d20
Random
Item: Result 1 Crossbow bolt, 85
Item: d20
d20
1-7 2 Robe (armor), 86
1 Ammunition, 85
3-4 Belt, 87
1-8 2 Light armor, 86
5-6 Book, 88
3-4 Belt, 87
7 Boots, 89
5-6 Book, 88
8-9 Cloak, 90
7-8 Boots, 89
10 Gloves, 90
9-10 Cloak, 90
11-12 Cap, 91
11 Gloves, 90
13-14 Pendant, 92
12 Cap, 91
15-16 Ring, 92
13 Pendant, 92
Wand, 95 (Adventurer, Champion),
14-15 Ring, 92 8-20 17 or staff, 93 (Champion, Epic)
9-20 16 Light weapon, 96 Champion: d6: 1-2: Wand, 3-6: Staff.
Hand/light crossbow or shortbow, 18 Hand/light crossbow, 97
17-18
97 19-20 Wondrous item, 98
19-20 Wondrous item, 98
84
Gods and Icons
85
Sleeping Lady
86
Gods and Icons
Rolling
d20 Armor Source of Magic Item
1-2 Bright armor* page 123
3-4 Change page 123
5 Clever step 13TW
6-7 Heedlessness Core
8-9 Iron will Core
10 Last stand 13TW
11-12 Leave-taking page 123
13 Perfection 13TW
14 Perseverance 13TW
15-16 Splendor Core
17-18 Stone flesh Core
19-20 Warding Core
* If the character does not follow the Bright
Gods, reroll.
Picking
Belt, Swordbelt, Kilt, Skirt,
Read through the list below, and if any type of
Girdle, Sash magic belt fits the PC or the icon well, use it. If you
have other books of 13th Age items, look through
If the character already has a belt they like, consid- those, as well. Sometimes the item’s quirk will
er letting them keep it and bumping the tier. help you match the item to the PC.
Default Bonus: Increase your maximum recov- For characters that live by the sword, a sword
eries: by 1 (Adventurer) / by 2 (Champion) / by 3 with rechargeable powers, the blademaster’s belt,
Increasing the Tier, (Epic). is a good choice.
page 85
Optional Default Bonus: Don’t increase your Characters who seek out potions probably
recoveries depending on the tier. Instead, the would love a potion belt.
item gives you one extra recovery. But when you For characters who can’t abide ongoing effects,
heal using that recovery, you don’t roll and the hit the belt of feeling alright is a good fit.
points you heal depend on the tier of the item: (Champion) The sash of suppleness would be a
20 hp (Adventurer) / 50 hp (Champion) / 125 hp good fit for monks.
(Epic).
Rolling
d20 d20
We like the optional default d20 Epic Belt Source of Magic Item
Adventurer Champion
bonus for magic belts.
1-3 1-2 1 Belt of bandaging page 123
4-6 3-4 2 Belt of feeling alright page 123
7-8 5 3 Blademaster’s belt Core
9 6 4 Brutal vigor 13TW
10 7 5 Glorious rally 13TW
11-12 8-9 6 Heroic resolve 13TW
13-14 10 7 Last word 13TW
Reroll if the belt does not fit
the character. 15-16 11-12 8 Potion belt Core
17-18 13-14 9 Resilience 13TW
19-20 15-16 10 Victory by inches Core
17-18 11-12 Resurgence Core
19-20 13-14 Sash of suppleness Core
15-16 Kilt of the mad archmage Core
17-18 Totem kilt Core
19-20 Vitality Core
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Rolling
Roll on the column based on the item’s tier.
Reroll if the item does not fit the character.
Some of these work best for casters, others for
more physical characters.
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Gods and Icons
Rolling
d20 Champion
d20 Adventurer Item Source of Magic Item
or Epic
1-3 1-2 Boots of elvenkind Core
4-5 3-4 Boots of rhythm 13TW
6-7 5-6 Boots of sure feet Core
8-9 7 Boots of ferocious charge* Core
10-12 8-9 Boots of stinkfoot page 124
13-15 10-11 Sandals of the slippery eel Core
16-18 12-13 Slayer’s boots 13TW
19-20 14-15 Wise eyelet boots 13TW
16-18 Sandals of chill page 124
19-20 Sandals of wall striding 13TW
* Reroll for characters who are unlikely to charge
into melee.
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Rolling
d20 d20
d20 Epic Cloak Source of Magic Item
Adventurer Champion
1-2 1-2 1-2 Adroit avoidance 13TW
3-4 3-4 3-4 Elven Core
5-6 5-6 5-6 Evasion Core
7-10 7-9 7-8 Many pockets page 124
11-14 10-12 9-10 Mindfulness page 124
15-16 13-14 11-12 Recovery Core
17-18 15-16 13-14 Shelter 13TW
19-20 17-18 15-16 Stalwart Core
19-20 17-18 Guardian Core
19-20 Inviolability Core
Gloves, Gauntlets
If the character already has gloves they like,
consider letting the PC keep them and bumping
the tier.
Default bonus: None
Picking Characters who like to investigate arcane mys- If the glove fits, you must
Read through the list below, and if any type of teries can benefit from gloves of arcane contact. outfit!
magic glove fits the PC or the icon well, use it. Characters who use two-handed weapons in
If you have other books of 13th Age items, look melee will find the gauntlets of clobbering useful.
through those, as well. Sometimes the item’s quirk Any divine caster will get good use out of jew-
will help you match the item to the PC. eled gloves. We suggest reskinning these gloves to
Dual-wielding characters are well suited to fairy dragon-scale gloves for druids.
gloves of ambidexterity. Characters on good terms with the Father of
Not surprisingly, archers will benefit from Robbers might enjoy crossed gloves. Those with
archer’s gauntlets. good relations with Blue Aoife could use gloves of
the wheel.
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Gods and Icons
Rolling
d20,
Gloves Source of Magic Item
any tier
1-2 Ambidexterity Core
3-4 Arcane contact 13TW
5-6 Archer’s gauntlets Core
7-8 Crossed gloves page 124
9-10 Gauntlets of clobbering Core
11-12 Gloves of mind rot Core
13-14 Jeweled glove (fairy-dragon scale) Core
15-16 Musical touch 13TW
17-18 Sure fingers 13TW
19-20 The wheel page 124
Rolling
d20, Adventurer
d20, Epic Head Item Source of Magic Item
and Champion
Crown of ghostly
4-6 3-5 page 124
countenance
Helm of fortunate
10-12 9-10 Core
dodging
Helm of psychic
15-16 13-14 13TW
retribution
Helm of the undaunted
17-18 15-16 Core
hero
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Gods and Icons
Picking Picking
Read through the list below, and if any type of
Read through the list below, and if any type of
magic staff fits the PC or the icon well, use it. If you
magic shield fits the PC or the icon well, use it. Any
have other books of 13th Age items, look through
of these shields would be useful for a melee char-
those, as well. Sometimes the item’s quirk will
acter. If you have other books of 13th Age items,
help you match the item to the PC.
look through those, as well. Sometimes the item’s
quirk will help you match the item to the PC. The staff of regeneration is a good choice for
most druids (or to another divine character if the
Heroic paladins and other melee types who
boon comes from Blue Aoife.)
like to protect their friends would make
good use of the shield of protection. If Lady Akuma is giving the staff, the diabolical
staff is the perfect choice.
The shield of bashing is a good
fit for shield-using characters If the boon comes from Emperor Roland or
who rush around in combat Baron Von Vorlach, the staff of the uncrowned king
engaging lots of different is a good bet.
foes. Healing characters can make good use of the
Any melee combatant staff of health. If the boon comes from Hierophant
with rechargeable powers Glasyra, doubly so.
would get a boost from For casters whose spells often include addition-
the shield of puissance. al negative effects on the target besides damage,
A character with a the staff of manipulation is a good choice.
good armor class would Casters who target multiple enemies with one
be well suited to the shield spell will make good use of the staff of massacres.
of the blocker. The solar staff is well suited to casters following
Followers of the Bright the Bright Gods.
Gods are good candidates for a Those who follow the Thirsty Gods are well
kriton shield. (The shield will work matched to the amethyst staff.
for others, as long as they are not The spire staff is well suited to characters fol-
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Rolling
If a character can cast both arcane and divine
spells, roll a die: even: arcane staff; odd: divine
staff.
d20, Champion, d20, Champi- d20, Epic, d20, Epic, Source of
Staff
Arcane on, Divine Arcane Divine Magic Item
Pantheon-based
1 1-9 1 1-8 page 125
staff*
2-4 10 2-3 9 Diabolical staff Core
Staff of the god’s
- 11 - 10 13TW
riches**
- 12-13 - 11-12 Staff of health Core
Staff of
5-6 14 4-5 13 13TW
manipulation
7-8 15 6-7 14 Staff of massacres 13TW
Staff of
- 16-17 - 15-16 page 126
regeneration**
9-13 18 8-10 17 Staff of sorcery page 126
Staff of the
14-16 19 11-14 18 Core
diffident magician
Staff of the
17-20 20 15-17 19 Core
uncrowned king
Staff of the
18-20 20 Core
imperium
* Pantheon-based staff: Match the staff to the ** If a cleric rolls a staff of regeneration or a
divine caster based on the pantheon they serve. druid rolls a staff of the god’s riches, swap the staff,
Followers of the Bright Gods should get a solar giving the cleric the staff of the god’s riches and the
staff. Those who follow the Thirsty Gods should druid the staff of regeneration.
get an amethyst staff. Followers of the Old Gods
should get a spire staff.
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Gods and Icons
Followers of the Bright Gods are well suited to will help you match the item to the PC.
the bright symbol. If the boon is coming from Baron Von Vorlatch
Followers of the Thirsty Gods are well matched or Lady Akuma, they’re all about the wand of life
to the thirsty relic. drain.
Followers of the Old Gods well suited to the Casters worried about defense will appreciate
branch of the old gods. the mage’s wand of invisible aegis.
The relic of renewal is well suited to healing-fo- The flaring wand is well suited to sorcerers and
cused characters. chaos mages. Chaos mages make good fits for the
wand of weirdness.
Rolling Casters who do a lot of close-quarters spells
are well matched to the wand of infighting.
Source of Magic
d20 Holy Symbol Rolling
Item
*Pantheon-based
1-6 page 126 d20, d20, Source
symbol
Adven- Cham- Wand of Magic
Gem of the gods turer pion Item
7 Core
and goddesses
Dagger
Holy symbol of 1-2 1-2 of body 13TW
8 13TW
godlike glory breaking
Holy symbol of the 3-4 3-4 Flaring wand 13TW
9-11 page 126
word of the gods
Wand of life page
Knot of divine 5-8 5-7
12 Core drain 126
harmony
Wand of
Relic of greater 9-10 8-9 13TW
13 13TW mindbending
power
Wand of
14-16 Relic of renewal page 126 11-12 10-11 13TW
infighting
Sign of the chosen Wand of
17 13TW
one, the mage’s
13-14 12-13 Core
Symbol of invisible
18 Core aegis
dodging doom
Symbol of Wand of the
19 13TW 15-16 14 unfettered Core
dominating truth
minion
Symbol of
20 Core Wand of page
gathered power 17-20 15-17
weirdness 126
*Pantheon-based symbol: Choose the item based
on the pantheon the character follows. Followers Wand of
18-20 Core
of the Bright Gods should get the bright symbol. unerring pain
Followers of the Thirsty Gods should get the
thirsty relic. Followers of the Old Gods should get
Increasing the Tier,
page 85
the branch of the old gods. Weapons
If the character already has a weapon they like,
Wand consider letting them keep it and bumping the
tier.
If the character already has an Adventure-tier Default bonus: Attack and damage when us-
wand they like, consider letting them keep it and ing this weapon: +1 (Adventurer) / +2 (Champion)
bumping the tier to Champion. / +3 (Epic).
Wands are only appropriate for Adventurer-
and Champion-level characters. For Epic-level Picking
spellcasting items, characters need to get a staff.
Holy Swords, page 129 Default bonus: Attack and damage with Read through one of the lists below, and if any
arcane spells or attacks: +1 (Adventurer) / +2 type of magic weapon fits the PC or the icon
(Champion). well, use it. We’ve got your tables for one-handed
melee, two-handed melee, and ranged weapons.
Picking If you have other books of 13th Age items, look
through those, as well. Sometimes the item’s quirk
Read through the list below, and if any type of will help you match the item to the PC.
magic wand fits the PC or the icon well, use it. Any Paladins should get a holy weapon.
of these wands would be useful to an arcane cast- Ranger archers who take talents to improve
er. If you have other books of 13th Age items, look their crit range could well use dead-eye bows.
through those, as well. Sometimes the item’s quirk
Haughty weapons fit well with brave, show-off
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characters.
Wood elf archers are great candidates for the
longbow of fallen grace (Champion).
Drow and cruel weapons just belong together.
Swashbuckling types, including many rogues,
will appreciate a weapon of dexterous parry.
One character in the party who fights with
two-handed weapons should end up with the
greatsword of utter night (Epic).
If fighting dragons is a thing in your campaign,
one character (there can be only one) should end
up with the incomparable axe of wyrm chopping
(Epic).
Unstinting virtue is a good default for melee
weapons, climactic shot for ranged.
Rolling
One-Handed Melee
Source of Magic
d20, Adventurer d20, Champion d20, Epic Weapon
Item
1-2 1 1 Abandon Core
3 2 2 Bloodthirsty Core
4-5 3 3 Cruel Core
6 4 4 Dexterous parry Core
7-8 5 5 Greater striking Core
9 6 6 Guardian 13TW
10 7 7 Haughty Core
Holy hammer of
11 8 8 page 126
terrible might
Holy sword of St.
12 9 9 page 126
Cerni
13 10 10 Inimical Core
14 11 11 Liberation Core
15 12 12 Protection Core
16 13 13 Puissance Core
17 14 14 Unstinting Virtue Core
18 15 15 Vanity Core
19-20 16 16 Vengeance Core
17-18 17 Mighty stunning Core
19-20 18 Reckless Core
Incomparable axe
19-20 Core
of wyrm chopping
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Gods and Icons
Two-Handed Melee
From Magic
d20, Adventurer d20, Champion Weapon
Items in
1-2 1-2 Bloodthirsty Core
3-5 3-4 Climactic shot 13TW
6-7 5-6 Cruel Core
8-10 7-9 Dead-eye page 126
11-12 10-11 Haughty Core
13-14 12-13 Inimical Core
15-17 14-15 No mercy 13TW
18-20 16-17 Steady Core
Longbow of
18-20 Core
fallen grace
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Wondrous Items
You can attune multiple wondrous items. They
don’t fill up a chakra.
Default bonus: None
Picking
Since Wondrous items don’t provide a default
bonus, be sure to look at the item’s power. Read
through the list below, and if any type of won-
drous item fits the PC or the icon well, use it. If you
have other books of 13th Age items, look through
those, as well. Sometimes the item’s quirk will
help you match the item to the PC.
Dwarves who drink beer are sure to enjoy the
dwarven mug.
If you’ve got some water obstacles coming up,
the folding boat will come in handy.
Wizards who like to skry will appreciate the
crystal ball.
Con artists will find the cross-handed cards
useful. Kaldi’s devil goat flask will appeal to coffee
drinkers. Characters who bring out their backstory
merit the pot of sustenance, and those who want
to look like a wise pipe-smoking wizard would
enjoy Skarn’s pipe of plentiful puffs.
And who doesn’t want a lucky worm?
Rolling
d20, Adventurer d20, Champion and Epic Item Source of Magic Item
1 1 Bag of holding page 127
2 2 Big face page 127
3 3 Broom of flying page 127
4 4 Clockwork cat page 127
5-6 5-6 Cross-handed cards page 127
7 7 Dwarven mug Core
8 8 Eyes of charming page 128
9 9 Folding boat page 128
10-11 10-11 Kaldi’s devil goat flask page 128
12 12 Lantern lenses page 128
13 13 Lore bottle Core
14 14 Lucky worm page 128
15 15 Portable letter slot page 128
16-17 16 Pot of sustenance page 129
18 17 Rope of entangling Core
Skarn’s pipe of plentiful
19-20 18 page 129
puffs
19-20 Crystal ball page 128
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Gods and Icons
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Gods and Icons
Type of Information
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How to sneak past guards or monsters. “There is a blind spot in their defenses through the
boulder field.”
Allow the party to automatically succeed in sneaking past if you think it will be more fun
to move the action to subsequent encounters.
9-16 If you want to create tension, allow the PCs to roll 2d20s for sneak skill tests, and take the
best roll. If a player rolls 11+ on both rolls, and the higher roll succeeds, allow the PC
to sneak another character past the guards or monsters. The second character does
not have to roll.
For piggy backing like this, it’s best for the PCs if the sneakiest characters go first.
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Gods and Icons
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Allies Table
104
Gods and Icons
Traps Table
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Gods and Icons
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D20 Result
Enemy spies. The icon agent lets the PC know they are being watched. If you don’t have
a watcher already planned for, copy a creature form an upcoming combat encounter
and have it spy on the party.
Good spies are stealthy, quick, and smart. Invisible flying geniuses are best.
15-16 If the party kills the spy, they find a clue. For example, a note asking the spy “How many
of our trolls would we need to handle these interlopers?” would let the PC know trolls
are nearby.
Capturing the spy should reveal even more, but fanatical spies might have poison cap-
sules they bite down on before they can reveal too much.
Neutral spies. The icon agent lets them know they are being watched, but this time the
spy is from a neutral group in the area. For example, the party may be after hobgob-
lins, but the spies are from a local pack of werewolves who are just keeping any eye
17-18 on the party.
With good roleplay, the characters might get a little useful information if they talk rather
than fight. The spy will flee from a fight, and may return later with friends.
You can make up a neutral group if you don’t have one, or use an enemy spy instead.
Friendly spies. The icon agent lets the PC know they are being watched, but in this
case the spy is a possible ally. For example, a wood elf ranger who would love to see
19-20 the hobgoblins the PCs are after driven away. With good roleplaying, the spy can
become an ally for a session or two.
See Allies, 110.
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Gods and Icons
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Rolling
D20 Information
1 Location of a secret hideout or safe house of a faction opposed to the icon
2 Secret entrance to holdings of a faction opposed to the icon
3 Proof of a spy who is pretending to be part of a friendly faction
Identity and goals of a member of a rival faction who is unhappy and can be turned to the
4
PCs side
Information of dirty deeds done by one of two rival factions against the other that could
5
break the alliance
6 The details of a trap set for the PCs by another faction.
What mission a neutral faction would love the PCs to accomplish. It might help turn them
7
into allies.
8 A faction has brought in hired help to beat down on the PCs. They are likely higher level.
A local alchemist owes the faction or icon a favor. Characters can purchase potions and
9
oils at half price. Limited time offer.
A holy person is in town. The information includes the person’s name, description, and
probable location. PCs who roleplay well may obtain a blessing. If the holy person NPC Appearance,
10
blesses a PC, the PC can roll 2d20 instead of 1d20 at any one time of their choosing. page 120
Blessing lasts until used or the PC levels.
The PC is told about a spy for a rival faction (icon, local, or other) who will soon approach a
11
party member and offer to be their servant (cook, squire, scribe, etc.)
The PC is told where to find the most amazing servant (cook, squire, scribe, ect.) who is a
perfect fit for the PC. The servant will take such good care of the PC that the PC will be
12 on the top of their game and can get one free re-roll of a d20 per session.
After a few sessions, the PC will be highly motivated to protect this character, or help them
if they get in trouble. Kidnapping is always an option.
The PC gets information about their next combat, even if they don’t know there is a next
13
combat. The party gets to start their next battle with the escalation die at 1.
Information about a tailor who will produce garments of wonder that produce +1 on so-
14 cial skill checks with the upper classes when worn. They will go out of style in a season
and lose their abilities. They are expensive, but for a friend of the icon….
Information on how to find someone who doesn’t want to be found. He is in this town. If
the PCs are looking for someone, this is that person. If not, he has a reward on his head.
15
If you have an outlaw like this, use him. If not, he is wanted by another faction (icon,
local, or other), and bringing him in will bring goodwill to both the icon and the PCs.
Information on how to reserve the best suites at the best inn in town. Doing this will allow
the PCs to have a full heal-up regardless of how many battles they have faced since the
16 last full healing.
This benefit only works once, unless and until the GM rolls or picks it again.
Information about a member of another faction who wants to ally with the PCs or the icon.
To cement the alliance, they have picked one of their own to marry the PC. (If the PC is
17 already married, the information is about another PC.)
Go around the table in a montage, to let each player describe something about the NPC
bride or groom.
18 Proof that a major landowner in town does not have a rightful claim on their property.
Proof that a poor family loyal to the icon legally owns an abandoned (and reputedly
19
haunted) brewery.
A song, poem, or story that is sure to bring the house down. +1 on social skill tests. The
20 benefit lasts a season. After that, the piece has been heard too many times to have an
effect.
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Allies Rolling
An ally will help the PCs for a short while, usually a d20 Power
session or two. If the players become attached to
the ally, the ally can come back for return visits. Distract enemies: -1/-2/-4 defenses
1-2
Don’t bother picking ally powers you won’t use. on one target at a time
For example, if the ally will help only with combat, Break Armor: -2/-4/-8 AC on one foe.
you can skip the roleplaying powers. 3-4 Once per battle, then +1 to one
PC’s attack
Ally Combat Powers Weaken: -2/-4/-8 PD on one foe. Once
NPC Appearance, 5-6 per battle, then +1 to one PC’s
page 120 Number of Powers attack
Adventurer 1 / Champion 2 / Epic 3 Befuddlement: -2/-4/-8 MD on one
If you pick or roll the same power twice, the 7-8 foe. Once per battle, then +1 to
NPC can use it twice as often (2 /round or battle one PC’s attack
instead of 1). Buffing: +4/+8/+16 Temporary HP
Powers that are of limited use per battle also 9-10 once / battle, then +1 to one PC’s
have a secondary power once the primary power attack
is exhausted. Allies are of the same tier as the
party. Healing: When a PC becomes
staggered, allows them to roll a
If the power is listed Picking 11-12 recovery as a quick action. Only 1
as A/B/C, use A for healing per round. Otherwise +1
Adventurer-tier, B for Look at the table below for inspiration. Pick from to one PC’s defenses for 1 round.
Champion-tier, and C for it or come up with your own. If the party is short
Epic-tier. on front-line warriors, you may want to use the Empowerment: Let a PC roll 2d20
damage sponge. If they have no healers, they may and take top one. 1/2/4 empow-
want the healer. 13-14 erments a battle, each empower-
ment takes a round; after that, +1
to one PC’s attack
Mook Menace: Takes out 1 mook /
15-16 round (if no Mooks, one PC gets
+1/+2/+4 damage a round)
Damage Sponge: Special: This ally
always has one combat pow-
er, which is being the damage
17-20 sponge, see below. If you’re roll-
ing an ally with multiple powers,
ignore all other powers and just
use damage sponge.
Damage Sponge
This heroic ally charges into battle and attracts
attacks that would otherwise focus on the PCs.
Adventurer
Third-level troop [humanoid]
Special: targets engaged with the damage
sponge must make their best single-target attack
on the damage sponge.
Flashing Sword: +8 vs. AC – 5 damage
Natural 16+: another free enemy (if any) will
focus on the damage sponge in an attempt to
take them down fast.
AC 19
PD 17 HP 45
MD 13
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Gods and Icons
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Rolling
Old Gods Passage-Ambush
Complication Example d20 The Social Complication Example
A PC who follows the Old Gods has a divine Investigate an agent of a rival
An agent of Ghiama is smug-
Blue Aoife complication, and you decide it’s icon, to find out what
1-3 gling kobolds into town.
an ambush in a cavern passage. To deliver the secret activity they are
This can’t be good.
boon part of the icon relationship roll, have hiding.
a natural rock formation turn into a face, and A group of merchants has
give the boon, saying “Be careful, these caves Investigate a local group, to been buying up food and
are treacherous.” 4-6 find out what secret activi- arranging for local farms
When the party approaches the ambush ty they are hiding. not under their control to
point, say “You see a wood elf slumped, leaning be blighted.
against a stalagmite. His face is hooded and in
shadow. A staff of the Old Gods lies beside him. The town council is allied to
He is clutching his belly, and you can see blood A local power is allied to the Emperor Roland. Bring
on his hands.” icon. Bring them an im- them a dwarven relic they
The druid is already dead, and is bait for portant item that will be of can use in trade negotia-
7-10 tions with the dwarves.
the ambush. use to that group.
An enemy icon will send a The relic has just been stolen
group to stop the PCs. by a band of drow working
Social Complications for Queen Tanadil.
A local power is allied to the The town guard has strong
When you’re not in the dungeon, you’re often
icon. A rival power seeks ties to Lord Ikal. Lady Aku-
dealing with factions and social situations. The
11-13 to embarrass them at an ma seeks to ruin the guard
icons themselves represent factions, but there can
upcoming social event. captain’s wedding.
be factions within factions (such as those working
for Emperor Roland who are for the alliance with Protect the event. Save the wedding.
Baron Von Vorlatch vs. those who are opposed), The woodcutter’s guild paid
and there are local factions (guilds, political fac- A local power is opposed to for a saw-golem that will
tions, Gnomes of the Treaty, and so on). the icon. Stop the local take down forests in no
14-16 group from getting a time.
specific item that will be of
What’s the Problem? use to that group. Blue Aoife wants you to de-
stroy the golem.
Picking One of Emperor Roland’s
A local power is opposed to bastards will be giving
Factions (including the icons) love using Adven- the icon. Embarrass the out free food and giving a
turers as catspaws. This is a great opportunity 17-20 local group at an upcom- speech about the glory of
for you to foreshadow future conflict. If the next ing social event. Sabotage the Espairian Empire.
adventure involves the undead, you can use the the event. Lady Akuma wants you to ruin
complication from Hierophant Glasyra to have the the feast.
PCs run afoul of Baron Von Vorlatch.
If a faction in town has something to hide, the
complication can lead to the PCs discovering the
secret.
If you don’t have local factions, just use the
icon factions. All of the icons have networks that
operate pretty much anywhere. Blue Aoife has
spies in the cities. Baron Von Vorlatch has minions
in dwarven mines.
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Extra Foes
In an upcoming battle, the battle becomes harder
with the complication of extra foes. Come up with
a half-strength combat, and add the monsters to
an existing combat.
An easy method is to find a cool monster at the
party level for Adventurer-tier, one more than the
party level for Champion-tier, and two over for
Epic-tier. Then add the number of monsters equal
to half the number of players.
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Gods and Icons
Lord Ikal
Humanoids. Any type of humanoid that will stand
and fight infernals can be found working for Lord
Ikal. They often sport signs of the Thirsty Gods.
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Gods and Icons
Rolling
d20 Icon Side Quest Complication
1 Take an opposition leader prisoner, and bring them back alive.
2 Bring back a book, scroll, or tome and give it to an agent of the icon.
3 Desecrate a place sacred to the enemies of the icon.
4 Bring back the head of an opposition leader.
Deliver a message to an NPC who the PCs must not harm. This could include some risk to
5
the party.
Find and deliver a true magic item to the icon’s agents. If it’s useful in combat it will proba-
6
bly be put to use by the opposition.
7 Free a prisoner and return them to agents of the icon.
Perform a magic ritual to seal a gateway to hell (or anywhere else that is a problem for the
8
icon).
Perform a magic ritual at a certain place. The aim of the ritual might not be clear to the PC,
9 or the PC may recognize that it will be a blessing, a curse, a gateway, or an art project.
Lady Akuma loves a good art project.
Bring back a body part from the fiercest beast in the dungeon. Eyes and scales are tradi-
10
tional, but spleens have their fans.
11 Destroy a valuable treasure.
12 Chisel the icon’s name into a certain floor, wall, or statue.
13 Dump this bag of spores in a certain place. Pick someplace occupied.
14 Place this sacred cavefish in an underground pool or stream.
15 Place this small, cat-shaped fire elemental in a lava pool. Careful, she’s hot!
16 Offer single combat with an enemy leader in the icon’s name.
17 Collect samples of molds and oozes and bring them to the icon’s agents.
18 Make an impression of a wall carving and return it to the icon’s agents.
19 Map the dungeon and give it to the icon’s agents.
Place this token of a rival icon at the site of your most dangerous battle, implicating that
20
icon.
119
NPC Appearance
Race
Picking You may have to roll another die for some of these
options. Any die can be a d2, low numbers equal
It’s often best to ask the PC: a 1, high numbers equal a 2. For example, on a d6:
• What does this person you’ve been led to 1-3 = 1; 4-6 = 2.
by your icon look like?
• What’s weird about them? d100 Result
If they freeze, come up with your own descrip- 1-25 Based on icon
tion. If you can reuse an NPC the characters have
met before in this new situation, that’s great and 26-45 Human
provides campaign continuity. Reusing an NPC 46-53 Dwarf
is especially wonderful if the players clicked with
them. 54-56 Wood elf
NPCs come in all shapes and sizes, often re- 57-59 High elf
flecting the icon who connects them with the PC. 60-61 Drow
Some NPCs may come with family relationships to
the PC, such as long lost siblings, crazy uncles, and 62-65 Gnome
wild nieces. 66-69 Half-elf
70-73 Half-orc
Rolling 74
75-78
Orc
Halfling
Roll 2d20 and 1d100, but don’t add them. The 79-81 Dragonic
first will give apparent gender, the second the 82-83 Holy one
race, and the third a memorable quirk. Some race
results will require another die. 84-85 Forgeborn
86-87 Tiefling
Gender 88-89 Dhampir
90 Gelatinous troglodyte
We’re talking appearances only. Unless the role-
play strays into a more personal nature, that’s all 91-93 Goblin
you’ll need. (Beyond this you’re on your own. “Ask 94 Half-owlbear
the PC” is a good option.)
95-97 Hobgoblin
d20 Result 98 Klik-zeen
Apparently genderless, possibly a 99 Pixie
1
eunuch
100 Slithik
2-10 Apparently female
11-19 Apparently male
20 Apparently both
120
Gods and Icons
Quirk
Something memorable about this NPC. Useful to help players remember them.
d20 Quirk
1 Avoids making eye contact.
2 Collects fungus. Slimes, oozes, you name it, wants to pick up samples.
3 Has a facial tic that makes them seem like they are winking.
4 Snorts while laughing.
5 Sneezes when near one of the PCs (allergy).
6 Constantly gives fashion advice.
7 Fast speaker.
8 Slow speaker.
9 Always hungry.
10 Wonders aloud which of the PCs is really a god.
11 Talks about the wonders of the Bright Gods.
12 Talks about the wonders of the Thirsty Gods.
13 Talks about the wonders of the Old Gods.
14 Flips a lucky coin.
Tells cryptic fortunes using d3: cards/bones/coins (GM’s call whether or not they have any
15
validity).
16 Has a visible major scar.
17 Fussy about own appearance.
18 Sloppy.
19 Jokes when tense (for example, in combat).
20 Compulsive pun maker.
121
Magic Items
In this section, you refers to
the player, not the GM.
and over and over again. Until no one was left to
kill. This sword destroys worlds.
122
Gods and Icons
123
Sleeping Lady
Quirk: you grow paranoid of fate itself, con- (Epic). When an attack against your Physical De-
vinced that it has taken corporeal form in order fense hits, make the attacker reroll the attack and
to undo you and your allies’ great deeds. You use mental defense instead. Quirk: mindsplaining:
don’t believe it to be necessarily malevolent, just having strong opinions on mind over matter, and
interested in maintaining the predestined status pontificating endlessly on this.
quo. You see its subtle workings in everything,
extrapolating even the smallest of events to its
grandest butterfly effect in your mind. Yes, fate is
Gloves, Gauntlets
after you, and it’s using the world as some huge Crossed Gloves Always: these gloves allow you to
Rube Goldberg machine. be identified by followers of the Father of Robbers
Book of Lost Spells Always: adds +1 (Adventurer) as one of their own. You can communicate with
/ +2 (Champion) / +3 (Epic) to all spell recharge his followers using silent hand signals. You gain
rolls. Quirk: constantly checking pockets, pouches, a +1 (Adventurer) / +2 (Champion) / +3 (Epic) on
and so on to make sure nothing’s been lost since skill tests when the test is in service to the Father.
last seen. (GM’s discretion); Quirk: your fingers never stop
moving.
Tome of Ineffable Competence This book seems
to be full of nonsense words, but when studied Gloves of the Wheel Always: +1 (Adventurer) /
deeply for days, those words begin to make sense. +2 (Champion) / +3 (Epic) on rolls to keep regen-
The book becomes attuned to you and cannot be eration spells that have been cast on you going.
deciphered by anyone else. Daily: reroll one relationship roll with Blue Aoife,
take the roll you like best. Quirk: subconscious
Gain an extra Adventureur-tier (Adventurer) /
whistling.
Champion-tier (Champion) / Epic-tier (Epic) feat.
Quirk: sings the nonsense words in a child-like
voice. Helmet, Crown, Diadem,
Boots, Shoes, Sandals, Circlet
Crown of Ghostly Countenance Always: Mental
Slippers defense: +1 MD (Adventurer) / +2 MD (Champion)
/ +3 MD (Epic); Recharge 16+: for ten minutes, your
Boots of Stinkfoot Always: disengage checks and
head becomes translucent and your eyes glow the
other checks involving fancy footwork gain a +1
color of your choice. Add the default MD bonus
bonus (Adventurer) / +2 bonus (Champion) / +3
to any skill checks that involve intimidation, social
bonus (Epic). Recharge 16+: All engaged human-
interactions with the undead, or just looking
oids suffer a -1 (Adventurer) / -2 (Champion) / -3
spooky. Great for parties. Quirk: often starting con-
(Epic) penalty to all attacks, defenses, and saves
versations as if dead. “Back when I drew breath…”
when engaged with you, save ends. Quirk: trying
to get others to smell your feet. Fey Crown Always: Mental Defense: +1 MD
(Adventurer) / +2 MD (Champion) / +3 MD (Epic).
Sandals of Chill (Champion) Always: disengage
Recharge 16+: gain a racial power of a fey race un-
checks and other checks involving fancy footwork
til the end of this battle, or ten minutes outside of
gain a +2 bonus (Champion) / +3 bonus (Epic).
combat. You can choose: cruel from the dark elves,
These stylish sandals allow the user to walk on
highblood teleport from the high elves, elven
fire, coals, and even lava without damage. They
grace from the wood elves, confounding from the
confer resist fire 12+ (Champion) / resist fire 16+
gnomes, or surprising from the half elves. Quirk:
(Epic). Quirk: Obsesses about cold feet.
your movements take on a birdlike quality, being
stone-still one moment, bursting into frantic ac-
Cloak, Mantle, Cape tion the next, and then freezing back into stillness.
Cloak of Many Pockets Always: Physical defense:
+1 PD (Adventurer) / +2 PD (Champion) / +3PD Instrument
(Epic). You reach into a pocket and pull out the
Instruments use the wand or staff chackra. Unlike
non-magical item you want at the time. The
wands or staves, they can be any tier. A musician
GM can decide the item is too rare or valuable,
will often keep the same instrument and advance
but normal items will typically be found in your
its tier rather than replace it.
pockets. You don’t have to decide what you need GMs, you can use the
until the moment you need it—parchment, tools, Charming Lute Always: lute performance skill cloak of many pockets to
a brass ring, flask of wine, an apple, rope, book of test, attack and damage with an arcane spell, introduce all manner of
elvish poetry, candle, iron spike—any mundane song, or attack: +1 (Adventurer) / +2 (Champi- important plot points into
item you might require that doesn’t cost and arm on) / +3 (Epic). Recharge 16+: (Adventurer) / 12+: your story: maps, deeds,
and a leg. You might pull out a spare key to your (Champion) / 8+: (Epic). When you cast a spell that lost keys, stolen lockets,
own house, but not a key to a locked dungeon attacks MD while playing this lute, roll 2d20 to hit. items that do cost and arm
door. Quirk: always patting your pockets, and and a leg, and maybe even
Use the higher roll for the attack. If you roll a natu-
an actual arm and a leg.
finding the strangest things. ral 11+ with both dice and your highest attack roll
is a hit, the spell is not consumed and does not
Mantle of Mindfulness Always: Physical defense:
count against the number of spells you can cast in
+1 PD (Adventurer) / +2 PD (Champion) / +3 PD
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Gods and Icons
a day. Quirk: always flirting. food and drink before they can take a bite or a sip
it, just in case.
Goblet Drums of Battle These goblet drums have
strap mounts so the drum can be slung over the
shoulder to facilitate playing while standing or Ring
moving, even dancing. Always: goblet drum
Ring of Regeneration Re-
performance skill test, attack and damage with an
charge 6+: when you heal
arcane spell, song, or attack: +1 (Adventurer) / +2
using a recovery, you can
(Champion) / +3 (Epic). Recharge 16+: (Adventur-
change the healing to
er) / 12+: (Champion) / 8+: (Epic). Use a free battle
use the rules for a druid’s
cry at a level you have access to, which does not
regeneration spell. Any
count against your daily total. Non-bards can use
bonus to the normal recov-
a 1st level battle cry. Quirk: always egging others
ery is applied to the first round’s
on to fight.
healing. Quirk: given the
Pan Pipes of the Glade Always: pan pipe per- choice, choosing the slow
formance skill test, attack and damage with an way to get things done.
arcane spell, song, or attack: +1 (Adventurer) /
Silver Scale Ring Special:
+2 (Champion) / +3 (Epic). Daily: summon
functions only for a follow-
a Pegasus-like, white, flying horse. The
er of the Thirsty Gods. This
mount will serve the pan piper for one
ring is a blessing of Camazoth, the Queen of the
hour per the character’s level. If
Thirsty Gods. Always: when making a knowledge
the mount is well treated it will
skill check, roll 2d20 and take the most advanta-
even warn its rider when it’s
geous result. Recharge 16+: +2 MD (Adventurer) /
time is nearly up. Other-
+3 MD (Champion) / +4 MD (Epic) for one battle
wise it can be a long
or 10 minutes outside of combat. Quirk: collects
fall. Quirk: always
pet snakes.
dancing.
Shield
Kriton Shield Special: while this shield will protect
those who are not Lightbringers, it is blessed by
Krito the Father, and will not function for ene-
mies of the Bright Gods or of Hierophant Glasyra.
Lightbringer: follower of
the Bright Gods Always: increase your maximum hit points: by +4
(Adventurer) / by +10 (Champion) / by +25 (Epic).
Recharge 16+: allows the user to ignore the first 2
(Adventurer) / 5 (Champion) / 10 (Epic) points of
Unstoppable Bagpipes Always: bagpipe per- damage from any source for the rest of the battle.
formance skill test, attack and damage with an Quirk: always scribbling mathematical calcula-
arcane spell, song, or attack: +1 (Adventurer) / +2 tions.
(Champion) / +3 (Epic). May use bard battle cries,
spells, and songs while playing these magic pipes, Shield of the Blocker Always: increase your
but may not actually talk. Recharge 16+: (Adven- maximum hit points: by +4 (Adventurer) / by +10
turer) / 12+: (Champion) / 8+: (Epic). Nearby and (Champion) / by +25 (Epic). Recharge 16+: When-
Recknarite: follower of far away allies can make saving throws on any ever an enemy’s attack hits your Physical Defense,
the Thirsty Gods harmful conditions they are suffering from. Quirk: the attacker must reroll the attack, this time
being prone to prolonged and loud bagpipe against your Armor Class. Quirk: auditioning for
tuning rituals. the role of consummate braggart.
125
Sleeping Lady
1. When healing a Lightbringer, allow the +2 (Champion). Quirk: constantly announcing the Lightbringer: follower of
character being healed to make two recov- hand of your gods in everyday occurrences. “That the Bright Gods
ery rolls instead of one. If the healing would puddle is the work of the <insert your pantheon
be a free recovery, only the first recovery here> Gods.”
is free. The second one counts against the
character’s recoveries per day. Relic of Renewal Always: attack and damage
with a divine spell or attack: +1 (Adventurer) / +2
2. If the target of an attack spell is not a Light- (Champion). Recharge 16+: Nearby ally can make
bringer, add twice the caster’s level to the a recovery roll and add 3 (Adventurer) / 6 (Cham-
damage. pion) to the points healed. Quirk: when healing,
3. If you hit a target who is not a Lightbringer calling out “Renew! Renew!”
but is vulnerable to holy damage, turn a
normal hit into a critical hit. Thirsty Relic. Always: attack and damage with a Recknarite: follower of
Once you use any one of these powers, the divine spell or attack: +1 (Adventurer) / +2 (Cham- the Thirsty Gods
staff needs to recharge. Quirk: always working on pion); Recharge 16+: if you are a Reknarite, you can
a sermon. expand your crit range by two after you roll an
attack. Quirk: stabbing at food with gusto.
Spire Staff This staff, dedicated to the Old Gods,
is topped with a spire made of twisting branch-
es. Always: attack and damage with an arcane or Wand
divine spell or attack: +2 (Champion) / +3 (Epic). Wand of Lifedrain Always: attack and damage
Recharge 11+: (usable only by a Spirian) add your with arcane spells or attacks: +1 (Adventurer) /
level to an attack, damage, or recovery roll after +2 (Champion); Recharge 11+: When you strike
you see your roll. Quirk: always giving thanks to a single-target foe for damage, you may take a Spirian: follower of the
the Forest Ladies or the Sweeping Eyes when recovery and add the level of the target to your Old Gods
things go your way. recovery value. Quirk: preferring to eat food while
Staff of Regeneration A staff of two intertwined it’s still alive.
woods: yew and oak. Always: attack and damage Wand of Weirdness Always: attack and damage
with an arcane or divine spell or attack: +2 (Cham- with arcane spells or attacks: +1 (Adventurer) / +2
pion) / +3 (Epic). Recharge 16+: Cast a regenera- (Champion); Recharge 6+: non-chaos mage: as a
tion spell. Character must be able to cast druid quick action, manifest a random weirdness from
spells. Quirk: constantly stopping to plant seeds. the chaos mage’s high weirdness table. Chaos
Staff of Sorcery Always: attack and damage with mage: when you roll d100 on the High Weirdness
an arcane or divine spell or attack: +2 (Champion) table, you can choose to flip the digits, choosing
/ +3 (Epic). Recharge 16+: non-sorcerers gain the which die is the tens, and which is the ones, so a
sorcerer ability to cast dancing lights. Sorcerers get 91 could become a 19, and so on. Choose the re-
to keep the next daily sorcerer spell they cast, and sult you like better. Quirk: uncontrollable snorting
can cast it again. Quirk: repeating what you just laughter.
said. Again.
Weapon
Symbol, Holy Symbol, Dead-eye (ranged) Always: attacks and damage
Relic, Sacred Branch when using the weapon: +1 (Adventurer) / +2
(Champion) / +3 (Epic). Recharge 16+: the crit
Branch of the Old Gods Always: attack and dam- range of your attacks with this weapon expands
age with a divine spell or attack: +1 (Adventurer) by 2 (usually to 18+) for the rest of this battle.
/ +2 (Champion). Recharge 16+: (requires you to Champion-tier: recharge 11+; Epic-tier: recharge
be a Spirian) reroll an attack, damage, or recovery 6+. Quirk: always giving everything a hard squint.
roll, taking the result you prefer. Quirk: always Holy Hammer of Terrible Might (melee) (Cham-
second guessing. pion) Always: Attacks and damage when using
Bright Symbol This symbol is dedicated to the the weapon: +1 (Adventurer) / +2 (Champion) /
Bright Gods. Always: attack and damage with a +3 (Epic). Does +1d6 (Adventurer) / +2d8 (Cham-
divine spell or attack: +1 (Adventurer) / +2 (Cham- pion) / +4d10 (Epic) damage to demons and
pion). Recharge 16+: if you and your targets are giants. Expands crit range by 2 (usually to 18+)
Lightbringers and you cast a healing spell, your when attacking demons and giants. All damage is
targets get to add their level to their recovery holy damage. Daily: gives 12+ (Adventurer) / 14+
roll as bonus healing. Quirk: constantly going on (Champion) / 16+ (Epic) resistance against force
about the Bright Gods. damage. Quirk: given to dark muttering.
Holy Symbol of the Word Pick an icon that you Holy Sword of St. Cerni (melee) St. Cerni was a
have a positive or conflicted relationship with martyr to one of the gods the character worships.
when you first attune this holy symbol to yourself. Always: the saint was also the same race and
Always: whenever you roll a 4 on an icon relation- gender as the character. In fact, in tapestries and
ship roll with that icon, change it to a 5. Your gods paintings, the saint looks exactly like the PC.
are speaking through that icon. Attack and dam- As the campaign goes on, history is uncovered
age with a divine spell or attack: +1 (Adventurer) / showing the character and the saint had exactly
126
Gods and Icons
the same tastes in food, art, romance, clothes, and Other saint names you can use for the sword:
anything else that can give a spooky link to the Ali, Cainum, Celia, Deschutes, Gogglebog, Honey-
past. If the player wishes, they are the reincarna- buns, Silverius, Stark, Violet, Xena
tion of the saint. Quirk: laughing like a madperson when facing
Always: attacks and damage when using the devils, demons, or undead (just like St. Cerni did
weapon: +1 (Adventurer) / +2 (Champion) / +3 just before she became a martyr).
(Epic). The sword does extra damage to devils,
Falling causes hard
impromptu damage (see
demons, and undead: +1d6 (Adventurer) / +2d8
(Champion) / +4d10 (Epic).
Wondrous Item
core rulebook). In the hands of a heroic paladin, the sword also You can attune multiple wondrous items. They
has the power of protection: Recharge 6+: when don’t fill up a chakra.
you hit with this weapon, gain a +4 (Adventurer)
/ +5 (Champion) / +6 (Epic) bonus to all defenses Bag of Holding This appears to be a sack about
If it’s unclear if a paladin is until the end of your next turn. 2 feet by 4 feet in size. Always: the bag of holding
heroic or anti-heroic, ask opens into a nondimensional space. Its inside is
In the hands of an anti-heroic paladin, such
the player. larger than its outside dimensions. Regardless of
as those who follow the way of evil bastards, the
what is put into the bag, it weighs about the same
sword also has the power of being bloodthirsty:
as a gnome’s head.
Always: when you crit with this weapon, if you hit
with this weapon again during your next turn you The bag can hold about 75 cubic feet (Cham-
deal crit damage instead of normal damage. pion: 150 cubic feet, Epic: 250 cubic feet) of stuff.
The average adult human takes up about 2.5
Cross-Handed Cards
thanks to Matthew cubic feet of space. If, for any reason, you need-
Broodie-Stewart ed to hold 30 average-sized human bodies, the
Adventurer-tier bag would do.
If the bag is overloaded, or if sharp objects
pierce it (from inside or outside), the bag ruptures
and is ruined. All contents are lost forever. If living
creatures are placed within the bag, they can
survive for up to 10 minutes, after which time they
suffocate. Retrieving a specific item from a bag of
holding is a move action.
Quirk: constantly putting river rocks, soil, and
debris into the bag of holding.
Big Face This stuffed and mounted dire-infernal
giant moosehead is too big to fit in a bag of hold-
ing and too big and bulky to carry around all the
time. (But it would make a great addition to the
group’s home or headquarters.)
Option: Use a different head. Dragon, giant,
whatever works for you.
Recharge 16+: reroll a 1-4 on an icon relation-
ship roll as the moose intercedes on your behalf.
Nice moose. Quirk: when away from the moose,
always going on about how good it will be to see
the moose again.
Broom of Flying Always: you may fly the broom
until you attack or are hit by an attack. If you are
hit, make a normal skill check for your tier using
dexterity, strength, or wisdom to avoid crashing
and taking falling damage. Quirk: loudly explain-
ing how any sport, including bake-offs, would be
more exciting if played on flying brooms.
Clockwork Cat Daily: the cat can scout for you
in the same manner as a wizard’s familiar. Quirk:
always trying to make or buy clockwork mice for
the cat.
Cross-Handed Cards These cards are made to run
a con (Three-Card Monte) where you show a card,
usually the fey queen, and two others, usually the
emperor and the wizard. You move them around
on a table, face down, and the mark tries to follow
which card is the fey queen. The trick is that you
pick up two cards and seem to drop the bottom
one when in fact you’ve dropped the top card.
127
Sleeping Lady
You can use friends who pretend to place bets 2. Ship: the box unfolds to become a ship 24
to help misdirect the mark. The mark follows the feet long, 8 feet wide, and 6 feet deep. Any
wrong card and you win the bet. objects formerly stored in the box now rest
You don’t need these magic cards to do the inside the boat or ship. In its larger form,
con, just a lot of practice. However, you never the ship has a deck, single rowing seats,
know when a mark will be using magic. five sets of oars, a steering oar, an anchor,
Always: these cards allow the user to run the a deck cabin, and a mast with a square sail.
Three-Card Monte con even when the mark is The ship carries fifteen people with ease.
using magic to track the card in motion. The same 3. Box: the boat or ship folds itself into a box
misdirection that makes a normal person follow once again.
the wrong card tricks the magic spell as well. And Quirk: constantly pestering young lovers with
despite being magical, the cards give off no magic offers to marry them as captain of your own ship.
aura.
Kaldi’s Devil-Goat Flask A small flask shaped like Kaldi’s Devil-Goat Flask
To succeed with the trick with these cards,
a crazed goat. It contains 1.5 ounces of a dark, thanks to Leslie Camacho
make a normal dexterity-based skill test, but roll
semi-surypy liquid that tastes earthy with a hint
2d20, and choose which roll you take. Add +1 for
of citrus. It is always hot and pleasant to drink.
each PC helping you in the con.
Daily: for up to 2 hours you roll an extra d20 and
If you make your roll, the mark chooses a card take the best roll when you roll for initiative (so
you want. If you fail, the mark chooses the fey humans would roll 3d20 and take the best one).
queen and you lose the bet. You also gain +2 (Adventurer) / +4 (Champion) /
Recharge 16+: if the mark loses, they find they +6 (Epic) to perception skill checks. Special: once
now owe the Father of Robbers a favor. If you have the drink wears off, you are hampered, save ends.
a positive or conflicted icon relationship with the Outside of combat, the effects last 1-2 hours,
Father, you get to decide on the favor. The GM but if you start a second battle while under the
decides if the favor is so extreme the mark will risk effect of the devil-goat flask, roll a d6. When the
the wrath of the Father of Robbers by refusing it. escalation die reaches that roll, the effects wear
Most reasonable favors will be accepted. It would off. Quirk: craves pastries while benefit is in effect.
be ill-advised to choose a favor that goes against I mean, seriously, why are there no sweet rolls
the Father of Robbers’ interests. right the hell now?
Quirk: always shuffling cards one handedly.
Lantern Lenses These lenses fit over your eyes.
Crystal Ball (Champion) Always: when you get Always: as a quick action, you can have them light
hugely important information due to an icon up any color you want, lighting up dark places
relationship roll, half the time it comes as visions and impressing friends. The light is as bright as a
in your crystal ball. Sometimes the GM will send lantern. Quirk: lighting up the lenses in public and
other visions, which may or may not be true asking people to guess your mood based on the
visions. It is said terrible monsters, the icons, or color of the light.
even the gods can send visions through the crys-
tal ball. Recharge 16+: If you are capable of casting Lucky Worm Always: +1 (Adventurer) / +2 (Cham-
the 7th level wizard utility spell scrying, using the pion) / +3 (Epic) to all saving throws. Quirk: being
ball doesn’t use up your daily spell. Quirk: always unable to wait for a break in the action so you can
peeking through windows and around corners at tell your worm all about it.
people. Portable Letter Slot As a standard action, this
Dragon Saddle (Champion) Always: dragon rid- metal letter slot can be affixed to any door up to
ing skill checks are at +2 (Champion) / +3 (Epic); four inches (Adventurer) / six inches (Champion)
Quirk: charring food with flames. / eight inches (Epic) thick. The slot is covered by a
brass plate. The opening is roughly 11 inches wide
Eyes of Charming These colored lenses fit over by 2 inches high. One can look through the open-
your eyes. Always: turn your eyes whatever color ing or pass through small objects (such as letters).
you pick. Recharge 16+: (you must be able to cast
charm person to gain this benefit.) When you
cast charm person and fail, roll a normal skill test,
charisma-based, to be charming. If you succeed,
you can reroll the failed charm person roll. Quirk:
always fluttering your eyelids.
Folding Boat A folding boat looks like a small
wooden box: about 12 inches long, 6 inches wide,
and 6 inches deep. Like any other box, it can be
used to store items. Always: the box/boat can be
commanded to take any of three forms:
1. Boat: the box unfolds itself to form a boat
10 feet long, 4 feet wide, and 2 feet in
depth. In its smaller form, the boat has one
pair of oars, an anchor, a mast, and a lateen
sail. The boat can hold four people comfort-
ably.
128
Gods and Icons
Pot of Sustenance thanks Pot of Sustenance This plain looking pot often
to Jenn of the North finds a way to get into the hands of a character
who has been true to their homeland, icons, or
gods. When opened, it provides tasty comfort
Holy Swords
food that fits with the character’s backstory. Holy swords are blessed by the gods and often
For example it might hold: congee like they find their way into the hands of paladins. This sec-
made in wizard school, bread marked with tion show you how to build your own holy sword.
the symbol of an icon the character has a You can take what you know of your players and
positive relationship with, black pudding your campaign to craft a sword that will feel just
pudding (oozes just the way mom used right. Think about who you’re designing the holy
to make it), pea tendril salad (popular with sword for, add powers, and come up with a quirk
the fey), or that gruel they served at the that will be fun and entertaining.
orc orphanage on special holidays, with
extra squirrel heads. Maces and Hammers
Recharge 16+: Gain a +1 (Adventurer) and Spears, Oh My!
/ +2 (Champion) / +3 (Epic) bonus to your
next save. Quirk: decorates equipment with Although holy swords have a long history
symbols of the homeland, icons, and gods the in d20 games, any weapon can be a holy
character most cherishes. weapon. Maces, spears, crossbows, whatever
you like. Just change the type of weapon.
Skarn’s Pipe of Plentiful Puffs Always: fills itself
with the pipeweed of the owner’s choice, and will
always light, even in the windiest of conditions.
Skarn’s Pipe of Plentiful
Puffs thanks to Alexander J.
Daily: when given time to contemplate while
smoking, the owner rolls 2d20 for Intelligence- or
The Basics
Skrabut
Wisdom-based skill checks, and takes the higher Every holy sword has the default bonus of
roll. Quirk: looking down their nose at others in a Always: +1 to hit and damage (Adventurer) /
condescending manner while puffing on the pipe. +2 (Champion) / +3 (Epic). The sword does holy
damage.
The Extras
A good holy sword does more than just the basics.
Holy Hammer of Terrible We suggest taking two to three of the powers
Might, page 126 below and combining them. If the sword feels too
powerful for Adventurer-tier, you can layer the
Holy Sword of St. Cerni,
page 126
powers by tier, so one power at Adventurer-tier,
two at Champion, and three at Epic. Some powers
scale by tier, so it may not be an issue.
Bright Bubble
Special: this sword only functions in the hands of
a Lightbringer. If picked up by an enemy of the
In the Holy Swords section Bright Gods, it will have a -4 on both attack and
you refers to the GM again. damage.
Recharge 16+: as a quick action, give yourself
and a nearby ally 4 temporary hit points (Adven-
turer) / 8 temporary hit points (Champion) / 16
temporary hit points (Epic).
A sword with this power cannot take Flames of
the Old Gods or Reknarite Strike.
Clerical Powers
Lightbringer: follower of Pick one of the following clerical spells that the
the Bright Gods sword allows it’s wielder to cast as a quick action:
1. Bless
2. Cure wounds
3. Heal
4. Shield of Faith
These are Recharge 16+ powers.
129
Sleeping Lady
12. Undead
Critical Hits These are always-on powers.
Pick one to three of the following types of
creatures. This sword expands the crit range by 2 Flames of the Old Gods
(usually to 18+) when attacking those types. Spirian: follower of the
1. Aberration Special: this sword only functions in the hands of a
Old Gods
2. Beast Spirian. If picked up by an enemy of the Old Gods,
3. Construct it will have a -4 on both attack and damage.
Recharge 16+: changes the damage to fire dam-
4. Demon
age and adds 1d8 (Adventurer) / 2d8 (Champion)
5. Devil / 4d8 (Epic) damage. On a natural 16+, the target
6. Dragon takes 2 (Adventurer) / 4 (Champion) / 8 (Epic)
7. Giant ongoing fire.
8. Humanoid A sword with this power cannot take Bright
9. Infernal Bubble or Reknarite Strike.
10. Ooze
11. Plant
12. Undead
Paladin Powers
These are always-on powers. Special: This sword only has the powers listed in
The Basics (above) for an Adventurer-tier sword
when wielded by a non-paladin.
Divine Defense This sword adds 1 daily smite evil (Adventurer)
Pick from the following list a defensive power for / 1 smite evil per battle (Champion or Epic).
this sword. For a sword with two or more powers,
it’s nice to have at least one be defensive. Reknarite Strike
1. Protection: Recharge 6+ when you make
a basic attack with this weapon, gain a +4 Special: this sword only functions in the hands of a
(Adventurer) / +5 bonus (Champion) / +6 Reknarite. If picked up by an enemy of the Thirsty
bonus (Epic) to all defenses until the end of Gods, it will have a -4 on both attack and damage.
your next turn. Recharge 16+: reroll a missed attack roll unless Reknarite: follower of the
it as a natural 1. The reroll gains a +2 attack / Thirsty Gods
2. Parry: Once per battle: When hit in melee,
force the attack to reroll and take the worse Champion: +4 attack / Epic: +6 attack.
roll. A sword with this power cannot take Bright
3. 12+ (Adventurer) / 14+ (Champion) / 16+ Bubble or Flames of the Old Gods.
(Epic) Force energy resistance, daily power
lasts entire battle.
4. 12+ (Adventurer) / 14+ (Champion) / 16+
(Epic) Negative energy resistance, daily
power lasts entire battle.
5. 12+ (Adventurer) / 14+ (Champion) / 16+
(Epic) Poison resistance, daily power lasts
entire battle.
6. 12+ (Adventurer) / 14+ (Champion) / 16+
(Epic) Psychic energy resistance, daily pow-
er lasts entire battle.
Extra Damage
Pick one to three creature types for 1d6 (Ad-
venturer) / 2d8 (Champion) / 4d10 (Epic) extra
damage.
1. Aberration
2. Beast
3. Construct
4. Demon
5. Devil
6. Dragon
7. Giant
8. Humanoid
9. Infernal
10. Ooze
11. Plant
130
Gods and Icons
Items
your strength or the potion’s strength, whichever
is higher. Potion strength: hill giant strength (21)
(Adventurer) / frost giant strength (23) (Champi-
on) / cloud giant strength (27) (Epic). Costs 150
gp/300 gp/600 gp.
In this section, you refers to
the player, not the GM.
Potions Invisibility If the potion is your tier or greater, you
Antidote Drinking this potion allows you to roll go invisible, as in the wizard spell invisibility. Costs
saves vs. poisons at the start, instead of the end of 200 gp/400 gp/800 gp.
your turn, and it gives your saves a +1 (Adventur- Rage You get to use the barbarian rage ability for
er) / +2 (Champion) / +3 (Epic) bonus. Costs 150 two rounds (Adventurer) / three rounds (Champi-
21 strength gives a +5 gp/300 gp/600 gp.
bonus, 23 a +6, and 27 a on) / four rounds (Epic). Special: barbarians who
+8. Blessing Drinking this potion has the effect of drink a rage potion roll 3d20s instead of 2d20s for
putting a cleric’s bless spell on you, as if cast by a the duration of the potion. If they hit and roll 11+
3rd level (Adventurer) / 5th level (Champion) / 9th on least two dice, they crit.
level (Epic) cleric. Costs 150 gp/300 gp/600 gp. Water Breathing You get to breathe underwater
Blur Drinking this potion has the effect of putting for one hour (Adventurer) / 4 hours (Champion) /
a wizard’s blur spell on you, as if cast by a 3rd level 1 day (Epic).
(Adventurer) / 5th level (Champion) / 7th level (Epic)
wizard. It only affects one target, you. Costs 150
gp/300 gp/600 gp.
Oils
Climbing For ten minutes (Adventurer) / one hour Holy Oil Each oil confers a bonus of +1 (Adven-
(Champion) / one day (Epic), you roll 2d20s for turer), +2 (Champion), or +3 (Epic). Used on a
skill checks involving climbing. Use the higher roll weapon or a spellcasting implement, the bonus
for the check. If you roll a natural 11+ with both applies to attack and damage rolls, and changes
dice and your highest skill check is a success, you the damage type to holy. Used on armor, the
can let another character automatically succeed bonus applies to AC.
on their climbing check. Costs 150 gp/300 gp/600 Bonuses from oils don’t stack with magic items’
gp. inherent bonuses (use the higher bonus), but
magic swords and armor enjoy being enhanced
Courage You remove the fear condition for two with magic oil.
rounds (Adventurer) / three rounds (Champion) /
four rounds (Epic). Costs 150 gp/300 gp/600 gp. Other Oils All the other damage types have their
own oil and like holy oil, when applied to a weap-
Elven Speed If the potion is your tier or greater, on change the damage to that damage type. The
you gain an extra standard action on the round types are: acid, cold, fire, force, lightning, negative
you drink this. Non-wood elves: for the rest of the energy, poison, psychic, and thunder.
battle, you have the wood elf’s Elven Grace power.
Wood Elves: for the rest of the battle, you do not
increment the die to see if you get another stan-
dard action. Costs 150 gp/300 gp/600 gp.
Feather Fall You gain the basic effects of a Wiz-
ard’s feather fall utility spell, as if cast by a 2nd level
wizard. 1 dose (Adventurer) / 2 doses (Champion)
/ 3 doses (Epic). Costs 150 gp/300 gp/600 gp.
Fire Breath You get to breath fire for one battle,
or for 10 minutes outside of battle. Standard ac-
tion. Make a close-quarters breath weapon attack
as a standard action using your highest ability
score against 1d2 nearby enemies’ Physical De-
fense. On a hit, the attack deals 3d6 (11) damage
(Adventurer) / 4d10 (22) damage (Champion) /
6d12 (36) (Epic).
On a natural 1, sets user on fire, 3 ongoing fire
damage (Adventurer) / 4 ongoing fire damage
(Champion) / 6 ongoing fire damage (Epic).
On a natural 16+ hit, sets target on fire, 3
ongoing fire damage (Adventurer) / 6 ongoing fire
damage (Champion) / 10 ongoing fire damage
(Epic).
Will set flammable items on fire. Costs 150
131
New Races
Champion Feat: if you are engaged with a
staggered foe when you use regeneration, the In this section you refers to
132
Gods and Icons
Gelatinous Goblin
Troglodyte
+2 Wis OR +2 Cha
Goblins are small, long-eared, hairy creatures with
green skin blotched with patches of blue and
+2 Str OR +2 Con brown. The first goblins were created by a former
Despite rumors placing the blame on Thrice-Wise High Druid who was working to reclaim decimat-
Mercurius or Lady Akuma, the truth may lie with ed parts of the forest from Lady Akuma. The High
one of the Father of Robbers’ heists gone wrong. Druid and the inner circle of druids attempted
Some sealed ancient portals really shouldn’t be to restore some sacred groves that had been
tampered with. Letting troglodytes into the vault destroyed and overrun by demons, but in doing
of the doom ooze did serve as a distraction. In so, solidified some of the unbalanced, demonic
fact, people still find the result distracting. energy they were seeking to destroy into material
Gelatinous troglodytes are rare even deep un- form – and the first goblins were made. Because
derground, and walking into a new town is sure to of how they were created, they have a complicat-
cause a commotion. Choosing to play an outland- ed relationship with both Lady Akuma and Blue
ish race like this is making a statement. And part Aoife. They are essentially highly evolved Earth
of that statement is, “I do not want to fit in.” Elementals created through Druidic ritual from
demonic energy.
When working on your back story, think about
how you came to be an adventurer, rather than Goblins are tricksters and famous liars. Many
some dungeon denizen waiting to eat the next tribes of goblins have stayed close to the demon-
adventuring party. And why the rest of the party ic energy that created them, harassing, stealing
came to accept you. from, and playing tricks on unwary travelers. Oth-
er goblin communities, however, revere Blue Aoife
as their creator, and have a complex cosmology
Gelatinous Stench and spirituality. Goblin player characters generally
have some kind of icon relationship with both
Lady Akuma and Blue Aoife. Goblin communities
(Racial Power) are usually situated on the outskirts of the sacred
As a quick action, a gelatinous troglodyte can forests of Blue Aoife and surrounding lands.
spray their stinking goo on all enemies they are
engaged with, with the following three effects.
Yuck: Humanoids take a -1 penalty to all at-
Earth Blood (Racial
Yuck does not stack with tacks, defenses, and saves. Save ends.
itself. Yuck!
Muck: The gelatinous troglodyte rolls 2d20s for Power)
disengage checks and takes the better of the two. Goblins, being part earth elemental, have skin
Guk: As long as they remain engaged with at that changes subtly in both color and hardness
least one goo-splattered opponent, a gelatinous when in danger. This, combined with their small
troglodyte can make ongoing saves at the start of size, makes them frustrating opponents.
their turn, rather than the end. Goblins add the escalation die to their AC/PD
Champion Feat: you can go into a gelatinous against all attacks of opportunity.
spasm, using your ooze as a weapon. Champion Feat: with some training, goblins
can learn to control the natural stress response
Gelatinous Spasm to possible attacks of opportunity. Add the
escalation die to their disengage rolls.
(ranged attack) Additionally, this feat grants the ability to
communicate with all earth elementals. This does
At-Will not, however, mean that all earth elementals will
Target: Up to two nearby enemies communicate in a friendly or truthful manner.
Attack: Constitution + Level vs. AC
Hit: (1d6 times level) + Constitution damage
Miss: — Grifter (Racial Power)
Backgrounds: tomb guardian, over-achieving Goblins have a natural ability to lie and manipu-
drow chaos mage, demonic slug, troglodyte sha- late. Once per day, as a standard action, goblins
man, unlucky tomb robber. can convince an NPC of anything on a normal
difficulty skill check, and the goblin gets to roll
2d20 and take the top roll. Note that this ability
does not grant goblins the ability to convince
anyone to do anything, just to believe some bit of
information, no matter how ridiculous.
133
Sleeping Lady
The Badlands
The Badlands are the colloquial name for the
eastern and southern border of the Sacred Grove.
In times past, Lady Akuma waged demonic war on
the forest of Blue Aoife before being finally beaten
back, but not before the infernals had done
considerable damage to the edges of the forest.
To this day, the trees in The Badlands grow weak
and crooked, and there are still portals to the
demonic plane hidden in the hilly terrain near the
edge of the forest. It was on this boundary that
the first Goblins were accidentally created by Blue
Aoife’s attempt to reclaim the sacred grove, and it
is here that most Goblin societies still live. Many of
the “low goblins,” as the goblins who reject their
partially demonic nature call them, live near roads
and trade routes in the hills surrounding the
Sacred Grove. They survive to a large extent off
extortion and the murder of travelers. The “green
goblins,” as they like to call themselves, often live
closer to the edge or within the Sacred Grove
itself in small communities centered around
foraging and prayer. Many green goblins are vege-
tarian, and usually have slightly darker skin and
courser hair than low goblins.
While goblins were created out of demonic
energy being drained from the land and manifest-
ed, the demons that still lurk in the Badlands are
generally hostile to them, and see them as “lesser”
manifestations of the demonic plane because
they did not actually come from there. Despite
this, sometimes low goblins work with demons
or Lady Akuma when it suits their needs, or when
they are given no other choice. Green goblins
almost universally hate everything demonic, and
much of their spirituality involves their rejection
and transcendence of the demonic energy they
were originally made from.
Goblins from the Badlands have most frequent
contact with traders coming in and out of the
giant forest known as the Sacred Grove, and with
druidic initiates and adepts.
Other Lands
Goblins from areas other than The Badlands are
often from large cities, where tight-knit communi-
ties and organizations of goblins make a living
through theft, street performance, or both. They
are not well-liked in many places, especially by
organized thieves guilds, with whom they are in
competition. However, in some elven communi-
ties, goblins have recently earned much respect as
actors, even earning roles in ancient elven operas.
Many goblins in the wilderness have found
their way into the service of Supreme Command
Tyrvek.
Backgrounds: street performer, con artist,
green path Initiate, demon hunter, elven opera
singer, Badlands brigand, gold coin guild of
alley-runners.
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Gods and Icons
Half-Owlbear Hobgoblin
+2 Str OR +2 Dex +2 Str OR +2 Int
While he’s long denied it, Thrice-Wise Mercurius is In a past age, a witch queen sought better
accepted by many to be the inadvertent creator of soldiers. Orcs were too unruly and disorganized.
the half-owlbear. Others say one of his assistants Goblins too small and tricky. Humans were revolt-
is to blame. To be fair, those magical experiments ing. Really. But if she could harness the raw power
were supposed to make people less susceptible to of orcs, the elemental power of goblins, and the
owlbear attacks. And now there are some rather organizational power of humans she might have
large feathery people who like arm twisting a bit something.
too much. Creating a new race to rigid specifications is
Half-owlbears are found near where owlbears not a trivial task. Sacrifices had to be made, dark
are found—near Mercurius’ wizards who like to gods appeased, and the power of hundreds of
experiment too much, and in wild places touched casters focused on the ritual. On the plus side, the
by Blue Aoife. ritual worked, and an entire human legion was
If you pick a half-owlbear it’s up to you how transmogrified into a cadre of hobgoblins. On the
owlbearish you look. Some can walk undetected other hand, the first thing the hobgoblins did was
if covered in a cloak and hood. Others have barely kill the exhausted witch queen and escape into
a hint of human in how they look. Work with your the wild places.
backstory to tell how you came to adventuring, Over the years, hobgoblins have built a reputa-
and how you fit in (or don’t) when you enter a tion as mercenaries. If well paid, they are at least
town or city. as reliable as human mercenaries. Today, hobgob-
lins either flock to Supreme Commander Tyrvek’s
banners or keep their distance. Most hobgoblins
Majesty of the have some kind of relationship with the supreme
commander.
Owlbear (Racial
Well-Armored (Racial
Power)
When you hit with a natural 16+ on a single target Power)
melee attack, the target is hampered, save ends
Once per battle as a free action after you have
(11+). When you crit with a single target melee
been hit by an enemy attack, ignore half the dam-
attack, the target is also stunned until the start of
age from a hit (but not a crit) against AC.
your next turn.
Champion Feat: well-armored now ignores all
Champion Feat: when you make a skill check to
the damage instead of half.
be stealthy, roll 2d20, and take the best one.
Backgrounds: toxic magic cleanup crew, magi- Backgrounds: Drow sorcerer’s bodyguard,
cian’s apprentice, naïve wood elf, ranger’s animal gladiator, legionnaire of the Hobgoblin 10th, Danc-
companion ing Fools mercenary.
135
Sleeping Lady
A Klik-zeen Chooses
A klik-zeen chooses their second racial power,
either klik-blade or poisonous.
Klik-blade (Racial
Power) Reach Tricks: see the core
book under general feats.
Klik-zeen can use a klik-blade, a long polearm with
blades on both ends. This power lets you gain the
Reach Tricks feat for free.
Champion Feat: recharge 16+: when wielding
your klik-blade, you can block a melee attack
as an interrupt action. Your attacker has to
reroll their attack.
136
Gods and Icons
Pixie vs. MD
Hit: target dazed (save ends)
+2 Int OR +2 Wis Astral Sigils: brilliant sigils form on your body
Hundreds of years ago, a powerful and well-re- and generate a huge amount of astral energy
spected wizard named Niod Emessus died. During surrounding you. Roll 1d6 and until the escalation
her life, she made many friends and even more die is less than your roll, gain +2 AC, PD, and MD.
gold. She left her servants and familiars with Champion Feat: Each of the Shifting Sigils can be
instructions to build her a great tomb guarded by used once per day, and you roll 1d8 instead of
powerful, intelligent magical constructs, but none 1d6 to see how long your powers last.
of them had the ability to create them. Word was
sent to Niod’s friends Thrice-Wise Mercurius and
Queen Tanadil to create them. These two began Wings of Knowledge
playfully bragging that each was a more powerful
magician and could create a better, more dynamic
magical guardian for the tomb than the other. So (Racial Power)
a competition between them emerged. The pixies Pixies, being animated by raw information, have a
were Queen Tanadil’s creation. They are thin, grey- natural ability (and desire) to process knowledge.
tan, humanoid in shape, with opalescent skin and Their gossamer wings are covered in glowing,
gossamer wings crawling with glowing arcane ever changing scripts of all languages. They get
sigils. +2 to all knowledge and language tests.
Only a few hundred were created, some as
Adventurer Feat: once per battle you can glide
prototypes that were discarded, and some that ac-
for one turn. You need to land at the end of
tually guarded the tomb. There are local legends
your turn or fall.
from the surrounding villages near the tomb that
some of the highly intelligent pixies eventually Champion Feat: you can fly at the rate you
got bored with guarding the sealed tomb (possi- normally move.
bly after reading hundreds of magical tomes), and Epic Feat: you can fly twice as fast as you nor-
left in search of more arcane knowledge. Pixies mally move, and you gain a +5 on disengage
have a complicated, sometimes resentful rela- checks.
tionship to their creator Queen Tanadil, especially
those prototypes that were rejected and dropped
off in the wilderness around Queen Tanadil’s The Elven Wood
tower. While there are few of them, they have de-
veloped a reputation for their love of learning and Most free pixies are prototypes developed by
arcane knowledge. Because they were selected Queen Tanadil for the tomb of Niod Emessus that
to guard the tomb over Thrice-Wise Mercurius’s were rejected for whatever reason. These ended
creations, many associated magical orders do not up being released into the forest and allowed to
trust pixies. live as they wished. (Pixies do not die of old age.)
Some pixies have developed small communities
in the forest, centered around buildings filled
Shifting Sigils (Racial with whatever books they have acquired over the
years. Many pixies, spurred by an innate need for
Power) information, have spread out, some becoming
antiquarian explorers, others becoming librarians
The skin of pixies is a moving, changing book of or professors. Pixies have integrated into elven
arcane symbols. They were originally animated society, though a few can be found in most cities,
by writing living words of power into material always surrounded by dusty tomes. Some pixies
creation. end up working for whichever icon promises
Once per day, pixies can cast one of the follow- them the most access to arcane lore and informa-
ing sigils as a quick action: tion.
Electric Runes: roll 1d6 and until the escalation Backgrounds: tomb guardian, sylvan forest
die is less than your roll, your body is covered with bandit, arcane librarian, druid’s scribe, pastry chef
sparking runes flowing with electricity. This deals
1d4 (Adventurer) / 1d8 (Champion) / 1d20 (Epic)
lightning damage against any engaged creature
who hits you with a melee attack.
Insane Geometry: the symbols on your body
change into shifting, glowing lines of arcane
geometry that causes temporary insanity in those
who look at it.
Close-quarters spell
Daily, quick action to cast
Target: 1d3+1 nearby enemies
137
Sleeping Lady
Slithik
+2 Int OR +2 Wis
A slithik is a mound of green and black slime.
Eight black tentacles sprout out of the slime, each
ending in bright blue metallic pincers. Erupting
from the top of the slime is a black stalk, ending
in a big, black, sunflower-shaped face with two
yellow eyes and a toothless slit for a mouth. When
drinking blood, a slithik’s preferred food, a clear
tube dripping with mucous slithers out of its
mouth like a straw.
Slithiks are born tinkerers and are drawn to ex-
ploring ruins and attempting to find uses for relics
of the past. They came from another world, some
say as an accidental side-effect of one of Thrice-
Wise Mercurius’ major works.
Whatever the reason, slithiks often have a rela-
tionship with Mercurius.
Slithiks are unusual, to say the least. Choosing
to play a blood-drinking oozing plant-person
guarantees your character will stand out. There is
a real science-fantasy vibe to this race. You may
want to work a little harder on your backstory to
explain how you came to be an adventurer and
came to be accepted by the other party members.
138
Gods and Icons
Handouts
Bright Gods
Hierophant Glasyra is both the leader of the While all Bright Gods are acknowledged mem-
triumvirate of hierophants who lead the Bright bers of the same pantheon, the norm is to, at the
Church, and the Sanguine Hierophant of the age of majority, choose three gods usually the
Path of Heaven. The other two hierophants are same as those of one’s family, and follow that path
the Azure Hierophant of the Path of Sky and the throughout life. Each path has its own values, ico-
Argent Hierophant of the Path of Earth. nography, and death rites. Each is symbolized by
Emperor Roland and Thrice-Wise Mercurius three colors and three elements (animal, vegeta-
Lightbringer Creed: faith also follow the Bright Gods, although Mercuri- ble, mineral). There are three major paths: Heaven,
of the Bright Gods us pays homage to the gods of magic in all the Sky, and Earth. Other paths have appeared and
pantheons. disappeared over time.
139
Sleeping Lady
Handout
Thirsty Gods
Inside the Espairian Empire, Lord Ikal and the The culture originating the Thirsty Gods began
Father of Robbers are both prominent (and prob- in a fertile river delta and spread southward. As
lematic) followers of the Thirsty Gods. Aurum Rex, its influence grew through trade and warfare,
King Thorbal, and Supreme Commander Tyrvek worship of this pantheon—with its emphasis on
also follow the Thirsty Gods. dualities, an expansive underworld, and central-
While a follower of the Bright Gods, Thrice-Wise ized rule—gradually replaced that of the Old
Mercurius pays homage to Chazda. Lady Akuma Gods. But the wheel of history eventually turned,
doesn’t so much as worship Koatiri, as celebrate and the colonizers were colonized, this time by Reknarism: faith of the
her, along with Tullet of the Old Gods. Shastan invaders. Since the invasion is recent, Thirsty Gods
faith in the Thirsty Gods is still fiercely defended
by the Amiqui people, often in defiance of the
ruling elite.
140
Gods and Icons
Handout
Old Gods
Blue Aoife (EE-fa) and her druids form the center Supreme Commander Tyrvek finds gods to follow
of worship of the Old Gods. Some druids, howev- here and with the Thirsty Gods. Lady Akuma
er, have moved on to the other pantheons. Queen doesn’t so much worship Tullet, as celebrate her,
Tanadil, Baron Von Vorlatch, and Ghiama also along with as Koatiri of the Thristy Gods.
follow the Old Gods. The Old Gods are all that’s left of an ancient
Although he’s a follower of the Bright Gods, system of worship that once spanned Espairia. The
Thrice-Wise Mercurius pays homage to Baltigan. iconography of the Old Gods—particularly the
Spire: faith of the Old Gods Wheel and the idea of life’s circle—is well-known
throughout the region, especially among the Suo
people. Some gods and their cults have remained
alive through old stories and rituals. Other cults
have been resurrected by people disaffected by
the Shastan elite. The ritual calendar dates from
the creation of the world, and governs life events.
Many people in the region use the calendar with-
out much reference, sadly, to the Suo culture that
created it.
141
Handout
Icon Relationship Results
Player A Player B Player C Player D Player E Player F Player G
AC AC AC AC AC AC AC
PD PD PD PD PD PD PD
MD MD MD MD MD MD MD
Thrice Wise
Mercurius
Aurum Rex
Hierophant
Glasyra
Emperor Roland
Lord Ikal
King Thorbal
Queen Tanadil
Blue Aoife
Prince
Crosshands
Baron Von
Vorlatch
Lady Akuma
Ghiama
Supreme
Commander
Tyrvek
142
Gods and Icons
Blue Aoife
EE-fa. Ambiguous Icon. High Druid
of the Old Gods.
Aurum Rex
Heroic Icon. Giant gold dragon.
His dragons and Ghiama’s dragons
don’t play well together.
Father of Robbers
Ambiguous Icon. Honored by
thieves, conmen, and tricksters.
Hierophant Glasyra
HY-ro-fant Glass-EE-rah. Heroic
Icon. High Priestess of the Bright
Gods.
Baron Von Vorlatch
vor-LATCH. Villainous Icon. Vampire
baron of Borgostnya, part of the
Espairian Empire.
Emperor Roland
the Unbreakable
Ambiguous Icon. Human emperor
of the Espairian Empire. Honor
guard rides griffins. Lady Akuma
Villainous Icon. Possibly insane,
summons devils, demons, undead
and other outsiders.
Lord Ikal
Ambiguous Icon. Attacks hell
breaches wherever they are. Ends
justify the means.
Ghiama
GEE-ah-ma. Villainous Icon. 5 head-
ed dragon, the white head is dead
and covered in silver chains.
King Thorbal of
the Green Gem
Ambiguous Icon. King of the
Dwarves. Steward of the Vaults of
Grudges. Supreme Commander
Tyrvek
Villainous Icon. Hobgoblin ruler of
goblins, orcs, trolls, and other fell
Queen Tanadil, High creatures.
Queen of the Fey
Ambiguous Icon. Queen of High
Elves, Wood Elves, Dark Elves, and
Gnomes.
143
Handout
144
Gods and Icons
145
Hugely Important Information Lord of the Underworld: Reknar,
G About the Story 100 king of the Thirsty Gods. 11
Gelatinous Troglodyte: Race 133 Is the Party Short on Healing? 75 The Lords: Toc, Tanic, and Helbar,
Ghiama: Icon of chromatic dragons 59 One-use Item 99 Old Gods 17
Black Wing 59 True Magic Item 77 Lorefolk 47
Blue Wing 59 Type of Boon 76 The Lover: Perikalo, Bright God 9
Green Wing 59 Complications: When players roll a
Red Wing 59 5 on their icon relationship M
Talons of the Five 59 rolls, they get a complication. 113
Divine Complications 113 Magic Items 122
White Wing 59
Dungeon and Wilderness Artifacts 122
Ghost Lake: Once sacred to the
Complications 116 Holy Swords 129
Thirsty Gods, now ill-omened. 34
Extra Foes 116 One-Use Items 131
Hierophant Glasyra: Icon of the
More Powerful Foes 118 Oils 131
Bright Gods 41
Social Complications 114 Potions 131
Bright Beyond 41
Player Options 72 True Magic Items 123
Bright Espair 41
Icons 37 Arrow, Crossbow Bolt,
Path of Heaven 6
Lord Ikal: Icon who hunts demons Slingstone 123
Society of Espair 43
and devils, devout Reknarite 45 Belt, Swordbelt, Kilt, Skirt,
Goblin: Race 133
Iron Gauntlet 45 Girdle, Sash 123
Gray Circle 49
The Turned 45 Boots, Shoes, Sandals, Slippers 124
Gray Watchers: A wealthy Delkrey
Unblinking Eye 45 Cloak, Mantle, Cape 124
mystery cult with fortune-telling
Imperial Adjudicators 43 Gloves, Gauntlets 124
ability. 19
Imperial Army 43 Helmet, Crown, Diadem, Circlet 124
Greathearted: Ixtaa, Thirsty God 13
Imperial Fleet 43 Instrument 124
Green Goddesses: Kelya, Muirelle,
Intercessor Twins: Shok and Yuniris, Necklace, Pendant 125
Atowen, and Hessis, Old Gods 15
Thirsty Gods 12 Ring 125
Green Wing 59
Iron Gauntlet 45 Shield 125
The Griffs 43
Ixtaa (ISH tah): Thirsty God 13 Staff 125
Symbol, Holy Symbol, Relic,
H Sacred Branch 126
K
Half-Owlbear: Race 135 Wand 126
Handouts 139 Kalo: Perikalo, Bright God 9 Weapon 126
Helbar: Old God 17 Katalua: Bright God 6 Wondrous Item 127
Heresy Wars: Battles over a thousand- Kellalia: Spring equinox festival sacred The Maw 57
year period in the homeland of the to the goddess Kelya. 16 Melissar: Beekeeping mystery cult
Shastan people, fought mostly Kelya: Old God 15 dedicated to Ixtaa. 13
between followers of the Path of Sky Klik-zeen: Mantis person race. 136 Moonspinners 49
and the Path of Heaven. 5 Koatiri: Thirsty God 11 The Mother: Xaria, Bright God 8
Hessis: Old God 15 Krito (KREE toh): Bright God 7 Muirelle: Old God 15
High Dragons 39 Kritons: Protection effigies of the god Muirin (MYOUR in): Ritual
Hobgoblin: Race 135 Krito, made from black stone or psychotropic tea sacred to Muirelle 16
Hollow Queens: Camazoth and wood. 7 Murinest: Summer solstice festival
Koatiri, as they are worshipped by a Kyesh (kai ESH): Largest port city in sacred to Muirelle. 16
secret lich collective, considered by the Empire of Espair, at the mouth Murites: Dowsers and well-diggers
them to be the Queens of Undeath of the Cuicoa River. 30 associated with the cult of Muirelle. 16
and Decay, respectively. 11 Mushroom God: Delkrey, Old God 19
Holy Swords. See Magic Items L
Honorable Order of the Griffon 43 N
The Ladies: Kelya, Muirelle, Atowen,
and Hessis, Old Gods 15 Narillion: Epic poem of the love
I Lake Suolmenti (SOO ohl mehn tee): between Reknar and Camazoth 11
Icon Agents 63 a large lake, considered a holy place Narn: Ritual language of the
Iconic Enemies 66 by the Suo people. 32 Reknarites. 11
Icon Options 69 Laval: Bright God 8 Night of Open Locks: Festival
Icon Relationship Rolls 72 Lavalite: Eunuch associated with the associated with the Path of Sky, in
Boons: When players roll 5s and 6s Path of Sky. 7 which all doors are flung open and
on their icon relationship rolls, Lightbringer Creed: Religion of the gifts are given 7
they get a boon. 75 Bright Gods pantheon, whose NPC Appearance 120
How do PCs Get the Items/ followers
Information? 76 are called Lightbringers. 5
146
Gods and Icons
Queen’s Shadow: Queen Tanadil’s spies by members of the Silver Hand cult. 18
O and assassins. 49 Silver Hand: A recently-formed
Old Gods 15 nautical cult worshipping Toc. 18
Argir 16 R Silverius Heresy: A belief that all the
Atowen 15 religions are wrong, and that there
Races 132 is one true pantheon that can be
Baltigan 17
Ranger Talent 29 found through reason. 14
Delkrey 19
Red Grove: A once-sacred grove Sisterhood of the Death Cap Spider:
Helbar 17
twisted by unholy energies 35 Drow priesthood of Delkrey 19
Hessis 15
Red Knives 61 See also Delkrey
Kelya 15
Red Wing: Ghiama’s red dragons 59 Sisterhood of the Vixen: A cult of
Muirelle 15
Reknar: King of the Thirsty Gods 10 healers who worship Tullet. 19, 51
Tanic 17
Reknarism: Faith of the Thirsty Gods, Slithik: Science-Fantasy race from
Toc 17
followers are call Reknarites. 10 another world 138
Tullet 18
Reknarite Knight: Paladin talent. 29 Society of Espair: State supported
Old Two-Fist: Helbar, Old God 18
Ring of Smiths 47 charity associated with Emperor
One-Use Items: See Magic Items
River Houses: Inns on stilts near the Roland, Hierophant Glasyra, and
Order of Devilry: Devils who temp
Cuicoa River. Famous for never Thrice-Wise Mercurius. 43
people into the worst behaviors,
turning away people in need. Solar: A priest of the Path of Heaven. 6
associated with Lady Akuma. 57
Innkeepers of River Houses are Sorcerous Cabal 37
Order of the Bat: Icon agents for
called Auntie or Uncle. 13 Sound Caverns of Mt. Käyatt 32
Baron Von Vorlatch. 55
Emperor Roland: Human icon, leader The Sparrow: Baltigan, Old God 17
Order of the Eversinger: A bardic
of the Espairian Empire. 43 Spire: The faith of the Old Gods,
order worshipping Argir the
Dark Fog 43 connected to Suo traditions.
Eversinging. They train oral
Honorable Order of the Griffon 43 Worshippers are called Spirians. 16
historians. 16, 51
Imperial Adjudicators 43 Spire Faithful 51
Order of the Sparrow: An association
Imperial Army 43 Steel Chain 61
of wizards officially sanctioned by the
Imperial Fleet 43 Stoic: A priest of the Path of Sky. 7
Shastan elite to worship
Society of Espair 43 Sunreavers: A warrior cult
Baltigan. Thrice-wise Mercurius is a
Root Ballad: Teaching songs in the Suo worshipping Koatiri the Destroyer. 11
member. 17
tradition. 17 Suo (SOO oh): The culture of the Old
Rune Knights 47
P Gods. The remnants of the people
who lived in Espaira before the
The Pack 55 S Amiqui invasion. 5
Paladin Talents 29 Sustainer 8
Sand Speakers: A bardic order
Path of Earth: This Lightbringer path is Sweeping Eyes 15
worshipping Shok & Yuniris as the
about opening up to love. 8
Hero Twins. 12
Beaoo 8 T
Sanguine Hierophant: The religious
Perikalo 8
head of the Path of Heaven. Talents 25
Xaria 8
Hierophant Glasyra is the current Talons of the Five: Icon agents of
Path of Heaven: This Lightbringer path
Sanguine Hierophant. 6 Ghiama 59
is a call to experience life vigorously. 6
Sea of Tears 5 Queen Tanadil: Queen of the Fey,
Dozakad 6
The Shackles 61 icon. 49
Katalua 6
Shastan: The culture of the Bright Circle of Light 49
Tukae 6
Gods, the recent colonizers and Gray Circle 49
Path of Sky: This Lightbringer path is
rulers of the Empire of Espair. 5 Moonspinners 49
a journey toward self-control and
Shearing: A festival associated with Queen’s Shadow 49
understanding. 7
the Path of Earth, combining sheep Silver Circle 49
Ezetesa 7
shearing and human hair-cutting. 8 Tanic: Old God 17
Krito 7
Shepherds: A priest of the Path of Tanmul Necropolis (TAN mool):
Laval 8
Earth. 8 Reknarite holy site in the desert. 31
The Perfector: Laval, Bright God of
Shok: Thirsty God 12 The Teacher: Ezetesa, Bright God 8
equilibrium. 8
Shorn: A mendicant monastic order of Tenth Understanding: See Equilibrium.
Perikalo: Bright God 8
the Path of Earth. 8 Thirsty Gods 10
Pixie: Race. 137
Silent Soldiers: A martial cult Balamet 14
Player Options: Icon Relationships 72
worshipping Argir as the Dread Camazoth 11
Worm. 17
Q Silt Lady: Ixtaa: Thirsty God 13
Chazda 13
Ixtaa 13
Queensrod: Painkiller planet Silver Circle 49 Koatiri 11
associated with Muirelle. 16 Silver Feast: A celebratory gathering
147
Reknar 10 Vorlatch is a member. 17
Shok 12 The Worm 16
Yuniris 12 Wormeaten 17
King Thorbal: Dwarven King, icon. 47 Worm of Life: Argir, Old God 17
The Lorefolk 47
Rune Knights 47 X
Thrice-Wise Mercurius: Supreme mage
of this age, icon of the arcane. 37 Xaria: Bright God 8
College of Wizardry 37
Society of Espair 43 Y
Sorcerous Cabal 37 Youthfest: A summer festival associated
Uncontrollables 38 with the Path of Heaven, celebrating
Toc: Old God 17 new birth. Known for its competitive
Toy Yard: A once sacred site haunted games. 6
by magical energies turned Yuniriat (yoo NEER ee at): An annual
malevolent. 33 Amiqui thespian competition. 12
Triads: Groupings of the Bright Gods 9 Yuniris (yoo NIGH ris): Thirsty God 12
The Truth Which Destroys 12 Yuniro Wind 12
Tukae: Bright God 6
Tullet: Old God 18 Z
The Turned 45
Supreme Commander Tyrvek: Zothmill: A wizard tower in Amiqui
Hobgoblin leader of an army of tradition. 11
monsters, icon 61 Zothnori: 1. The name of the nine
Black Flame 61 main mages in the service of
Final Fist 61 Camazoth. Each governs a form of
Red Knives 61 magic. 2. The name of any secret
The Shackles 61 society of magic practitioners. 11
Steel Chain 61
U
Unblinking Eye 45
Uncontrollables 38
Undying: Camazoth, Thirsty God 11
V
The Vixen: Tullet, Old God 18
Baron Von Vorlatch: Vampire icon. 55
The Culling 55
Order of the Bat: Icon agents. 55
The Pack 55
W
Warrior Cat: Balamat, Thirsty
God. 14
Way of the Thirsty Gods: Cleric
talent. 25
Way of the Wheel: Ranger talent. 29
Wheel Caster: Druid talent. 26
White Wing 59
Wild Ones 51
Windwalkers: An all-female Amiqui
cult. They worship the Sister, a
version of Koatiri. They are known
for their martial prowess and short
braids. 11
Withered Root: The cult worshipping
Argir the Undead. Baron Von
148
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